First of all: well done. I enjoyed this map, but I have to say the visual aspects were much better than the playing aspects. For simplicity I'm going to split this post in both bad and good aspects of these maps.
The good:
The ambience was lovely, the Wheatley chamber theme was done well and you did feel like you were inside a broken test chamber. It was good that you included Wheatley speaking too, gives interaction so the players are headed in the right direction. You certainly made him look stupid by destroying and jamming random things in
.
Overall your test chamber was incredibly interesting to look at, there wasn't any bland walls, and the lighting was in the correct places. I'm glad you put a music changer, because we didn't like the first choice of music xD. The puzzles did make me think... Which is a plus. I hate mind numbing puzzles as they can be more boring than a very hard puzzle.
The bad:
-The puzzles we got a bit stuck on for a bit weren't completely obvious what we had to do. For example: when we did get the cube in the funnel I thought we lost it outside the map but I found it about 3 minutes later on the catwalk.
-In the first puzzle it felt like Orange had to stand on the button constantly while blue did all the work. I know that this is the puzzle and probably cannot be changed, but generally it was a bit boring for myself seeing as it took a while to get the solution.
-Indicator lights are a must, these tell the player what button does what.
-I also noticed that you tried to limit the puzzle to have it 'the one true solution', especially in the second chamber. Overall this is a bad idea. Not everyone will get the intended solution as everyone does think differently. Invisible walls, fizzlers (like the one on the pole) etc. can get annoying, especially if this is the only solution a player can see.
Possible corrections:
If you are going to fix or upload another version, here's what I would suggest:
- Put indicator lights on buttons to what they activate.- When you spawn the Monster cube in the second map, make it auto-spawn once you press the button once. We had to constantly bounce up to the button and spawn the cube around 15 times before we actually completed the puzzle.- Glass windows are very important, whether people know this or not. You could have used glass in many places instead of making whole rooms or areas round a corner. This also improves visibility of puzzle elements which the players need to see to understand what to do.- It was a very long walk for the orange robot in the first test chamber. Perhaps making use of the portal gun would be a good idea.- Make the cubes fizzle when they fall in the pit. It makes more sense as this usually always happens.- I did notice that you made use of a common portal glitch to solve the second chamber. Rising up by spamming portals at a vertical wall should not be the solution to a puzzle. I also heard that this glitch will be fixed in a future update, thus making your test chamber unsolvable.
Please try to understand I'm not being negative but giving advice, the map was interesting and it was a fantastic effort!
P.S. Just noticed your reply: Do not remove unwanted solutions!!! Multiple solutions to a puzzle are good!!