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That's like complaining that the stairs and box in chamber 14 of Portal 1 were unnecessary because you used the flinging solution. I think it's pretty obvious that you didn't do it as intended, and of the 5 people I watched test it and the 30 something comments I've gotten you're the first to try deflecting goo with the ball so I think its safe to call it a 'ninja solution' like Valve did when they didn't fix ways of skipping their puzzles.
edit: Now that I think about it, that solution isn't even possible. You can't get the ball without the light bridge and you don't need the light bridge after you get the ball. I don't know if you noclipped or were just confused when you wrote that but something is wrong there.
Change the ball to a cube. You have to do your job removing ninja situations like that, because that was me fooling around somewhat to understand the puzzles solution. You have to worry about things like that. Obviously you can do your best to a certain point, but these kinds of things fall in a range of "should-I-care" and this is something you should care about.
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There is only one puzzle that can be called small and the layout is so simple that I can't see any conceivable way to call it maze-like.
The layout of the spaces felt cramped, and somewhat strange, but my specific maze like feeling came from the second puzzle. It was a really small space. I don't know what your meaning of small is, but there is a huge contrast in size versus most spaces you'd find to have the underground theme. Again thats assuming you want to follow that, but you'll have to give me the benefit of the doubt there.
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I'd love to hear how a very simple portal across gap 'puzzle' literally made no sense.
I think you should re-read that, mainly because I never stated anything was wrong with the puzzle itself, just the physical space the puzzle was hosted in. I missed the surface on the other side the first time I fell into the area, so I ended up traveling along the beams. It's not a big deal, but you should eliminate things that are mega obvious like that. Other plays might likely try what I did. Unless you're okay with having that like that.
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I'll respectfully decline to follow that advice due to the connotation of your post and the fact that no one else has had any issues with it. One extremely negative comment out of about 30 positive or extremely positive ones is quite the outlier.
Let's face it man, like 95% of the Portal and Portal 2 community is going to tell you a map is great, when in reality it could really be uninteresting, or it could be way better than it is.
Like:> Nicky397 wrote:
I loved the map. It looks really professional and I like the difficulty level; not too hard and not too easy. Great map. Can't wait for more.
I'm not going to get into that subject, but it's really a matter of honestly wanting to take the time, and give someone some hard advice on something. People are going to go with writing the short single sentence. Like 75% of the replies about peoples maps here and on other places is mostly single sentence. The idea here is that you have a chance to make the puzzles, and those areas better. You can refine them.
Not really trying to say or imply anything here if you catch my drift, but you need to look for advice and/or feedback beyond the standard level. Again not saying or implying that I am some master god bestowing upon you some great advice. I easily recognized things you could do better, or generally improve. It's not even that they are problems, but more of things you could do to really make these puzzles better. I mean it's totally up to you man. You can ship some gold, or you can ship a diamond.
The side problem here is that, like I mentioned earlier, you need to really take feedback from higher level designers and the like, because the low level testers aren't going to give you good feedback. Though I do not mean to imply you're wasting your time with them or anything like that. Playtesting is valuable really no matter what, it's just you need that next level to sort of jar you away from success.