7 Sins of Map Design.
yishbarr wrote:
Don't use one trigger multiple for 2 sides of the door with fire once only, because, if you walk away from the trigger, you're stuck. Don't use wall textures on floors. Don't use textures that don't fit you're environment.
Oh yeah, I forgot where the tracks were on this thread.
Anyway, here's another to add to the list of symptoms: maps that consist entirely of frustrating flings. This can affect even the best mappers, and yet some people like this practice. Actually, before we have the debate about that opinion, I'll start a new thread for it:
Here.
AntiVector wrote:
I can think of ONE instance where that worked: Anyone remember Hetzchase Nailway? It worked there, but because that mod was already an acid tri-
woah, hold on there- hetzchase nailway was awsome. i think the surrealism in it was what made it awsome. even without the weirdness, though, i think combine attempting to overtake aperture is awsome. when i played it, i didn't even think of them as combine, but rather, black mesa people had somehow taken control of the combine and were trying to finish aperture off.
tile wrote:
AntiVector wrote:I can think of ONE instance where that worked: Anyone remember Hetzchase Nailway? It worked there, but because that mod was already an acid tri-
woah, hold on there- hetzchase nailway was awsome. i think the surrealism in it was what made it awsome.
Might want to read the rest of the thread here, bud.
Arachnaphob wrote:
When someone exports a PETI map and places a vine in a corner or a mossy overlay in one area and calls their map overgrown
So much this.
That includes re-uploaded pti maps, stylechanger stuff etc.
... Yes, it's custom visuals but it doesn't show any hammer skills, and it makes proper hammer maps harder to find.
And of course people who refuse to learn and keep making the same mistakes over and over again, even though you point that out to them. So annoying 
Arachnaphob wrote:
Tests that require crouch jumping for the solution.
Blue Portals required much of this, along with the side flinging concept. But you need to remember, it was made in a different time period when only ninjas pretty much played Portal. Crouching while flinging does not do as much in Portal 2 as it did in the original Portal, same goes for side flinging.
I really don't care for maps that the puzzles are based on where the portals are placed, rather then the portals themselves. For example, a puzzle that is 100% based on lasers.
If I had a good enough reason, I would do things differently.
yishbarr wrote:
Blue Portals somewhat has a similar design to logic portals. (Glass stairs and warm textures and magnets...)
It was greatly inspired by it. But I'm glad it now stands separate rather then a complete clone. 