This map tries just a little too hard to be everything at once. A wonderful conceptual environment, spoiled by a lack of playtesting and puzzle structure. An excellent first effort, however, for the new mapper Omnicoder.

At 38 minutes, this is also the longest review we have ever done, so make sure you’ve been to the bathroom and have some snacks and drinks with you before you hit play. It’s a useful watch for any aspiring map-maker.

7 Responses to “Flux”

  1. Keklolzor
    16 March 2010 at 3:40 PM #

    There’s a newer version of the map with fixed textures.

  2. Omnicoder
    16 March 2010 at 8:01 PM #

    Your issues with the first puzzle were because you didn’t solve it as intended. You were meant to put a portal on the outstretched platform and shoot one onto the far wall with that, then fling to the switch. Also, I’m releasing my second map ‘Relativity’ tonight if you wouldn’t mind reviewing that at some point?

  3. Omnicoder
    16 March 2010 at 8:07 PM #

    Gah hate to double post, but the blinking blue fields were also a missing texture issue, there’s an updated version out that its fixed in.

  4. TK
    16 March 2010 at 8:37 PM #

    I’ll give it a run through with the new version, and with the correct solution, and let you know.

    And I can definitely go through your new map :)

  5. CanadianMoose
    16 March 2010 at 8:51 PM #

    I’m pretty sure the first issue you had (broken testchamber) was meant to be like that.

    • TK
      16 March 2010 at 9:01 PM #

      Yes, my point was that it should either yield something or be just completely impossible, by having a trigger event it makes you feel like there is something obtainable from finding the answer. In having ‘half a puzzle’ it just feels a little disappointing, like an added bonus to the map that doesn’t actually add anything.

  6. Omnicoder
    17 March 2010 at 12:51 AM #

    Relativity is uploaded now if you want to review it.
    http://myaperturelabs.com/file.php?id=282


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