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Báo cáo lỗi dịch thuật
The points:
*too big and to dark -> set more lights on better positions. and is it necessary that the playtester have to walk soooooo looooooong? (I used noclip because it was annoying)
*in your description you wrote, it is possible to get stuck -> NOGO, please find a way for that problem, it's very easy. If you need help, ask... ;)
*it is more hide&seek as a puzzle, some elements have hidden connections/trigger (e.g. second pedestal button), that's not good and you should prevent this (p2 was not made for hide&seek and the playtester should realize "what happens, when I do this")
*set portal surfaces not anywhere you can, use it in a spare way -> too many portal surfaces allow shortcuts
I skipped it ...sorry.
I played the "best 10 of the last week" at the workshop and recorded all gameplays/blindruns.
Gameplay: https://youtu.be/bH34UeUAfpI
Please have a look at the description, you can find a timestamp for your map.
It's not my intention to vote down or up only, it's more important to increase your understanding to make a better map.
I want to give you feedback to your map. What is good and was not?
Maybe a way to make it better, if I have an idea. :)
I hope you accept my critique and ...maybe your map will get an update or you adapt what you have learned to your next map?! ;)
Keep it up!
PS: If you searching for a beta tester ...I would be glad to help you ...and anyone else.