Portal 2

Portal 2

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Test Subject Redemption Line
   
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In 1 collection by Willium_Bob_Cole
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Description
A relatively easy, but hopefully very fun puzzle!
12 Comments
Willium_Bob_Cole  [author] 18 Nov, 2014 @ 3:11pm 
The faith plate section is indeed a guilty pleasure, I at least broke it up into two little parts, and didn't get overly lengthy, it was meant more as a fun interlude between stages of solving the chamber. I'm a big fan of valve's philosphy on never taking away control from the player, but sometimes it is fun to just watch things play out, but I was sure to keep it short.
vioray 6 Nov, 2014 @ 3:31am 
another easy but fun puzzle. I liked the way you used the faith plate section to add a little variety instead of the usual portal through a grating method of forcing the player not to bring a portal with them, yet you avoided the usual pitfall of making the faithplate cycle too long as well so the player isn't left out of control for long enough to get bored either
Willium_Bob_Cole  [author] 29 May, 2012 @ 11:45am 
Have added your maps to my playlist, though I've a lot to get through before I get to them. They dont look as complex as mine, but I can see already what you mean about us thinking alike, and they look of decent quality from what I can tell, and look forward to playing them! Thanks for following me, I didnt know you could do that! I hope I get more followers in time. Feel free to link my maps to your friends ;P
Hai 28 May, 2012 @ 6:50pm 
And about the threat of the turrets...

I see what you're saying, and for the most part, I agree that the implication of threat is more important than the threat itself. But, if it's clear that there is no threat, then the implication isn't even there. The way I played the level, I never even got shot at, so I never felt in danger.

As long as there's a possibility of death there, I think you're fine. I just didn't run into it on my playthrough because I grabbed the cube in a different way than intended.

Again, feel free to look at some of mine, I think we would enjoy each others' maps. I'm following you now...as creepy as that sounds. :)
Hai 28 May, 2012 @ 6:41pm 
We seem to have a very similar way of looking at things. It sounds like you take your time in making a puzzle, then go back and make sure things make sense and try to cut away the things that may mislead the player. So many puzzles I've seen are FUNCTIONAL, but are not PRACTICAL. A working puzzle that's misleading is often times worse than a puzzle that simply doesn't work.

By the way, I like your comment about using portals to go from one place to another. It's an obvious ability (it IS the name of the game), but it's what made the game so special in the first place. It's something I need to remember in making my levels - even if it's not a puzzle in itself, jumping a gap by way of portals is just fun, and I should take advantage of that more.
Willium_Bob_Cole  [author] 28 May, 2012 @ 4:26pm 
3. Thanks, I always start with all black surfaces, then make key ones white, then go through carefully adding white tiles that look good but arent too misleading if at all, and dont create unintended solutions or exploits. In this one, it turned out quite a lot of surfaces could be white, which was very nice for me, and I decided to leave all the ones that had the indicator lights on as black to help guide and direct the player and as I thought it looked nice ^^

4. I know what you mean but I prefer to have the implication of threat rather than threat itself, at least in a puzzle game. I'm not sure how I could slightly increase the threat of the turrets without distracting the player from his or her objectives if you know what I mean?

5. see point 2 ;P

again thanks for your feedback, when I get time I will see if i can take them into consideration, and if not, at least remember it for my next map(s) and be greatful =]
Willium_Bob_Cole  [author] 28 May, 2012 @ 4:21pm 
2. No you are correct that was not the intended solution. I have figured out a couple of awesome ways to get the cube, such as hit the button at the right time to fling it to the player. Also, regarding point 5, that portal surface near the end was the intended counterpart surface for getting the cube, as the cube flings over and/or rolls along the bridge quite nicely, and as such, the threat of the turrets becomes more apparent as you go to collect the cube.
Willium_Bob_Cole  [author] 28 May, 2012 @ 4:21pm 
1. Sorry it had to be done. :P at least there are a couple of portal surfaces to navigate before the faith plates. My first attempt at a 'puzzle' that involved 'look for white surface, stick portal on it, repeat till destination', which were quite abundant in the singleplayer campaign, and while not a puzzle per se, I find can be a fun distraction and a chance to explore for the sake of it. reminds me of what makes portal fun, getting from one place to the other with just no effort. If portals were real, life would be soooooo much easier ;P
Hai 28 May, 2012 @ 3:45pm 
Continued...

5. Was I supposed to use the single white wall that was close to the exit of the level? I never did...

Like I said, I enjoyed the puzzle because it stayed away from annoying tropes many other custom maps are victims of, so it was inherently better than a lot of those. Some things about it do seem unnecessary, though. I look forward to seeing what else you come up with!
Hai 28 May, 2012 @ 3:45pm 
Continued...

3. The seemingly random black and white tiles is nice. It kept me from knowing which ones were important and which ones weren't. This can be a good or bad thing, depending on the level, but I liked it in this one.

4. The turrets seemed unnecessary. They never threatened me (there was glass between me and them), and I never had to cross the path they were guarding until they were destroyed. This made their death less...magnificent, than it could've been.