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I get that Portal 2 is a puzzle game but for me the only difficulty in a puzzle is to understand it and that is up to the map maker, if he wants the player to be lost and frustrated, or have him think for a long time that's his design intention, mine was to keep it cool and very intuitive and so far I haven't seen a player get stuck in a room
You should give the map another go sometime it has seen major improvements since your video :)
This is and will be my only map, by study I meant class project for my studies my bad, here's a little more about that:
We each had to make a level in a team of 5, my level is right at the tipping point of difficulty; the two previous levels were very friendly and instructive and the two following were very intense and hostile, mine was the icing on the cake, the easiest and most rewarding rooms out of all of them, the reward being a little show performed by the machine.
I was very pleased to see that many players found it easy and enjoyable as this was my main goal.
I cannot understand why the bigger part of mapping newbies (no negative aspect) want to make a "game" like this and not a puzzle.
I can give you the result of your little study: Yes, about 70% of the portal players are not smart enough, to solve medium or hard puzzles and they will vote maps with a higher difficulty down. Not because the maps are bad or have bugs, no, because they don't understand it.
Really sad ...thats the big question of your study, isn't it? ;)
Portal 2 is a game, a puzzle game. ^^ ...don't get it. :D
Good night ...maybe I will check your other maps later
It's for a study project my level is number 3 out of 5, it was supposed to be really easy and enjoyable because the two levels following (made by other students) were really hard and frustrating.
I don't know exactly when you recorded your playthrough but I fixed a few issues with the map just yesterday, removed that companion cube and added droppers for the third room. I had reached the prop limit on my last upload which explains the lack of droppers previously, I'm still trying to fix the middle part of the room, whenever I add a part to this map, the machine breaks somewhere totally unrelated.
Unfortunately due to the physics of this game the machine will never be 100% accurate but if I want to keep this design there's no going around it
The points:
*it was a little bit funny, but not really a puzzle ...it was ok
*the idea is cool, but the implementation isn't perfect
*which role plays the companion cube and how it came in the big room? oO
*the mechanism with the ball is very random ...on some parts it's very annoying (i had to repeat the respawn three times)
*your map is unsolvable if the playtester destroys a laser cube (you can see it in room 3) -> don't forget cube dropper for the respawn ;)
I played the "best 10 of the last week" at the workshop and recorded all gameplays/blindruns.
Gameplay: https://youtu.be/bH34UeUAfpI (sorry, I had to restart your map, because my pingtool was buggy and didn't close itselfs.)
Please have a look at the description, you can find a timestamp for your map.
It's not my intention to vote down or up only, it's more important to increase your understanding to make a better map.
I want to give you feedback to your map. What is good and was not?
Maybe a way to make it better, if I have an idea. :)
I hope you accept my critique and ...maybe your map will get an update or you adapt what you have learned to your next map?! ;)
Keep it up!
PS: If you searching for a beta tester ...I would be glad to help you ...and anyone else.
I was able to fit in 80% of what I wanted in this room, I had reached the prop limit when I started designing the third room which explains the lack of difficulty in it.
I'm glad many of you appreciated the map, it sure was fun making it ! :)