wstrika wrote:
Adherence to your chosen theme
Dyad uses the "Aperture Science" theme, centered around companion cube puzzles. The map's three areas all join to a centralized hub room, where the cubes must be brought and placed on buttons to activate the exit door. The rooms are clearly marked for difficultly with appropriate letters and color codes, and are truthful to the decals, as they progress from easy to hard. A well-composed map that sticks to the theme.





Visual and technical design
This is a beautiful map. Dyad offers a great variation of texture throughout the map, from the orange/red lighting of industrial areas and piston-elevator platforms, to the standard white concrete and metal. The map, while following a set linear progression, loops back in itself several times, confusing the player and making the gameplay puzzling and dynamic. This map also offers a very intuitive modification to the portal gun: A second pair of portals, that must be toggled via buttons scattered throughout the levels. Learning how to complete your objective using four portals instead of two might sound easy at first, but several emancipation grids divide up areas so you can't freely use four portals wherever you want, which makes you think real hard on how to reach your goal. The addition of the second set of portals, and their flawless implementation to the strategy of this map is worth noting.





Judge appeal
Dyad is a great map that plays good, looks awesome, and brings new content to the table without trying to remake Portal 2 or any stupid stuff like that. I was thoroughly pleased with this map, and I hope the author makes more maps in a similar fashion.





MrTwoVideoCards wrote:
Adherence to your chosen theme
Dyad follows the Aperture Science theme, however in a very complex manner. Dyad has no real indication of what puzzle I should do first, and because there is no sense of progression I ended up just wondering into the puzzles and doing what I felt like.
Visual and technical design
Dyad offers an interesting twist to an already interesting way of delivering that gameplay, but is overall really really held back by the lack of proper teaching, and overall complexity of the learning curve that follows with that.
The map gives you the abilty to use two sets of Portals, which at first sounds really great, but then you actually have to go and solve puzzles with them. I can't remember where I read it from, but at one point in dev Valve played around with the idea of two sets of portals. They quickly found out how complicated it was when only one person manages both sets, but we can see they clearly fixed that in Portal 2 when you add in an extra brain.
Having said that I really suck at thinking with two sets of portals; I found it really, really hard to do certain things, and often I was just entirely lost.
The overall level design really didn't make that easier. I found myself wandering around from area to area until I finally found the room where you obtain the second portal set. I actually found it by accident, I didn't see any indications of a direction I was supposed to take. This mechanic is handled poorly as well. Everytime to press a "portal set button changer" it reminds you that you need to go and find the other set, but never tells you where that is.
Judge Appeal
All of the puzzles to me felt like they were all randomly placed in any order inside a rather large box. Visually however the map was pretty nice. It used a decent amount of color correction to handle the other sets of portals, which I found rather helpful, aided with custom particles to balance out identification issues with new mechanics. Once again though, gameplay here really takes away from that overall visual might.
OVERALL RATINGS 1-5
Theme: 1.5
Design: 3.8
Appeal: 2.8