Some implications in changes in portal 2
I just wrote this in another thread: listen to the commentary if you haven't done so. Valve wants to keep the player engaged, and if that means making quiet, calculated alterations at key moments in the game, then so be it. I think it's melodramatic to say that the entire game is ruined because of 1 or 2 instances of some small hand holding.
Also, remember that people who play custom maps - much less make them! - are probably in the 10% of players where these gentle nudges are not needed. Odds are, the "herp derp banging rock together" players like on Youtube won't be playing the harder maps. As a map designer, you should figure out your target audience. Do you want to make maps that many people are going to enjoy, or do you want to make a map that most people will find difficult but some will enjoy the heightened difficulty?
msleeper wrote:
...or the part where it will auto switch the portal you fire...
did this happen in another moment than at the end when shooting a portal on the Moon?
Mek wrote:
msleeper wrote:...or the part where it will auto switch the portal you fire...
did this happen in another moment than at the end when shooting a portal on the Moon?
Yeah, it happened when you're in the funnel behind the scenes escaping from Wheatley and he goes "Aristotle vs Mashy Spike Plate".