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Nice little transition test, aesthetics could use some work (so much 128) and there isn't much direction in terms or texture work or lighting. Also, the textures more or less seem kind of random like with Beemod, or just really repetitive like regular PTI, idk. Just something i like to have some artistic expression with while still having somewhat of a balance, i like it to look partially random, but still like it was somewhat planned, not like someone went in with a box of glitter and threw it everywhere. Not trying to bash your work, I'm just trying to share what i think of when working on aesthetics, there are some things (like lighting) that are crucial to things like direction and helping the player know what they need to do.
And while a well lit test chamber is better then one that's too dark, you also need to take into concideration that ppl follow light, and that when there's something lighter, they're going to be inclined to want to go there. Aside from that it wasn't a bad puzzle, in fact I kind of liked it (as with all of your puzzles that I've played), for a minute or 2 i was wondering around and I didn't have any idea what to do, then i got the first step with the LB and I started progressing.
Although because of the lack of direction that i mentioned earlier, this puzzle could get a bit repetitive, going back and forth to have to set things up again. Not much will kill you if you mess up, but having to pretty much start over is kind of a drag, not sure what to do to fix it though other then just somehow better indicate what needs to be done. <<shrug>> The end solution was fairly good, not too hard, not too easy, it had a nice balance to it; although the fumbeling around before that makes it a little less rewarding unfortunately, it all goes back to direction. So yes, a little bit on the aesthetics (mostly texturing), direction with lighting needs a bit of work as well, but the puzzle has a nice and intermediate difficulty, which you do very well. 7.5/10
The cube swapping is a nice touch when done right and your puzzles are done right.
Bringing the cube to the start was my favourite bit! :D
Nice hammer work too, love the signage. I do agree though, split those fizzler brushes up! Make each row of brushes a different trigger_portal_cleanser, and then give both of them the same name so they are controlled at the same time.
Blind run: https://youtu.be/NwjMwmx5d2E (3rd of 3 played)
Fantastic visuals too! Here's the remainder of the feedback for improvement:
> As | \_/ () noted, it is kinda hard to tell where the exit is. Maybe putting some signage in the vertical area where the reverse excursion funnel is would help.
> Fizzlers need their own brushes: three per fizzler (so in your case that would be 6 brushes), so that they have the edge glows and flash separately when the player shoots at one.
> Overall there's still some pieces of this that seem too remnant of PeTI maps: the music and lack of custom soundscapes, for one (I can design one for this chamber if you want).
But seeing this, I have to say (again), your Hammer skills have come quite far
Thanks for testing and especially your constructive criticism. I appreciate it.
The biggest problem with the chamber is that there is no indication of where the exit is. I had no idea that I had to climb up the funel to see it. finding out where the exit is is a fundamental task in a test and yours doesn't handle it as it should.
The level is slightly challenging, relying mostly on shooting the right portal, which feature makes the best puzzles in Portal. I like it. Thumbs up!
You're a master, Andi. I bow to you. Can't wait for the next one!