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Raportează o problemă de traducere
I'll add this chamber to my favorites.
5/5
Anyway, aside from what is now a typical bug (probably due to the way the Hammer instance is set up), this test is fine.
Aware. Read description. Also, this has been a problem since day one when the Workshop went out of beta.
I forgot to mention that "multi solution" tests often make it unclear what to do because there is too much "noise" in the chamber. Great test chamber creation is a subtle art that takes a long time to master. You have to find the right balance between explicit steps and subtle hints for the player to solve the test. I'm no expert but I see a difference in a designer's older tests with their newer tests. I've played some of Mevious's earlier work before the Portal 2 Workshop and I see his style and test creation has gotten better throughout the years.
There has been one test I have played that has two solutions to it but the second solution is very cleverly hidden while the first solution is what most players would think to do (looks like you have played it):
http://www.steamcommunity.com/sharedfiles/filedetails?id=94896335
As for your struggle, revisions can be made, but I got no ideas how to make better than the current version.
This may have been excusable in the Portal 1 days because the mechanics were so interesting at the time but Portal 2, tests need to be more focused because of all the new and existing elements there are to explore and combine.
The idea behind "single solution" tests is that the designer is trying to convey a concept with the puzzle elements presented in the chamber. Restrictions are in place to hopefully get the player to problem solve the way the designer intended the chamber to be solved. This sacrifices to some degree of exploration. When the test is finished, the player should feel that they had a rewarding experience completing the test.
On the other hand, the idea behind "multi solution" tests is that the designer is not even trying to do anything specific or unique with the test elements. This could be by accident of course because even I did not forsee somebody doing the test "this way". In some cases, they are just lazy or making excuses not to fix anything. There is exploration but the test misses the mark. The player feels like they cheated.
https://www.youtube.com/watch?v=3NwxeDQHmN4
I stand for people who are against the idea that multiple solutions = broken.
To suggest that a "similar" solution is equivalent to multiple solutions, and could theoretically require fixing if you were bothered to do it... is disturbing, to me.
Anyway, I'd love to see your critiques of my two test chambers =3 (with video if yew can). I'd like to know what someone with your brain thinks of them =)
Actually playtests revealed that there are three ways to solve this test, especially to stop the cube from getting regenerated . Also it is generally frowned upon to have multiple solutions. Sure my test here has several, but I concluded they are similar in execution so no use fixing it.
The tools are there. You just have to think of new ways to use them and push on with the limitations I imposed on this map. I wouldn't release something broken if I didn't test it first. If something slips through, mention it. I can fix it.
Have a nice day.
Please try my escape-themed chamber, " The Oubliette ". It is large and quite difficult, story-based (rather than puzzle-centric) with deadly traps.
The part where you place portals to not hit the laser-activated cube dropper when getting the cube on the side with the blue gel, not intended but I have no idea how to fix that without exporting to Hammer. I think it is essentially the same thing as allowing the laser catcher to get hit by the laser but using the 12-second pedestal button to block the one laser to not fizzle the cube. That way when you are on the other side, you need to either block the laser in the corner where you first activate the laser after the aerial faith plate blue gel bounce or place a portal to not activate the ceiling laser catcher just before time runs out while the cube is on the right side.
Not as challenging as yours but maybe enjoyable too.
Remember cubes block lasers. The laser stopping the gel blob was really a happy accident.
The idea is for you and the cube to go through the portal as the laser shines through it (the cross fizzlers remaining disabled for that to be possible). The cube grating glitch allows cubes to go through a grate-covered portal surface as portals are placed one way. One can easily use this glitch to set the cube under the water dropper (or other grate-covered portal surfaces in this puzzle).
btw, i never used the grating glitch, can't even imagine how can be done in this one. And yes, valve should look into that.
Depends on how the puzzle elements are configured. In this case, it makes it easier.
Same for portal bugs etc... I had no problem with figuring out the chamber's lining. I think you did very well on that one. Also the timed button was well timed. The last part with the gel bouncing on the faith plate was hard, actually it was very easy, but i had no idea it was possible... When i noticed the only thing i could use the tile for was for gel, it was easy. Great room! Keep up the good work! I think you might like some of my own chambers, feel free to test them :)