[SP] Prioritize
It is pretty much just an aesthetic project, with a puzzle built in. I'm well aware that the puzzle difficulty/length is quite low. Don't worry, I've got a couple of good puzzles coming up, I just need to make sure the style works.
Any feedback, especially on the visuals, is much appreciated.
**Seriously, I want you guys to absolutely nit-pick the living daylights out of this. It needs to be perfected because I think I'm going to use this style in the mapping contest (if we have one any time soon). **
Overall, I'd say the map looks nice. It's different but not too different (which is nice). A couple ideas for you to consider:
-
Possibly add cubes/gel travelling through pipes that are closest to the holes in the walls in order to create an environment that feels more "active".
-
I understand that you are using symmetry very aggressively; however, the Rat Man stuff should be the exact opposite. The graffiti in the middle of all four walls under the pistons looks really bad/manufactured and the spaced out cans doesn't help either. He would probably be living in a corner, with his stuff more-or-less in that one area. Try to make it look like a person was living there.
The colors are OK, but seems almost as sterile as the plain Portal/PTI chamber colors...
The rat-man area is closed off - doesn't appear to be a way in or out, so I would expect a rat-man corpse down there too - somehow he got trapped and starved?
I always enjoy a voice track in this style of map - something clever may get points in a contest...
Puzzle here - not so much as you noted. Although, I did try to short by jumping to the exit lip - nice blocking so I couldn't hit it after x+2 tries - again points in a contest for anticipating semi-ninja moves?
A few points I will address:
-
The entire skybox area is 3D skybox, so that's why there's nothing in the pipes. In future, I will make the nearby stuff actual models so it looks nicer.
-
In regard to the Rattman area, I've just realized that it IS in fact an impossible location. I think I'll update the map with a more realistic area.
-
In regards to the colours, I will admit it is quite plain. Though I wasn't quite sure what else to do, because I based this theme off the A4 type maps, thus making them clean-styled. I'll see if I can make the architecture a little more interesting to make up for it.
-
I was thinking about putting in some voice, but I wasn't quite sure who would fit because I don't know when this style "fits in" with the story. I'll probably have GLaDOS for the next maps though.
This has all been very helpful - thanks again!
I'll make sure I consider these things in the next instalment. (which isn't too far off)
Here's my playthrough:
9aU3ulRrvpo
Tell me if there are any unintended solutions! 
Feedback:
-The skybox color in the background looks really bright. Also, it'll be great if it has more bending tubes.
-You should add some square beams to some of the other walls because besides the part where the skybox is, there isn't any breaking of walls, making it a "clean" chamber.
-The bts mist/fog doesn't blend well here because of your skybox color.
-For the voice, I'll recommend the voice lines of GLaDOS used in the Art Therapy course, because of how similar the theme is.
4/5. Great.
Thanks for mapping! ![]()
Cheers! 
- Adding clip brushes across the squarebeams to prevent getting stuff into the skybox
- Made the Rattman area more realistic
By the way, RectorRocks, thanks for the video!
Though that's not quite the intended solution, but you probably guessed as much.
About the visuals, I really loved the mood, specially the lighting. Even though at parts it could be a bit too bright, I truly like the mood it projects: it's like some kind of Sci-Fi movie where you can see a huge metropolis in the distance... all drowned by the rays of an abnormally close sun... (or whatever! >.< I'm so influenced by Sci-Fi movies
). I (this is so personal and based in the previous words) would change the pillars in the 3D skybox by some brushes simulating buildings and/or arch-shaped brushes and stuffs to make it a richer environment 
I like the combination of the black/whitish tiles too (I'm a fan of those kinds of combinations and I indeed use a similar approach in my mod).
Regarding the puzzle, I think it's interesting even though it's short. I made it very simlarly to Rector's run, with these differencies: I managed to grab the cube by getting on that elevated platform via a portal on the ceiling, it's difficult, but it can be done... Secondly, what I did was to have the cube on the floor button but displaced to a side (closer to where the entry door is) so when I shot the portal while into the funnel at the far end wall (like Rector) I took away the cube from the button. The rest is pretty much straight forward. I reached the 2nd easter egg by using the cube to be able to jump to the right area once you open the door 
5/5 from me.
I really think it's a great way to an awesome new art-therapy stilish approach ![]()