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One huge gripe I had with this map though was clarity of purpose. Often I was like "where does this wire lead" I dislike the use of wires instead of the Lines used by normal levels. It can be confusing, especially when around the corner. As well in the last sequence I ran around for a awhile not knowing I had to jump around the debris.
I would've done more playtesting, otherwise very good and I hope to see more 8/10.
its very much in tone with the first game though sometimes the easter eggs can be a bit distracting i thought. if you emancipate the plushy you get a secret btw. i like like this "mappack", it is very surprising how much they fit within one map though. this map does clearly have a lot of borrowed assets but they were used well.
it honestly kind of reminds me of Portal Still Alive if it were taken from the old aperture.
This time I was able to skip a lot of the final area with a far-away portal shot and didn't need to press a lot of the buttons and such, getting to the near-ending place where I got stuck yesterday even quicker. Thought maybe this was for some alternate ending, but no, alt ending is only unlocked after one map completion and is rather *different* according to videos. :P It was for regular sequence, I just skipped a bunch of stuff.
Huge atmosphere, though. Music and lighting are top notch for sure.
The article wasn't meant to be a super-pretty presentation, just a way to get my thoughts across without completely flooding the comments section (which... I sort of did, anyway xD)
Unless there was something you didn't understand in my review? If it's to clarify something I'd be happy to add images, though I feel like my blindrun serves that purpose somewhat, at least partially. I appreciate the input though.
от этова
As for "splitting the map into several parts" - that’s too simple and not very interesting, haha. Also, it would double the overall map size because custom content gets duplicated.
In fact, we originally had the idea to create something like a "mini-mod" within a single map! I spent an enormous amount of time optimizing the map to make it work...
Regarding your article - imho, it could use some images.
-In the first chamber that "sneaky portal surface" I complained about is actually highlighted quite nicely through the glass pane when you spawn the laser cube. It's merely simple logic from there to figure out you should be able to see it from the platform to the right of that one, especially on a lower area. So my missing that is at least partially my fault.
-How the ending trains you for the key piece at the very end, requiring you to pick up the fallen lever and reattach it before taking the ride down is actually very good design, and that's something I didn't quite make the connection to before.
TLDR: Cool concept, very adventurous, love the combination of the dim red lighting and unique assets with the Underground style, everything's well-laid out at least as far as aesthetic pleasantness is concerned. The puzzles weren't bad, but I've played better. There's a surface that's not immediately obvious to see but very important in the first test, as well as an unnecessarily marked surface that feels somewhat like a red herring unless I skipped an intended step. The important wires in the second test that denote connections between elements don't really stand out from the unimportant ones until you activate such connections. They were all more or less easy for me, but still fun for the most part.
1st test ratings:
Difficulty: 3.75/10
Enjoyed: 6.75/10
2nd test ratings:
Difficulty: 3.25/10
Enjoyed: 7/10
3rd test ratings:
Difficulty: 3.5/10
Enjoyed: 7.25/10
End:
Difficulty: 6/10 (only a personal score, I was actually just really dumb)
Enjoyed: 7/10
Overall:
Difficulty: 4/10
Enjoyed: 7.5/10
The overall scores aren't taken as an average of the puzzles/end -- the aesthetics, concept, and overall vibe factor into this.
I actually have a proposition: would you and your team be interested in hammerizing my Portal TUBER https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3040064910 puzzles? I think they were well received and could do with some visual enhancements (especially the behind the scenes secrets in every map). I know this is a big ask, but give them a try and let me know if you are interested. Thank you!
I sure damn-well did!
One thing though: the descriptin seems a bit silly to me. You could've been a bit more modest, right? xD
Some of the sections reminded me a lot of Half-Life/Black Mesa, i.e. the small train section and the diagonal vertical elevator. And the portal gun had a gravi-gun feeling too.
Outstanding project!
https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fw4qo25yne59c1.png%3Fwidth%3D3840%26format%3Dpng%26auto%3Dwebp%26s%3D19447fef6b0e5514a1a02bce6be8a662284c9c46