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 Ultimate Portal Thread

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DRaGO
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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 3:20 am

Using the new PeTI system (Perpetual Testing Initiative), I've uploaded my first Portal 2 map to the Steam Workshop. It's fairly complex, and I've play-tested it quite a bit. I would really like feedback on it from anyone who has Portal 2 on Steam, in the form of a comment, rating, or favorite on the page, it helps me get out there and be known by more people. happy.

http://steamcommunity.com/sharedfiles/filedetails/?id=68663048

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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 10:14 am

That looks pretty neat actually. I'll take a look when/if I have the chance!
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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 10:55 am

I played it through, and assembled some (hopefully) constructive critique as I went. Happy.

Spoiler:
 

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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 1:03 pm

Delta wrote:
—On the right just past the fizzlers there is a patch of portalable surface high up on the wall which you don't need to use — while it's not exactly a crime to have surfaces the player won't need to use, it's surrounded by unportalable wall, which makes it stand out and suggest its use is necessary. On reflection, this patch might also be used as another way to bypass the need for the laser-activated platform (though I'd have to check that one, didn't actually use it myself).
I don't see the problem with it, they had unnecessary portalable walls in both Portal games, why shouldn't there be some in his map? It makes the player think more, which is what puzzle games are all about, really.
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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 1:08 pm

Thanks Delta, you've really got a talent for telling someone what they did wrong in an incredibly positive way. razz Like you mentioned, this being my first experience with the editor caused me to try and add as many possible elements to the chamber, without really focussing on the difficulty. It was more designed to be (as the name suggests) a systematic chamber with a defined series of events, adding to the to-and-fro nature that you experienced.

I would definitely like to mess around with it a bit more in the editor, changing things you suggested as well as things I thought of while reading over your comments.

But I'm keeping the turret. Rephrasing something you've stated, "Science isn't fun without moar DAKKA!"

Also, slightly unrelated, but you guys have to try covering an active turret in orange gel and then tipping it on its side...
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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 1:31 pm

The main game didn't squeeze in much interaction between orange gel and other physics objects; definitely sounds like fun. XD Turret bowling? Will have to see if that's possible...


@Kitty: That's true, but what I was trying to say is that in some situations something like this could wind up as a red herring, which is best avoided — when you've got a whole wall in white, it feels like a bit of extra breathing space, but if it's just one tile surrounded by unportalable surfaces it screams: "I am useful!" and if it's not, and the player attempts to use it, things can be frustrating. I'm sure there's a point of balance somewhere, but it's basically about how much the player is made to see the tiles as relevant to the puzzle. Happy.

...Hopefully that all makes at least some sense. Wondering

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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 3:51 pm

Delta wrote:
The main game didn't squeeze in much interaction between orange gel and other physics objects; definitely sounds like fun. XD Turret bowling? Will have to see if that's possible...


@Kitty: That's true, but what I was trying to say is that in some situations something like this could wind up as a red herring, which is best avoided — when you've got a whole wall in white, it feels like a bit of extra breathing space, but if it's just one tile surrounded by unportalable surfaces it screams: "I am useful!" and if it's not, and the player attempts to use it, things can be frustrating. I'm sure there's a point of balance somewhere, but it's basically about how much the player is made to see the tiles as relevant to the puzzle. Happy.

...Hopefully that all makes at least some sense. Wondering
Actually, my idea with that wall was for you to be able to portal out of the area with the sphere button if you happened to have your portals fizzled, and the ball dropped into that area. Still, I understood what you were talking about with that.
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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 5:11 pm

Delta wrote:
@Kitty: That's true, but what I was trying to say is that in some situations something like this could wind up as a red herring, which is best avoided — when you've got a whole wall in white, it feels like a bit of extra breathing space, but if it's just one tile surrounded by unportalable surfaces it screams: "I am useful!" and if it's not, and the player attempts to use it, things can be frustrating. I'm sure there's a point of balance somewhere, but it's basically about how much the player is made to see the tiles as relevant to the puzzle. Happy.

...Hopefully that all makes at least some sense. Wondering
Au contrare, Delta, there are plenty of example of useless walls in the Portal 2 campaign, particularly in the Wheatley or Co-op levels. (Whether or not Wheatley was particularly any good at level design is debatable, but that's not the point).

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PostSubject: Re: Ultimate Portal Thread   Thu May 10, 2012 5:52 pm

Kitty wrote:
Delta wrote:
@Kitty: That's true, but what I was trying to say is that in some situations something like this could wind up as a red herring, which is best avoided — when you've got a whole wall in white, it feels like a bit of extra breathing space, but if it's just one tile surrounded by unportalable surfaces it screams: "I am useful!" and if it's not, and the player attempts to use it, things can be frustrating. I'm sure there's a point of balance somewhere, but it's basically about how much the player is made to see the tiles as relevant to the puzzle. Happy.

...Hopefully that all makes at least some sense. Wondering
Au contrare, Delta, there are plenty of example of useless walls in the Portal 2 campaign, particularly in the Wheatley or Co-op levels. (Whether or not Wheatley was particularly any good at level design is debatable, but that's not the point).

What he was referring to was a 3-block-wide selection of portalable-surface that looked like it should have been used for something. It would have made more sense if you played the level.

And besides, Portal is partially defined by the white surfaces on a lot of the test chambers. Chambers with a lot of dark areas tend to have one clearly defined solution.
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PostSubject: Re: Ultimate Portal Thread   Fri May 11, 2012 4:08 am

just created my first Portal 2 Map with the PeTI, I wanna see what you guys think of it. :>
http://steamcommunity.com/sharedfiles/filedetails/?id=71189289
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PostSubject: Re: Ultimate Portal Thread   Fri May 11, 2012 9:55 am

@Plague: Despite it being far too early in the morning for me to be saying things other than "Braaaaainss..." I guess I'll put down a few of my thoughts before they dissipate. razz

(I'm spoilering these li'l critiques for the benefit of those who haven't yet played the chamber I'm talking about, since I'll go into detail about the solution.)

Spoiler:
 

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PostSubject: Re: Ultimate Portal Thread   Tue May 15, 2012 4:53 am

I've updated Systematic a bit and have uploaded the new chamber:



http://steamcommunity.com/sharedfiles/filedetails/?id=72060789

It is quite different from the previous version, which is why I decided to upload it separate, instead of simply republishing it over V1. I hope it's a bit better than before, I tried to simplify things and not have such a large range of test elements all jumbled together.
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PostSubject: Re: Ultimate Portal Thread   Thu May 17, 2012 9:41 pm

Finally got around to playing the V2; it certainly is very different — enough to be worth playing if you've already been through the original version. Happy.

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PostSubject: Re: Ultimate Portal Thread   Tue May 22, 2012 4:47 am

Thanks Delta, that helped yet again. Joyful I may make some minor tweaks here and there and republish it, but I'm likely going to be working on other puzzles.

Also, I thought I'd share this with everyone: I've discovered that gel bombs can be launched by faith plates. It doesn't make a lot of sense, but it totally works. However, gel bombs that have traveled through portals won't be affected. Still, I'll likely be basing my next puzzle on this principal.

EDIT: I've got two maps I haven't yet posted here.

Ascension



http://steamcommunity.com/sharedfiles/filedetails/?id=72196991

Obstacle Course



http://steamcommunity.com/sharedfiles/filedetails/?id=73084659

As per usual, feedback and constructive criticism are appreciated.
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PostSubject: Re: Ultimate Portal Thread   Mon Sep 10, 2012 4:35 am

Double post, I seem to be doing a lot of that lately...

As I posted to my Steam status a few minutes ago, everyone who owns Portal 2 NEEDS to try this map.



http://steamcommunity.com/sharedfiles/filedetails/?id=91038223

It's basically a circuit with orange gel as the raceway, with some clever opportunities for slowing your opponent down (how many times Delta has placed a portal right on top of mine as I was about to go through it, I'll never know). I suggest you play through it with someone who hasn't played it before, then challenge either Delta or myself to a race. >: D
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PostSubject: Re: Ultimate Portal Thread   Today at 5:22 am

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