It has some puzzle-y puzzles, it has some conceptual puzzles, and it has some not-puzzles. Keep an open mind and thanks for reading / playing.
External: http://www.moddb.com/mods/level-with-me/downloads:** 0??B
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It has some puzzle-y puzzles, it has some conceptual puzzles, and it has some not-puzzles. Keep an open mind and thanks for reading / playing.
External: http://www.moddb.com/mods/level-with-me/downloads:** 0??B
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I agree with everyone else on the other maps (those before that one), unfortunately - just way too simplistic.
But that one magical room included made it worth it to me. I loved the way that cube was locked into the cylinder and the overall Disney-like appearance of the room itself. It was sort of like a high-tech Rapunzel's Tower. The garish Yellows and Oranges somehow fit that room.
Bottom line, I would highly recommend this to anyone but would also recommend they skip through to that one room. To be honest, I have not yet played the rest as I got stuck in the next room for MeathPack_LWN. It has some odd way of getting through the door that is not apparent to me. The sign on the wal clearly says to "Press" the button to "Open" the door - but the button Press does not such thing.
Anyway I finished the rest - several consecutive, identical rooms where you press a button and then exit through the door, followed by a fake room . . . why on earth create that ?
Seems to be a waste of time for the player.
It would have been best to release the one good map as a standalone and delete the rest.
The last chamber of Chapter 1 is intended to show that, yes, it's fully within my capability to design something difficult, and I chose not to do so for most of the mod. Is that a valid way to design? And if not, why not?
Interesting environments that need to be converted into puzzles, one excellent puzzle, and a series of fake stuff that should be dumped..
lifeson99 wrote:
To be honest, I have not yet played the rest as I got stuck in the next room for MeathPack_LWN. It has some odd way of getting through the door that is not apparent to me. The sign on the wal clearly says to "Press" the button to "Open" the door - but the button Press does not such thing.
I think you're talking about the room with the Hammer screenshots. By the door, there is a sign on the floor. Pick it up, and carry it to the entity property screen and drop it on the trigger field. It's a meta-game aspect, using Hammer within the game to make the game work. I have read the interviews, but I don't recall them discussing this particular idea.
The articles are about level design, and the idea was to use Portal to illustrate the discussion. The "Level with me" chapter is the result. Since the level designers had little or no experience with Portal, the result is rather un-Portal-like.
In the first chapter, the room with reversed gravity for the cube was a novel idea. The room with the vertical funnel was just a pain in the neck because it required hitting key portal surfaces from a distance through a lot of visual clutter.
I played through the whole thing once, and didn't think it was a waste of my time, but I also immediately deleted it, and won't miss it one bit. 2/5 from me.