IT (fancy name missing)
Quote from Motanum on February 7, 2011, 9:25 amI didn't even need to solve the sphere. [spoiler]I quickly killed turrets, then grabbed cube, took to the fence, then simply use the cube to walk up and take the cube with me too, then simply put the cube in the button.[/spoiler]
I didn't like the looks, as it was very noobish. For example, that fence looked out of place. But that is something that you will learn as you progress. Good luck with your future projects
I didn't even need to solve the sphere.
I didn't like the looks, as it was very noobish. For example, that fence looked out of place. But that is something that you will learn as you progress. Good luck with your future projects
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB
Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com
Quote from The-IT on February 12, 2011, 12:23 amhow did you get past the fizzer?
EDIT: never mind, I think I have the idea.
how did you get past the fizzer?
EDIT: never mind, I think I have the idea.
Quote from Motanum on February 12, 2011, 11:48 amYou sure? I can make a quick youtube video.
You sure? I can make a quick youtube video.
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB
Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com
Quote from The-IT on February 12, 2011, 6:57 pmyes please do.
It would help me understand better how to design my maps.After a bit of thought I have decided to do a little bit more work on this map even though I have stated a new project and even though I had previously decided I did not want to work on this map any more.
yes please do.
It would help me understand better how to design my maps.
After a bit of thought I have decided to do a little bit more work on this map even though I have stated a new project and even though I had previously decided I did not want to work on this map any more.
Quote from hanging_rope on February 12, 2011, 11:39 pmThe-IT wrote:I', trying to think of a way to prevent people from doing that rather than [spoiler]giving people visual support like you suggested[/spoiler] because I like to make people figure out as much as possible by them selves.Actually, visual support is very, very important. Ask any professional level designer (Or listen to valve's commentaries), and they will say that visual support is just as important as gameplay/puzzle design. People sub-consiously use visual (and auditary) clues to solve puzzles and find their way around.
For example, in Chamber 02 of portal, the developers attract the players eye to the portal gun by putting it in a brighter space, giving it a loud sound, and even placing geometry to point towards it, dragging the player's eyes to the most important thing in the room. The thing is, a player probably wouldn't even notice. If they didn't have these things, the player would spend quite a bit more time walking around with no clue as to what they need to do.
Once again, [spoiler]players have already associated grates as "something to portal through", and have subconciously already eliminated the possibility of other solutions.[/spoiler]
Usually, you have to make things more obvious than you think you do.Don't take this personally.
Actually, visual support is very, very important. Ask any professional level designer (Or listen to valve's commentaries), and they will say that visual support is just as important as gameplay/puzzle design. People sub-consiously use visual (and auditary) clues to solve puzzles and find their way around.
For example, in Chamber 02 of portal, the developers attract the players eye to the portal gun by putting it in a brighter space, giving it a loud sound, and even placing geometry to point towards it, dragging the player's eyes to the most important thing in the room. The thing is, a player probably wouldn't even notice. If they didn't have these things, the player would spend quite a bit more time walking around with no clue as to what they need to do.
Once again,
Usually, you have to make things more obvious than you think you do.
Don't take this personally.
Quote from The-IT on February 14, 2011, 1:29 am^^ This is an interesting point of view.
Firstly, I would just like to say to everyone that tunnelling = CHEATING no matter what. You can tunnel though some of Valve's maps, even though this was absolutely not the intended solution.Now, I would like to say that Portal is indeed a puzzle game. And the thing about puzzle games is that what you are supposed to do is not always clear. As some one who is trying to get a maximum experience from the game I would like as little help as possible.
^^ This is an interesting point of view.
Firstly, I would just like to say to everyone that tunnelling = CHEATING no matter what. You can tunnel though some of Valve's maps, even though this was absolutely not the intended solution.
Now, I would like to say that Portal is indeed a puzzle game. And the thing about puzzle games is that what you are supposed to do is not always clear. As some one who is trying to get a maximum experience from the game I would like as little help as possible.
Quote from Mevious on February 14, 2011, 3:02 pmThe-IT wrote:Firstly, I would just like to say to everyone that tunnelling = CHEATING no matter what.Even if you consider tunnelling to be a form of cheating, other mappers and most experienced portal players don't. In fact, many mappers create puzzles which require tunnelling. I try to give the mapper the benefit of the doubt when playing maps. I'll do my best to not use tunnelling unless I get really frustrated, or I know it is intended by the mapper.
Anyway, here's me playing it for the first time:
IT Playthrough
[spoiler]6O3Gxh4_cJo[/spoiler]
BTW, I kind of assumed the map simply ends at the cake. Did I miss something?
Even if you consider tunnelling to be a form of cheating, other mappers and most experienced portal players don't. In fact, many mappers create puzzles which require tunnelling. I try to give the mapper the benefit of the doubt when playing maps. I'll do my best to not use tunnelling unless I get really frustrated, or I know it is intended by the mapper.
Anyway, here's me playing it for the first time:
IT Playthrough
BTW, I kind of assumed the map simply ends at the cake. Did I miss something?
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from The-IT on February 15, 2011, 4:38 amNope. Your good with the ending.
Thank you so much for this video, I can see to fatal flaws in this map.
[spoiler]I can't believe you did not think of putting the box in in the metal frame![/spoiler]Anyway, looking at this video, I can safely say that even tho it has not been a long time since the release of this map, my mapping skills have improved so much and I have learned even more. Believe me.
Maybe soon I'll post my new project in the WIP section
Nope. Your good with the ending.
Thank you so much for this video, I can see to fatal flaws in this map.
Anyway, looking at this video, I can safely say that even tho it has not been a long time since the release of this map, my mapping skills have improved so much and I have learned even more. Believe me.
Maybe soon I'll post my new project in the WIP section
Quote from Mevious on February 15, 2011, 11:56 amThe-IT wrote:[spoiler]I can't believe you did not think of putting the box in in the metal frame![/spoiler]What makes you think I didn't think of that? Actually, that's exactly what I was trying to do the whole time but wasn't fast enough.
What makes you think I didn't think of that? Actually, that's exactly what I was trying to do the whole time but wasn't fast enough.
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from hanging_rope on February 15, 2011, 11:09 pmThe-IT wrote:^^ This is an interesting point of view.
Firstly, I would just like to say to everyone that tunnelling = CHEATING no matter what..That's not what I meant by portalling through grates.
I meant that the player would automatically assume that they have to shoot a portal on one side of the grate, shoot another portal on their side, and then go through. This is similar to a place in portal: [spoiler]just after you go into the bts areas after ch 19, there is a fence which you have to portal through[/spoiler]
Of course, in this case, that is impossible to do without tunnelling. What I was really trying to get at is that different objects mean different things based on prior experience, so having a mesh based thing makes people want to portal through it. If you had used glass, for instance, most players would not think of portalling at first, which is what you wanted to achieve.
Sorry if I confused you.
Firstly, I would just like to say to everyone that tunnelling = CHEATING no matter what..
That's not what I meant by portalling through grates.
I meant that the player would automatically assume that they have to shoot a portal on one side of the grate, shoot another portal on their side, and then go through. This is similar to a place in portal:
Of course, in this case, that is impossible to do without tunnelling. What I was really trying to get at is that different objects mean different things based on prior experience, so having a mesh based thing makes people want to portal through it. If you had used glass, for instance, most players would not think of portalling at first, which is what you wanted to achieve.
Sorry if I confused you.