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The first puzzle was easy and a nice fit, the second... if you like to challenge yourself with some poorly implemented platforming, which you can skip. And third... needed a better introduction to the puzzle mechanic and what is possible with it.
In Islands and Temple I implemented those mechanics better.
Why does it always have to be a skill challenge in Portal??? I hate those maps.
The only damning critique against this map is the large chamber with sliding platforms. It not that they're difficult, but they're ridiculously and frustratingly and unfairly challenging. Much of this is due to platforms sliding in or out at the wrong time when they should be designed to appear/retract in conjunture. Platform should slide into your view when you make a jump and sometime slide back in when you land.
In other words, make all platforms more consistent with when they appear/retract. This chamber would still be challenging, just not so stupidly impossible.
It was nice of you to give us the option to skip this part altogether, so I will have to commend you for having the foresight to do it so.
Thumb up.
Thanks
http://forums.thinkingwithportals.com/post109380.html#p109380
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=389079607
Reminsicing of the past aside, that was brilliantly different. Bit dark, hard on my eyes, but I loved the concept. And as portalmaster said, aesthetics are amazing. Brilliant job.
The obstacle room I intended to make it skippable at any time, but after hitting the brush_side error, obstacle room was 1/3 of the map, so I kinda skipped to add the skip button. Probably gona add it.
The introduction of the new cube was a badly done it seems. The old mappers mistake, from my side it is straight forward, but from someones others view, it is a mess. I might change it a little bit, make it longer if I wont encounter the error.
On the other hand, I'd rather solve puzzles using portals rather than have to parkour and jump all over the place (and also wait a long time after dying). Also, I kinda forgot how to use the PUNT/gravity cube, so a mini-tutorial in the map would be useful.
Sorry this is wordy, but I figured I'd share all my thoughts. Looking forward to part 2! :)
The platforming sections were just too hard and frustrating. Jumping on the horizontal pillars was tough, the timings would often punish me to no fault of my own, \the segments were too long, and it was too dark. And this is coming from someone who enjoys jumping puzzles. And having to redo the first floating cube room before attemtping the second was quite tedious. That said, I really liked the ideas of both sections, they both put a smile on my face. I think more testing could help here. It's hard to judge the difficulty of your own map, both jumping challenges and puzzles, since you've played it so much! ;)