[Review] Aldéz's Test Chamber by Aldéz
Quote from Kich867 on May 12, 2009, 11:58 pmThis map was pretty solid. Ald?z designed it to challenge the player on a more basic level, the fundamentals of Portal. At this, I believe he succeeded. There's nothing overly difficult about the map, it's almost 100% free of exploits (fairly difficult to pull off really), and it still makes you think with portals. That's the key, none of the puzzles are based on reflexes, it's just understanding how to complete them and then executing it.
Also, there was a bit of excessive use of moving platforms, the first one isn't so bad since another comes out quickly if you miss it, but after the lift...that one moving platform can be very annoying to watch depending on when you enter the room. More than once I happened to walk in at a point where it was too far away to jump to and moving away from me, so I had to sit and watch it go away and slowly come back.
In addition to that, the rotating ball launcher adds unnecessary complexity to a map that is designed to be void of it. A very simple linear ball catching puzzle would get the idea across much better I think.
Props to the methods used to stop most glitches, there are well placed metal tiles particularly around the rocket turret room and throughout.
-Straight forward
-Accomplishes the desired goal-Missing one or more of the basic Portal puzzles
-Not a whole lot of cube action
-The moving platforms were annoying
-The rotating ball launcher was unnecessaryGame Play: A great map to introduce someone to Portal with, nothing too difficult. The map was fun, but not extraordinary. - 4/5
Design: Excellent design for the most part, but excessive use of moving platforms for such a small map and the rotating ball launcher drops it a point. - 4/5
Puzzles: The puzzles were straight forward and the most simple incarnations of their types (for the most part) - 4/5
This map was pretty solid. Ald?z designed it to challenge the player on a more basic level, the fundamentals of Portal. At this, I believe he succeeded. There's nothing overly difficult about the map, it's almost 100% free of exploits (fairly difficult to pull off really), and it still makes you think with portals. That's the key, none of the puzzles are based on reflexes, it's just understanding how to complete them and then executing it.
Also, there was a bit of excessive use of moving platforms, the first one isn't so bad since another comes out quickly if you miss it, but after the lift...that one moving platform can be very annoying to watch depending on when you enter the room. More than once I happened to walk in at a point where it was too far away to jump to and moving away from me, so I had to sit and watch it go away and slowly come back.
In addition to that, the rotating ball launcher adds unnecessary complexity to a map that is designed to be void of it. A very simple linear ball catching puzzle would get the idea across much better I think.
Props to the methods used to stop most glitches, there are well placed metal tiles particularly around the rocket turret room and throughout.
-Straight forward
-Accomplishes the desired goal
-Missing one or more of the basic Portal puzzles
-Not a whole lot of cube action
-The moving platforms were annoying
-The rotating ball launcher was unnecessary
Game Play: A great map to introduce someone to Portal with, nothing too difficult. The map was fun, but not extraordinary. - 4/5
Design: Excellent design for the most part, but excessive use of moving platforms for such a small map and the rotating ball launcher drops it a point. - 4/5
Puzzles: The puzzles were straight forward and the most simple incarnations of their types (for the most part) - 4/5
Quote from Aldéz on May 14, 2009, 10:45 amThanks for the review! I agree with you about the unnecessary and annoying parts. Never really thought of them in a gameplay perspective before. They were "forced in" because I wanted to implement most of the entity-demanding features in Portal. It started as a test map to use as a reference after all.
Thanks for the review! I agree with you about the unnecessary and annoying parts. Never really thought of them in a gameplay perspective before. They were "forced in" because I wanted to implement most of the entity-demanding features in Portal. It started as a test map to use as a reference after all.