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First, short time mechanics should be avoided when possible.
Then, in the second part falling in the hole is very frustrating while the test is extremely easy.
You could force the player to repeat the 1st part to get the light bridge out of the 1st chamber to arrive to the door instead of just put another light bridge there...
Another thing, why on earth this is classified as custom story and custom visual when it's just a normal editor chamber not even designed very well?
Some constructive criticism:
- Put the 2nd part closer: No need to run that far through a corridor (or add a catapult transport)
- Make sure there's an easier way to escape the hole if you fall down there with no portals up.
- Make the 2nd part harder, or at least with more puzzles.
- Make the finish a bit more complicated as well.
I've got a map of my own I'm trying to get out there a bit, try it and leave a comment :)
Strategy 4: Knockoff
But I playing this it's so hard!
Try my map if you want, but it's a little harder! ;)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=77292983
// Play my Map Pack: Damn Turrets .
Can YOU solve Dr. Doak's Dilemma ? - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=74231028
http://www.youtube.com/user/majicman444
you have nailed portal 2's difficulty level
not to easy or to difficult
just right
good challenges
also good lenth,
not giant map or to many challenges.
or to small a map with 1 challenge &
finished in seconds.
perfect.
I loved the thought process envolved, and how it wasn't too difficult or too hard. Great job!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=76227755
As I already mentioned only someone will create this image that it's challenging, most of the people can take it just how it is: some tests of various difficulty, just some kind of lore of aperture; that's how this is meant. Anyway I really think it doesn't matter because whichever your image will be, you'll get it. So I really think it's okay.
You're right about that the image together with name creates some feeling that this is gonna be challenging, but only for someone. I decided to make only one "double screen" for all of these maps, because here on workshop it's better for people because they see it's a same thing. I know that if they see this, they expect some challenge already at the start. But the challenge will come, just later. So they will see what they expected. Of course not everybody will imagine under this that it's challenging.