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[SP] The Skinner Box

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I really liked your map since it is really really different from the regular map, with new ideas (the tubes that transform balls into cubes for example) and new rules (we can go through water (why not, pretty odd).
It was fun, but the problem is your map suffers multiple problems to be really nice.
We can build as many cubes as we wants (unacceptable), when we go underwater, we don't see anything, the "changer tubes" work even if you go from the bottom whereas it should only work when we throw an object from the top.
Correct these exploits and it will be a nice original map.

HA ha !

So... I would love to fix it so the converter tubes cannot be used from the bottom. But short of making them taller, I don't know of a way. Can anyone offer me some advice?

Edit: I found a solution. Version 1.3 is uploading now. Fixed it so conversion tubes work from the top only. And by popular demand, you can only have one reflective cube and one turret at a time.

Please let me know if you encounter any other bugs.

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder

I am done with this one now. Thanks, Marise, for the fix to the bug I mentioned!

What is still discomforting me is the presence of puzzle elements that add difficulty to the level by functioning differently than they should. While this concords with the name of the mod, this is not the kind of puzzles most people I know play Portal 2 mods for (and generally considered to be a bad substitute for genuine difficulty). This mod would totally function without them. As for the

Spoiler
non-lethal murky water
, I have no idea whether I would have figured it out if I hadn't read about it here, and nor do I have any idea what this mod would lose if you
Spoiler
replaced it by clear water
. As for the
Spoiler
first fizzler replacing the cube by a ball, I'm wondering whether you could retex the fizzler to another color, like yellow, so that people wouldn't assume it behaves like any other fizzler in Portal 2. Besides, you could then add this kind of re-colored fizzler to the metamorphosis tubes to make it clear what exactly they are doing. With all these changes, the mod would still be a nontrivial challenge
.

I am wondering

Spoiler
whether the "mashy spike-plate" in the very last room has any use at all - at least, I haven't found any for it.

There is a use for it, but there's an alternate solution, too.

I want to leave the differently-functioning elements in because they are the whole point of the map for me. But I appreciate that some people don't find them appealing. It's an experimental map :)
As for the fizzler, I

Spoiler
put in the indicator lights leading from it to the ball dispenser as a little clue. Not sure if anyone is picking up on that or not.

Thanks for the feedback and thanks for playing.

Winner of the Nobel Prize for Being Immune to Neurotoxin

Thanks for over 1,000 downloads: The Cold Shoulder

Your fix for the object transformation tubes may have introduced a way to get stuck. In the third room, I dropped the companion cube into the top of the tube, and it got stuck in the middle, leaving me unable to finish. Your operant conditioning having worked to make me stubborn and unconventional (OK, I was already stubborn) I jumped in there to retrieve it, and got stuck as well.

I was (and still am) baffled by the spike plate. I had put both the companion cube and reflectocube on it, in the hopes that they would be destroyed, but they just fell through. I was very surprised when the reflectocube stayed on top when I carried it on there.

I have mixed feeling about this map. On the positive side, I like maps that are different and unusual. On the negative side, I don't think you designed the level to train the player that conventions are being broken quickly or well enough. 3/5 from me.

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I think the mapmaker succeeded at what he or she set out to do: polarize the community. The diversity of opinions about this map reveal the depth to which each of us has or has not been conditioned by the conventions of Portal 2 -- exactly what a Skinner Box is supposed to do. Once I understood the spirit of the map, I really enjoyed it. I was a bit disappointed, though, with the gel room -- it was too conventional. Thanks for the test, Marise.

And watching Djinndrache run this map was just about the funniest thing I've seen in a long time. But I give his blindrun only a 4/5 because he actually thought he made it through

Spoiler
the toxic water
using his lightening-quick ninja moves. :lol:

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