|
|
#1 |
![]() Join Date: May 2012
Reputation: 0
Posts: 35
|
Review My Maps and I'll Fo the Same for Your's!
Like the title says, leave a map and I'll take a look! Also, tell me if you'd prefer comments in the "comments" section or in this topic. Here are my maps (I'd prefer comments/advice in this topic):
http://steamcommunity.com/sharedfile...s/?id=71172544 -"Time Trial": In this map, it's pretty clear what to do, but it requires fast actions to do it. http://steamcommunity.com/sharedfile...s/?id=70067164 -"Trial and Error": This one's a bit more difficult to figure out what to do, and it also requires some fast reflexes. Expect to die a lot. http://steamcommunity.com/sharedfile...s/?id=71481032 -"Think it Through": This map doesn't require any fast reflexes - just your brain! It's often going to be unclear what to do. http://steamcommunity.com/sharedfile...s/?id=71702740 -"Interconnected": A four-roomed map where how to progress is often unclear - a real challenger! http://steamcommunity.com/sharedfile...s/?id=71793421 -"Redirection": A simpler map, but still has a bit of challenge to it. http://steamcommunity.com/sharedfile...s/?id=71962799 -"Moving on Up": A long map with a couple challenging parts. All of my maps are meant to be difficult. Please leave feedback and your map name(s) and I'll be sure to do the same! Last edited by Briguy77: 05-14-2012 at 05:57 AM. |
|
|
|
|
|
#2 |
![]() Join Date: Mar 2010
Reputation: 3
Posts: 85
|
Tested "Time trial". I don't think it worked how it was supposed to work. Cubes don't always fall where they should.
Tested "Trial and error". It's ok, but I think it would be funnier if it didn't kill you with every bad jump. Tested "Think it Through". It's a bit tedious and the reverse button of the funnel is just a bit too far. I think it's unfair and doesn't really use portals much. Tested "Interconnected". It's pretty solid. I like it. Good job. +fav Here are mine: http://forums.steampowered.com/forum....php?t=2695560 http://forums.steampowered.com/forum....php?t=2693623 |
|
|
|
|
|
#3 | |
![]() Join Date: May 2012
Reputation: 0
Posts: 35
|
Quote:
I LOVED your "Cube Rescue" map. The cube guarded by the turrets wasn't that great, but the one with the excursion funnel was very fun. I also enjoyed manuvering the laser around the second part of the map (after getting the cubes) I didn't understand why you had all those light bridges though - I only needed to use one. Great map though. I disliked your "Four Rooms" map because of how cluttered it was. It was exremely difficcult to figure out what each trigger affected. It was a nice puzzle, but I really hated the layout. Maybe bigger rroms would help? Could you elaborate on "cubes not falling where they should" please? One should hit the faithplate and the other two should land on the ground with the press button. For the second one, would you recommend a harmless floor instead? I guess I could do that. On "Think it Through," I see what you mean about the tediousness. I'll shorten the left/right distance a bit. What do you mean by "not useing portals much?" My shortest solution takes 9. Maybe you found a way that I didn't intend? I also posted a fifth, but only play it if you want to (It's pretty easy). http://steamcommunity.com/sharedfile...s/?id=71793421 Thanks again! Answering these would help me out a lot Keep up the great work with your chambers!
|
|
|
|
|
|
|
#4 |
![]() Join Date: Mar 2010
Reputation: 3
Posts: 85
|
Thanks for your feedback too! On the Cube rescue I guess I didn't test enough. I should some black panels in front of the exits. Thanks for finding the exploit. The cube with the turrets isn't meant to be too hard, but the bug which causes the turrets not to fire through portals makes it even easier.
I understand why you don't like Four Rooms, but I'm not changing it. It was meant to be packed with objects. I may make a different easier version, though. About the cube that didn't fall properly, well, it just fell on the faith plate panel side instead of the face plate. =/ I guess I was unlucky. The second one, I wouldn't use a harmless floor, but you could put some safety on the ending wall and a way to go back. Something that doesn't make it easy to survive but gives you some chance if you are not completely failing. About the use of portals on "Think it Through", I don't know how many are necessary and I don't think I used less, but it feels very fixed and there are not many wrong places to put a portal. I don't know. It's not a bad map, though. Even if it's, SO, BLACK. But it's ok. Fifth map, I'll play tomorrow. My Portal time for today is gone! D8 Thanks to you too. |
|
|
|
|
|
#5 | |
![]() Join Date: May 2012
Reputation: 0
Posts: 35
|
Quote:
http://steamcommunity.com/profiles/7...18729211701728 I'll try to work something out on the second one - thanks again! |
|
|
|
|
|
|
#6 |
![]() Join Date: Jan 2012
Reputation: 10
Posts: 11
|
Time Trial: Didn't really like the time-based mechanic, in part because it wasn't obvious that the cubes were going to despawn and when they did it wasn't obvious why. Also, I didn't really see the point in having to do the momentum jumps instead of just stairs/portalling. If that's part of the solution, then okay. I'm not a fan of time limited maps so I got fed up, but it looked pretty good aside from that.
Trial and error: I didn't need any fast reflexes - the whole thing was really straight forward? If you're supposed to need to use the goo, I did it only using the beam. I used the beam to push myself into the corridor with the water, then jumped up and swapped my beam to go into the final room. I then bounced up and down on the pillar while I worked out what to do, and then portalled the lightbridge down to where I could jump on. Looks like it could be a good puzzle if the goo was required, though. Think it through: Good puzzles, but really needed more indication of what things did. There was a lot of walking around following the lines at first, which could have been made less annoying by placing windows where possible. Also the part where the cube is pushed from the little room down the stairs could use a little change to make it more obvious when the cube has arrived. Nice idea, though. I did the last bit by using the blue tractor beam to lift me up, hit the button and then drop into the exit. If that's the right way to do it, it was too frustrating. Interconnected: This was definitely my favourite. Really good puzzle. I liked how all the parts were reused. Only thing I can suggest is to try and tidy up the appearance a bit. Good puzzles, my main suggestion is just to try and make them look nicer and make it more obvious what is connected to what. Also, for think it through, you could place the goo splat without a spawner so that you don't need the button. I'd like comments on this collection (like yours, designed to be hard): http://steamcommunity.com/workshop/f...s/?id=71663028 In particular this one: http://steamcommunity.com/sharedfile...s/?id=70317626 Thanks! |
|
|
|
|
|
#7 |
![]() Join Date: Jan 2012
Reputation: 10
Posts: 11
|
Tried your fifth one too! I liked it, except once I had both cubes I couldn't work out what to do, so I knocked one cube so that the laser went up, and then put the other one on top to open the door. Not sure if that was intended!
|
|
|
|
|
|
#8 | |
![]() Join Date: Mar 2010
Reputation: 3
Posts: 85
|
Quote:
|
|
|
|
|
|
|
#9 |
![]() Join Date: Jan 2012
Reputation: 10
Posts: 11
|
|
|
|
|
|
|
#10 |
|
Join Date: May 2012
Reputation: 0
Posts: 4
|
|
|
|
|
|
|
#11 | |
![]() Join Date: May 2012
Reputation: 0
Posts: 35
|
Quote:
|
|
|
|
|
|
|
#12 |
![]() Join Date: May 2012
Reputation: 0
Posts: 35
|
I finished your series and it was awesome!
1 Laser: Something about the placement of the laser was off here - it took me 15-20 shots at rearanging my portals on the two correct panels before it worked the way it was supposed to (I was rearanging the laser recepting one and the one that makes it go through 3 light thingys). Also, I would put a light above the flipping platform in the back (behind the grate) to make it a bit more visible. Good puzzle, but the laser glitch prevented me from fully enjoying it. 2 Rooms: By far your best puzzle. Great idea, great execution - definitely on par with some of the best The only thing I didn't understand was why the faithplate was there - I never used it.3 Platforms: A little on the easy side, but a good puzzle nonetheless. I really liked the design of the chamber though. 4 Cubes: Loved this one - the ending part looked really cool! The ball/excursion funnel section was my favorite, with the moon gel being my least favorite. I never was able to solve the companion cube one - you had me stumped! I got all the others though. In order from Best to worst IMO 2, 4, 3, 1. Also, I've got a 6th map almost done Only play if you want to. To everyone else: Go play his series! |
|
|
|
|
|
#13 |
![]() Join Date: Mar 2010
Reputation: 3
Posts: 85
|
Man, Redirection is so much easier than it seems it made me feel dumb lol. Good work.
|
|
|
|
|
|
#14 |
![]() Join Date: May 2012
Reputation: 0
Posts: 11
|
Hi logical minds!
![]() I do your test rooms. Make it the same with mine, based only on the idea of doing everything in a large cube. I hope you will apreciate. "The Cube" --> http://steamcommunity.com/sharedfile...s/?id=70604258 "The Ice Cube" --> http://steamcommunity.com/sharedfile...s/?id=71227734 "The Deadly Fall" --> http://steamcommunity.com/sharedfile...s/?id=71894940 "The Cube of Death" --> http://steamcommunity.com/sharedfile...s/?id=71897835 GG Last edited by Phéni-X: 05-14-2012 at 08:22 AM. |
|
|
|
|
|
#15 |
![]() Join Date: May 2012
Reputation: 0
Posts: 35
|
For Feltrol - the chamber was pretty good, but it was too hard to figure out what button did what action. It was annoying to hit something then search for 3 minutes to figure out what I just did. I think a better sense of direction would be good. Also, it was frustrating to get stuck at the last platform if you show up without a cube - it made me reset and lose a lot of progress.
For Pheni-X - In all honesty, I didn't like your tests much. The blank cube was WAY too easy and there was nothing exciting or new about it. The others weree either too cluttered, had too much wasted space, and/or had too many unnecessary elements. The turret killing was easy and monotonous, while the laser one had so much empty space. It seemed like you just randomly placed stuff and hoped a test would come out of it. I recommend MUCH smaller maps and less elements - you don't need to fit EVERYTHING into one chamber. Do you two have any feedback for me? Also, the 6th one's up - and it's a long one! http://steamcommunity.com/sharedfile...s/?id=71962799 |
|
|
|
![]() |
|
||||||
| Thread Tools | |
| Display Modes | |
|
|