ForbiddenDonut wrote:
A considerably long map that, although lacks visual inspiration, begins with developed puzzles, but unfortunately starts to fall into the conundrum of "less thinking/more execution" puzzle work that occurs when using the gel a lot.
True, I agree that we used the gel a little much. Please consider that the first map is intended to be rather easy and straight forward to solve and then it get's harder until the master puzzle at the end of map 2.
ForbiddenDonut wrote:
There are a few gems of ideas here (the particular usage of glass separation/button puzzles were interesting), but there needs a few tweaks. In chamber two (the first propulsion gel chamber with the crushers), it is possible for one player to portal over the gel by himself by standing on the tilted panel and obtaining the gel.
Thanks for this catch, we will improve this part.
ForbiddenDonut wrote:
In chamber four (the introduction of the repulsion gel), the opposing walls are too far apart, causing the player to bounce up at an incredibly slow and tedious way. It became trite after how many times we had to climb it to solve the puzzle.
Yes indeed, we are aware of the distance problem, will be corrected.
ForbiddenDonut wrote:
The chamber after that, with the propulsion gel, is when the map started to shed its weakness. The walls in this room and the room after are 50/50 portalable, despite being the same white textures. If you are going to make a wall non-portalable, make it standard non-white. The amount of gel the player is given is so incredible small that it took us quite a while to cover enough floorspace to operate a proper runway.
Will consider a texture change for non-portable walls.
ForbiddenDonut wrote:
If one of the players enters the last chamber, the repulsion chamber, before the previous one is completed (obtaining the cube), then that player becomes stuck. Perhaps use a panel to block off the last chamber so players don't screw that up, or a way to portal back.
We missed that one, thanks!
ForbiddenDonut wrote:
The last chamber is the weakest of all in our opinions: it basically includes covering the whole floorspace with difficult-to-spread repulsion gel (turn up the radius on your info_paint_sprayers) and perform a very easy timing puzzle. You might want to consider reducing the open time for the doors so the players have to coordinate more. Also, if a player jumps from the ledge into a portal under the button, they don't even have to use the gel for the first part.
True. But it's not necessarily a bug, in this chamber we wanted to give the players more than one possibility to solve a particular puzzle element (For example: being able to jump into the tractor beam using either the broken fling plate combined with the gel or you can fling with portals.).
ForbiddenDonut wrote:
You have some good work here, but it needs tweaking. The aesthetic part of the map, which I haven't really touched on, was very undeveloped - there were old aperture doors, unaligned textures, massive wastes of space, rooms with only one texture, crushers that appeared from nodraw surfaces and dirty glass in a clean style map, to name a few. Look at reference pictures of Valve's maps and try to remain consistent with the styles, because they *don't * mix well together.
I fully accept this comment, but please keep in mind that this is our first hammer project ever (which means even the first few clicks were made in this vmf
). We didn't follow any of the theme-based Portal 2 designs, our main goal was to develop our own puzzles as we couldn't find any coop maps. In future projects we will certainly put more effort in the design.
We thank you for your constructive criticism!
cheers,
spliffa