Any ideas for co-op?
Quote from audiotrash on March 20, 2012, 3:00 pmHello D:
I have currently got the idea to create a Co-op map for Portal 2 stuck in my head, but i just can't think of a good puzzle. has anyone got an idea? Please help
Hello D:
I have currently got the idea to create a Co-op map for Portal 2 stuck in my head, but i just can't think of a good puzzle. has anyone got an idea? Please help ![]()

Quote from BEARD! on March 20, 2012, 3:20 pmI've had a couple of 'wacky' coop ideas floating around for a while. Maybe you can make something out of them. [I've got some 'proof of concept' maps for the ideas - I'll happily upload them if you want.]
Confinement Conduits: I don't think I've seen the idea before: it's an excursion funnel whose force parameter is REALLY tiny (e.g 0.000000001). This means that the funnel doesn't push or pull things, it just holds (confines) them there. You can catch objects in them (e.g. stop a player from faith plating into a death field), hold objects still (e.g. hold laser cubes over a slime pit). You can't do much more though. [Maybe have the funnel toggle between 'normal' funnelling and 'confining'?]
Volatile Instability Cubes: A cube that fizzles if it touches the floor. Only really suitable for coop, as you can't change portals while holding a cube all the time. The drawback is that it's easy to force one player to stand around holding the cube, which can quickly become boring. A slight modification of that idea is to make the cube fizzle if the portal gun lets go of it (there's an output for that). Passing from one player to another would be okay.
I've had a couple of 'wacky' coop ideas floating around for a while. Maybe you can make something out of them. [I've got some 'proof of concept' maps for the ideas - I'll happily upload them if you want.]
Confinement Conduits: I don't think I've seen the idea before: it's an excursion funnel whose force parameter is REALLY tiny (e.g 0.000000001). This means that the funnel doesn't push or pull things, it just holds (confines) them there. You can catch objects in them (e.g. stop a player from faith plating into a death field), hold objects still (e.g. hold laser cubes over a slime pit). You can't do much more though. [Maybe have the funnel toggle between 'normal' funnelling and 'confining'?]
Volatile Instability Cubes: A cube that fizzles if it touches the floor. Only really suitable for coop, as you can't change portals while holding a cube all the time. The drawback is that it's easy to force one player to stand around holding the cube, which can quickly become boring. A slight modification of that idea is to make the cube fizzle if the portal gun lets go of it (there's an output for that). Passing from one player to another would be okay.
Co-operative: Lightspeed Upstairs Downstairs
Quote from Lpfreaky90 on April 3, 2012, 9:10 amBEARD! wrote:I've had a couple of 'wacky' coop ideas floating around for a while. Maybe you can make something out of them. [I've got some 'proof of concept' maps for the ideas - I'll happily upload them if you want.]Confinement Conduits: I don't think I've seen the idea before: it's an excursion funnel whose force parameter is REALLY tiny (e.g 0.000000001). This means that the funnel doesn't push or pull things, it just holds (confines) them there. You can catch objects in them (e.g. stop a player from faith plating into a death field), hold objects still (e.g. hold laser cubes over a slime pit). You can't do much more though. [Maybe have the funnel toggle between 'normal' funnelling and 'confining'?]
Aren't the numbers in portal 2 rounded to 1/100's? so that'd be 0.01?
I think you shouldn't go for all wacky ideas; specially not on your first coop map. I think that careful portal placement where two players have to disable fizzlers for each other to finally get out (with a hard light bridge or something are the nicest puzzles. Active thinking of both the players. From all the valve stories (commentary mode) you can see that people loved the real interaction with the other players like giving cubes to each other and extending their light bridges. I think you should go for something like that, but that's just my $0,02
Confinement Conduits: I don't think I've seen the idea before: it's an excursion funnel whose force parameter is REALLY tiny (e.g 0.000000001). This means that the funnel doesn't push or pull things, it just holds (confines) them there. You can catch objects in them (e.g. stop a player from faith plating into a death field), hold objects still (e.g. hold laser cubes over a slime pit). You can't do much more though. [Maybe have the funnel toggle between 'normal' funnelling and 'confining'?]
Aren't the numbers in portal 2 rounded to 1/100's? so that'd be 0.01?
I think you shouldn't go for all wacky ideas; specially not on your first coop map. I think that careful portal placement where two players have to disable fizzlers for each other to finally get out (with a hard light bridge or something are the nicest puzzles. Active thinking of both the players. From all the valve stories (commentary mode) you can see that people loved the real interaction with the other players like giving cubes to each other and extending their light bridges. I think you should go for something like that, but that's just my $0,02

