Please or Register to create posts and topics.

[WIP] [WIP] Engineer 1.0.0

PreviousPage 4 of 9Next

Visually this map is incredibly boring. You use the same 4 or 5 textures on basically every surface. You also don't have cubemaps, which only makes everything appear much more flat. Your lighting seems to just exist, with no clear source - light panels or observation rooms.

I think this was mentioned previously: in the excursion funnel part, you put glass on top of white surfaces to make them non-portalable. Not only does this look bad, but it breaks what the player expects. As Nacimota said, just use a non-portalable material on these surfaces.

Quote:
It is possible to do things that make the puzzle unsolvable. This is by design. Start over with newfound insight.

This is a terrible philosophy and is a big reason why this map is simply not fun. The problem with wanting to make a map "hard" is that often the easiest way is to make it either unfair or complete nonsense - which your map seems to have done both. If I am going to be penalized by getting myself stuck somewhere, then you should put hazard liquid or something to let the player know it is literally a dead end.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
msleeper wrote:
Quote:
It is possible to do things that make the puzzle unsolvable. This is by design. Start over with newfound insight.

This is a terrible philosophy and is a big reason why this map is simply not fun. The problem with wanting to make a map "hard" is that often the easiest way is to make it either unfair or complete nonsense - which your map seems to have done both. If I am going to be penalized by getting myself stuck somewhere, then you should put hazard liquid or something to let the player know it is literally a dead end.

I agree. Imagine a Rubik's Cube that falls apart if you try to turn it in a very specific way. You shouldn't destroy the players work as a consequence for exploring the level, especially since you have no autosaves. It's contrary to game design practise to trap the player without giving them some indication they are trapped. Most players who get stuck in an area will at first think there is some hidden way out that they are not seeing. After a while they will simply conclude that the trap was an unintended design flaw (as I did before you said it was intentional).

Well, to be fair, once I had the warning I saved every couple of puzzles- And also to be fair, that philosophy made me think really, really hard on what to do, hence my

Spoiler
portal being constantly on the light bridge all the way until the third box, while I would have normally removed it much sooner.

I like being challenged to think, though I understand why it might frustrate a lot of people.

Man, I would have never got box #4 without ufo's video (he got it third, though). I gave up on it. I liked the map til then. I don't mind the stuck areas, but only because you warned us beforehand. I just made lots of save games. I hated having to

Spoiler
wash the bouncy box
.

Same as sorebones- I did get how to get it (because hey, only one thing -can- get it, and I have to commend you on a really good idea there, it stumped me for a good ten to twenty minutes) but

Spoiler
washing it was hell because it kept getting stuck in the funnel. xD And other places. It's hard to catch it. I dunno, I might suggest 'deposit' areas where the box can be temporarily kept without it bouncing to god knows where, because I lost it once. xD

Repeat with me three times: the player is not my enemy. All is fair for difficulty, but even heavy weights can't punch below the belt. Exploits, force quickloads, sudden deaths all count as cojones in my book.

the hills are alive... with the sound of music

Seems interesting but I was too put off by the lack of lighting to keep playing it. Everything is so one-colored that it becomes diffculttiresome for the eyes too actually see and understand the geometry.
How about asking one of the map designers who are good at visual design to help you with it, combination of good gameplay + good visuals is killer. : Doesn't have to be over the top, just a little lighting to make it more colorful + more contrast to make it easier on the eyes to read.

Okay, decided to upload my own solution to just the very beginning of the map, since it's quite different from how UFO did it. Everything else save the order of obtaining the cubes are mostly the same- Well,

Spoiler
I also didn't bring any cube with me, I just brought along the one with repulsion gel, used it to knock the last cube down, then used the new one to get back on the light bridge. But I digress.

I'm not sure if it's anything closer to the intended solution, but:

Part of solution

lot quicker than mine thursaz. good work

Allowing people the freedom to find their own solutions is part of the fun of creative map design, please don't close them off

PreviousPage 4 of 9Next