My 2 first maps could need some feedback :)
I guess I could need some feedback on my 2 first creations. The aesthetics isn't done yet but the gameplay elements is close do finished. There are probably some bugs here and there but I'll take a closer look at them later on tonight.
Since I'm in kind of a hurry I'll just post the videos of the chambers. Maybe not the best idea but I'm just interested in if the gameplay seems appealing or not.
Catch & Drop
Notes:
- Not aesthetically done yet
- Lighting seems pretty good to me, but could need some feedback
- It's a simple puzzle. It's supposed to be pretty simple.
Funnel Paradise
Notes:
- Not aesthetically done yet
- Lightning is really bad and impulsive
- The floor is supposed to be toxic or just a fall
So any criticism is welcome. Just note that they are far from finished. I'm just interested in the gameplay at the moment.
//Logic
Yep! you should use the video id, the part after the ?v=

Will watch the movies later
for example:
[youtube]http://www.youtube.com/watch?v=OaGrxTR6sd0[/youtube]
should be
[youtube]OaGrxTR6sd0[/youtube]
which will be like this:
OaGrxTR6sd0
lpfreaky90 wrote:
NOTE: The Youtube links doesn't seem to work :/ Any ideas on what I'm doing wrong?
Yep! you should use the video id, the part after the ?v=
Will watch the movies later
I managed to fix it. Thanks for your help 
Another thing I noticed is that you don't have doorframes: I've uploaded mine a while ago, it should be under downloads/other files, they're really easy to use and look a lot better 
lpfreaky90 wrote:
Maps look fine, but the second room is a bit dark; maybe add a light instance in the ceiling between the two parts.Another thing I noticed is that you don't have doorframes: I've uploaded mine a while ago, it should be under downloads/other files, they're really easy to use and look a lot better
Yes the second map is really dark. I just added some lights to be able to play the map. I'll fix that soon enough.
I just cut out square holes and put in a door. I didn't care about how it looked since this was more of a demonstration of gamplay than aesthetics.
Thanks for the feedback 
The second map is fine in terms of functionality, though that sort of funnel-cube-maze thing has been done to death and I really think you need to put some kind of twist on it if you want it to be interesting; otherwise it's just going through the motions for the player and there's no real sense of achievement to it.
* use door frames
* light better.... observation rooms would be nice
* Don't use portal 1 textures, and don't use dirty textures in this setting
* make more engaging puzzles... from what I saw it was... do this then this then this... never would I have had to stop and think about what I was doing... a procedure isn't that fun
* reuse elements... good job in the second room using the funnel a lot, but you should have had multiple purposes for the cube
El Farmerino wrote:
First one seems great to me; a couple of good concepts that you can expand on. I had the constantly-respawning cubes happen in the first map I ever built; then it led to a load of exploits and I had to stop it, but I always thought it would be nice to build a puzzle around it sometime. It's not how a cube dropper is supposed to work, though, so I'd maybe add an env_spark to the dropper when doing the aesthetic side of things. I like dropping the cube off the platform and am always up for maps that use the single portal gun.The second map is fine in terms of functionality, though that sort of funnel-cube-maze thing has been done to death and I really think you need to put some kind of twist on it if you want it to be interesting; otherwise it's just going through the motions for the player and there's no real sense of achievement to it.
Thanks for the feedback.
I'll might just use a timer to the button on the first map so that it only drops one cube after 2 seconds or so. Then the player have to get up there in time in order to catch the cube, eliminating the element of a constantly respawning cube.
The gameplay in the second one isn't that spectacular I'll give you that. I needs a better ending to it.
BenVlodgi wrote:
I'll list some things even if said already...because I didn't really read the other posts o_O
* use door frames
* light better.... observation rooms would be nice
* Don't use portal 1 textures, and don't use dirty textures in this setting
* make more engaging puzzles... from what I saw it was... do this then this then this... never would I have had to stop and think about what I was doing... a procedure isn't that fun
* reuse elements... good job in the second room using the funnel a lot, but you should have had multiple purposes for the cube
Thanks for the feedback!
- Door frames will be added
- Lighting will be fixed after all the walls and slight changes to the gameplay is fixed
- Just realized I used some portal 1 textures. Wasn't intended
- I had a classmate play the second map and he really had to stop and think at some parts of the map. I guess it's isn't the same thing when you watch a walkthrough of the map. I think the map is hard enough as it is
- I tried using the cube to open the door on the other side of the map as well, but it lead to exploits. I'll try to find a way to get the cube out of the other room without a way to exploit the concept.
BenVlodgi wrote:
reuse elements
Definitely agree with this. Usually when I come up with a puzzle idea one of the first things I try to think about is how else I can use those elements in another way so as not to make the solution too obvious. Often these 'supplementary' puzzles end up more enjoyable than the original puzzle itself.
El Farmerino wrote:
BenVlodgi wrote:reuse elements
Definitely agree with this. Usually when I come up with a puzzle idea one of the first things I try to think about is how else I can use those elements in another way so as not to make the solution too obvious. Often these 'supplementary' puzzles end up more enjoyable than the original puzzle itself.
While I agree on this and I personally like to do this I know there are also people who hate this style. I try to re-use various elements most of the time, but I think it's completely up to the mapper. Not doing this won't necessary make the map less good.
El Farmerino wrote:
BenVlodgi wrote:reuse elements
Definitely agree with this. Usually when I come up with a puzzle idea one of the first things I try to think about is how else I can use those elements in another way so as not to make the solution too obvious. Often these 'supplementary' puzzles end up more enjoyable than the original puzzle itself.
I think that I reused the tractor beam in a good way and I'm trying to find a way to reuse the cube in some way, but it leads to exploits or really illogical puzzles.
I agree that reusing elements is a really way to design a map, but it dosn't have to be that way in all maps. Not all of Portal 2s original maps are like that but I feel like it's a good mix of good maps.
lpfreaky90 wrote:
While I agree on this and I personally like to do this I know there are also people who hate this style. I try to re-use various elements most of the time, but I think it's completely up to the mapper. Not doing this won't necessary make the map less good.
Totally agree with you. It isn't necessary that every map has reusable elements, but it adds to the experience in a way...
Logic wrote:
I had a classmate play the second map and he really had to stop and think at some parts of the map. I guess it's isn't the same thing when you watch a walkthrough of the map. I think the map is hard enough as it is
Your second room was more puzzley, I meant to refer to your first map. and it also depends on who your target audience is. Most of us here on TWP are quite good at portal by now
but the average joe cant solve any of these! so just keep in mind who you are mapping for 
BenVlodgi wrote:
Your second room was more puzzley, I meant to refer to your first map. and it also depends on who your target audience is. Most of us here on TWP are quite good at portal by nowbut the average joe cant solve any of these! so just keep in mind who you are mapping for
I'm probably trying to map for the Average Joe, but the second map got a little out of hand xD