If that explosive barrel went off in the wrong place what other option would the player have to advance? A re-load or suicide isn't really a good idea in terms of game-play. A puzzle should always be passable, even if a player makes an error on their first attempt. This isn't true to all games, but it's portals style. If you die, you die. But a lot of it is trial and error. This is an example of one shot or you're stuck.
In addition, it's not exactly clear what to do in that particular segment. For instance, I (while playing) may pick up the barrel before walking into the next room, and walk it near the fire, wondering what would happen. The second it caught on fire I would drop it and run.
My suggestion (and I'm no dev), would be to do what Portal 2 did, and have the explosive type balls keep shooting out of a broken tube. You have a big corridor right there already. All you have to do is throw in a switch and when the player sees the explosives drop, in addition to the wood, they will figure out they have to fling a explosive at the wooden barricade. It's really up to you, but this is my suggestion.
Alternatively, I would eliminate that small puzzle all together. It kind of throws off the flow of the set-piece you have going. It's in a rather small environment in contrast to the large area before and after, and is kind of a 'rest stop' if you will. I feel like for in terms of pacing it would be better to simply just let the player admire the scenery and continue up the lift to the next timer puzzle.
Anyways, looks fantastic. One of, if not the best, Portal 2 mod I've seen. Sorry if I offended you for this post, but I think it needs to be addressed. Best of luck on the release of your mod. I will be playing!
Hello, I appreciate your constructive criticism and I assure you that getting the barrel is a puzzle on it's own which gives you
a limitless supply of you if you manage to lose/drop/or explode in the wrong place.
I just placed it conveniently for the trailer's sake of not spoiling the actual puzzle behind it.
Also I'm trying to use assets that makes sense in the context of the environment,which means bombs would be really out of place in this part.
Wauw
If that explosive barrel went off in the wrong place what other option would the player have to advance? A re-load or suicide isn't really a good idea in terms of game-play. A puzzle should always be passable, even if a player makes an error on their first attempt. This isn't true to all games, but it's portals style. If you die, you die. But a lot of it is trial and error. This is an example of one shot or you're stuck.
In addition, it's not exactly clear what to do in that particular segment. For instance, I (while playing) may pick up the barrel before walking into the next room, and walk it near the fire, wondering what would happen. The second it caught on fire I would drop it and run.
My suggestion (and I'm no dev), would be to do what Portal 2 did, and have the explosive type balls keep shooting out of a broken tube. You have a big corridor right there already. All you have to do is throw in a switch and when the player sees the explosives drop, in addition to the wood, they will figure out they have to fling a explosive at the wooden barricade. It's really up to you, but this is my suggestion.
Alternatively, I would eliminate that small puzzle all together. It kind of throws off the flow of the set-piece you have going. It's in a rather small environment in contrast to the large area before and after, and is kind of a 'rest stop' if you will. I feel like for in terms of pacing it would be better to simply just let the player admire the scenery and continue up the lift to the next timer puzzle.
Anyways, looks fantastic. One of, if not the best, Portal 2 mod I've seen. Sorry if I offended you for this post, but I think it needs to be addressed. Best of luck on the release of your mod. I will be playing!
Hello, I appreciate your constructive criticism and I assure you that getting the barrel is a puzzle on it's own which gives you
a limitless supply of you if you manage to lose/drop/or explode in the wrong place.
I just placed it conveniently for the trailer's sake of not spoiling the actual puzzle behind it.
Also I'm trying to use assets that makes sense in the context of the environment,which means bombs would be really out of place in this part.
Even in the Half Life Series, there were moments were the player could actually trap itself inside a level.
Just see it as some sort of "Realistic-ness"
Even in (Real)Life, you only have one chance to make it-
It's something at least, don't 'cha think?
This looks AMAZING, I really can't wait to play it one day.
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