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[WIP] Post-Portal

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I just played through this map and found it very polished. How did you do the reverse-gravity-for-objects in the first room? (As if I'll understand the answer.)

I liked the puzzles. I had to put on my thinking cap a bit, but I was able to make steady progress.

I really like your ball-catcher puzzle, but if you can think of a way to do it so that it's not possible to get stuck, that would be a lot better. I saw the danger of getting trapped in the launcher/catcher room, so I was really careful how I placed my portals. But generally speaking if I get stuck in a map with no way out, I won't play it again unless it's really exceptional in some way.

I haven't tried the challenges yet, but I will.

Cr00ked.

i never used this button, at least not intentionally.
[img]https://webspace.utexas.edu/mfh236/www/espen180_portal020000.jpg[/img]

That button

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It's there so you don't get stuck.

Cr00ked.

Actually, you can walk through that last blue fizzle wall, but it erases your portals. It's a replacement until I can get toggleable particle effects working. However, I would like to know how you guys completed the puzzle without use of the last button.

The reverse gravity is done using a trigger_push.

http://www.dpgames.co.uk/

Sanity is not statistical.

I really liked this map. The whole reversed gravity thing was really neat.

One thing I'm not sure that I did correctly though, In regards to the ball catcher puzzle:

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The only other way I thought I could do it, involved

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Method number two sounds at least closer to the intended solution. I placed invisible walls on two of the ones the ball had to touch in order for the intended solution to work. Gotta place walls on the last one too, it seems.

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Has anyone tried the challenges yet?

http://www.dpgames.co.uk/

Sanity is not statistical.

First off, the ball catcher puzzle is way WAY too easy to get stuck, then have to restart - players should never have to restart because they messed up, restart the puzzle, yes, restart the level, no. Need a get-out clause

The first button (the timer one) what was the point? didn't need it, didnt use it.

the last button (the other timer one) what did it do? I didnt even press it to find out because i didnt need it.

the odd force fields: as with any new gameplay element it needs 'training' they talk about this in the comentary a lot, new elements need to be introduced to a player in a way that will let them fully understand it before having to use it in a pressured situation, you didnt do this, which made the level frustrating and confusing.

personaly this feels like just another of those "early custom portal maps" that dont really fit as a test chamber and dont really fit as not a test chamber. too many maps being released arent making a distinction, either they are a test chamber and so should look like one, or they arent a test chamber and shouldnt look like one at all.

basicly :)

As I stated before, this is early in development. The finished version will include elements to prepare the player for their functionality.

I will also provide a way to prevent the player from getting stuck.

http://www.dpgames.co.uk/

Sanity is not statistical.

I just played through this. I didn't like the new forcefields, mainly because it was really hard to figure out how they worked.

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I will have to try this again and do it without putting portals on the floor I guess...

Don't worry. In the finished version, GLaDOS will be happy to explain how things work as yout progress.

http://www.dpgames.co.uk/

Sanity is not statistical.
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