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[Portal 2] Overturned


BigCheese
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Hey everyone!

So I wanted to share my latest creation here, in hopes that you guys might wanna play it and tell me your thoughts on it.

Been making a Portal 2 map for 6 weeks, 50%, to be part of my portfolio. I'm a Level Design student at The Game Assembly in Malmö, Sweden.

This is the first Portal 2 Map that I've ever done and it's all made from scratch in hammer.

Hope you have fun with it!

Link to Steam Workshophttp://steamcommunity.com/sharedfiles/filedetails/?id=878671123

 

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  • 2 weeks later...

Hey! I finally managed to take a moment and play through your level. It's quite imaginative, but there's a point where puzzles stop being interesting and become annoying to figure out. Most of the time I was just randomly trying out things without any clear indication of where I have to go or what I have to do. The fact that your level features a clean and flat environment also contributes in that confusing regard. Stop trying to reinvent the wheel and make use of what's been established already within the official game world. However, if you do want to stick to this concept, I recommend experimenting with a completely different style or at least lighting. Give the player some sense of direction.

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Hey, thanks for trying it out!

I hear ya, man. It was a true challenge making it, having never done a Portal 2 map before this and also trying to add that literal little spin to it - without me having too much experience in Hammer. Was a tough one, and I feel like the overall quality suffered because of it. 

I definitely didn't nail the focus bit here, as you say. Player confusion was a problem. Probably should've stuck to the regular Portal 2 formula. But hey, was a fun experiment and I learned a ton from it.

Hope you got some entertainment out of it, at least!

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Looks pretty bland in terms of the style and aesthetics. However if you do choose to continue with this style I'd consider adding more light covers. The light should also be a bit more focused on certain areas to bring attention and create variation in the areas, making them distinct and memorable rather than all the same cool/white plain lighting. Just looks kind of like a better PTI as it is right now. But I'd try some different style, maybe reconstruction, overgrowth, art therapy, Wheatley, *anything* more interesting. Basically a lot of what Radu said.

Also you used the wrong door models, I see a gray one there for some reason. Just use prop_testchamber_door, it does everything for you.

Edited by Stract
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