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Lastly, I hope every author can be more critical of their puzzles, not in terms of execution but in terms of logical arrangement.
I think the reason for distinguishing between these two terms is that the workshop is overloaded with "maps", giving the word "map" a somewhat derogatory connotation. Many works in the workshop share common flaws, such as overly vague themes, cumbersome processes, and the abuse of props, and so on,which tarnish the image of "maps".
But if we leave this notion,is there a possibility that this idea might already exist in our subconscious? Some people can discover it independently, while others need guidance, and the author happens to play this guiding role.
In my view, puzzles and maps do have differences, but the fate of a puzzle or a map should not be solely determined by a simple evaluation of good or bad. I believe that puzzles represent a novel form, embedding ideas within common expressions to enhance players' initiative. In contrast, maps may prioritize completeness, shaping players' logic in a more straightforward manner.
My blind playthrough: https://www.youtube.com/watch?v=jXEYcV_y9dY
https://youtu.be/11jGsr3cmMI
Difficulty: 6/10 for experienced players. Keep up the superb work.
https://youtu.be/xupMmot9lU0?t=22m34s
Blind Run: https://www.youtube.com/watch?v=KSoYdJKkWN4
And there's no shame in finding the maps you mentioned tough - Talos (iii) is indeed much trickier than it first looks and The Machine Room is plain challenging, because you have to learn what the thing does and apply it optimally immediately to progress
@Nobody No-One Sure, there are different levels of inaccessibility, and of course I'm not opposed to such hard maps being made or played. It's just not my cup of tea. I feel like every new player should actually try the ''Introduction to the workshop'' collection to see if solving puzzles is really something they enjoy and if so, to learn most basic tricks mapmakers tend to implement. Just jumping into ''real'' puzzles coming from only frontpage stuff is quite the leap for most people
I feel like lately I've been struggling a lot in your map, Mikeastro; my upcoming playthrough of Talos(iii) took quite a bit of time, and I have yet to finish The Machine Room. You are good at making very challenging maps, that's for sure!
My blind run of this map: https://www.youtube.com/watch?v=plTKbFZltmg
Lastly, I haven't played Mel yet (I know that's not okay, I'll get to it some day :P) but I understand what you're getting at. There's just this fairly small group of players making maps not really suitable for anyone but themselves. In the end there's nothing wrong with that, of course, but a con to it would be, as you said, it creates a gap which can result in how Mel was received, for example
And you know, sometimes I feel like everyone is just making maps for each other. Or at least I feel like that. Like, "here's the part of the solution where you do a cube respawn, because we like cube respawns and they're an interesting move".
It's a bit like when the reaction to Portal Stories: Mel was "these puzzles are ok, but I don't like them because there's so many fizzlers!!!". To someone well-versed in the custom map scene, a map with eight fizzlers in it is just a regular map. But to a new player that's ridiculously daunting and confusing. Noone realized that while testing the mod because most testers were from the existing Portal 2 community. It's like we just made a mod for ourselves.
The fizzler delay is such a weird problem, I've never heard of anything like it before. But I kind of like the way it feels in the puzzle lol.
Anyway these are 2 very nice puzzles. The 2nd one took me a really long time to figure out, even though it's so easy, and when i figured it out I felt really stupid... In the best possible way. Lol
I feel like something more could be done with the 2nd room that also takes advantage of more laser/lasercube properties, but of course I can't think of anything. You know, so the solution has more steps than "bring the cube to the button room, then gradually rotate it clockwise".
Your thoughts on what makes a good puzzle resonate a lot with me. I've started mapping easier maps lately, because my hard ones usually felt more a maze than a good puzzle with a key moment to discover. Do you know that feeling, getting through a map "by feel" and just idly trying stuff until you can exit, instead of having a specific solution in mind?
@Leomievs Excellent blind run! I agree that sometimes some logic flow and a new idea work nicely together, but to me that depends on the extent of the novelity. Both your solutions were completely valid :D
I still need to solve The Machine Room. I've retrieved all the cubes but I'm still working on the final sequence. No hints though :P
@Nobody No-One Excellent work once more! Your solutions are intended, though actually the second once could be even a little bit shorter! Also, please use your idea-stealing powers with care :P I'm not really sure what the deal is with the delay of the fizzlers, but I couldn't find any meaningful way to actually use it. I hope you liked this 'map' in the end
Anyway, here's my solution to the map. For some reason the video's framerate is especially low so hopefully you can bear to watch it. I'm fairly confident that my solution to the first room was intended but I'm not so sure about the second room. I found two very similar solutions, only one of which is in the video.
I will also point out a very small exploit. The fizzlers seem to have a slight delay in turning off/on. Thus, in the areas with the recessed ground, you can hold the cube to reflect the laser into a catcher, drop it, and then quickly shoot a portal through the fizzler before it turns back on. I didn't test to see if that was actually helpful, but it's possible.