[Coop] 10 reasons for reasoning
Quote from Jepp on March 15, 2012, 4:24 pmTo begin with we just want to thank everyone here on TWP for your support, you're an amazingly helpful lot!
This is something me and StGinger here on the forum has worked on for quite some time. It's consisting of two maps, with five chambers each that will keep you busy for about 2-3 hours, depending on your ability to work together. Our goal with the difficulty was to make it about as hard as the original valve maps, so everyone should be able to enjoy.
Since this is our first release we're really looking forward for your feedback. We had never mapped ever before this, but don't be alarmed, we have put an humungus amount of time and effort into this.
Quotes from solvers of science:
"well done 5/5 for sure" -Willn09
"OH MY GOD! THIS IS FREAKING AWESOME!!!" -lpfreaky90
"This map was outstanding! It took my partner and I about 2.5 hours to go through it." -Tremer
"it was like playing a couple hours of DLC quality maps!" -Sicklebrick
"this map is beautiful. Absolutely love the the aesthetics." -theprogram00Thank you and have fun!
Warning! Contains Playthrough! For stuck or done participants only!
[spoiler]z51OX3F6gmg[/spoiler]New in version 1.1:
-Fixed a problem that could occur with a logic_branch_listenerNew in version 1.2:
-Fixed an open observation room witch could be used to exploit a puzzle.New in version 1.3:
-Made the last chamber of part two harder.
-Fixed some exploits due to unnecessary white texture and source bug.
-You can no longer bring cubes around part two.
-Fixed a world portal that interfered with a fizzler rendering it useless.
-Prevented ninja/hard solutions in several puzzles that may have prevented participants from comming up with the intended one.
-Improved framerate in second chamber of part two.
-Fixed a possible exploit with the laser in chamber one, part one.
-Removed a GLaDOS line which didn't fit in.New in version 1.4:
-Made the 4th puzzle in part 2 easier to understand.
-Fixed a glass which were portable.
-Small esthetic touches.
-Added a second or half a second here and there on timers, making some of the puzzles in part one easier to execute.
-Put in some helpful spotlights to make stuff (even) more noticeable.
-Stepping off one button when both are pressed in last puzzle doesn't turn off the funnel anymore.Big thanks to everyone commenting!
File Name: 10reasons v1.4.rar
File Size: 41.85 MiB
Click here to download [Coop] 10 reasons for reasoning
To begin with we just want to thank everyone here on TWP for your support, you're an amazingly helpful lot!
This is something me and StGinger here on the forum has worked on for quite some time. It's consisting of two maps, with five chambers each that will keep you busy for about 2-3 hours, depending on your ability to work together. Our goal with the difficulty was to make it about as hard as the original valve maps, so everyone should be able to enjoy.
Since this is our first release we're really looking forward for your feedback. We had never mapped ever before this, but don't be alarmed, we have put an humungus amount of time and effort into this.
Quotes from solvers of science:
"well done 5/5 for sure" -Willn09
"OH MY GOD! THIS IS FREAKING AWESOME!!!" -lpfreaky90
"This map was outstanding! It took my partner and I about 2.5 hours to go through it." -Tremer
"it was like playing a couple hours of DLC quality maps!" -Sicklebrick
"this map is beautiful. Absolutely love the the aesthetics." -theprogram00
Thank you and have fun!
Warning! Contains Playthrough! For stuck or done participants only!
New in version 1.1:
-Fixed a problem that could occur with a logic_branch_listener
New in version 1.2:
-Fixed an open observation room witch could be used to exploit a puzzle.
New in version 1.3:
-Made the last chamber of part two harder.
-Fixed some exploits due to unnecessary white texture and source bug.
-You can no longer bring cubes around part two.
-Fixed a world portal that interfered with a fizzler rendering it useless.
-Prevented ninja/hard solutions in several puzzles that may have prevented participants from comming up with the intended one.
-Improved framerate in second chamber of part two.
-Fixed a possible exploit with the laser in chamber one, part one.
-Removed a GLaDOS line which didn't fit in.
New in version 1.4:
-Made the 4th puzzle in part 2 easier to understand.
-Fixed a glass which were portable.
-Small esthetic touches.
-Added a second or half a second here and there on timers, making some of the puzzles in part one easier to execute.
-Put in some helpful spotlights to make stuff (even) more noticeable.
-Stepping off one button when both are pressed in last puzzle doesn't turn off the funnel anymore.
Big thanks to everyone commenting!
File Name: 10reasons v1.4.rar
File Size: 41.85 MiB
Click here to download [Coop] 10 reasons for reasoning
Quote from Lpfreaky90 on March 15, 2012, 8:27 pmOH MY GOD! THIS IS FREAKING AWESOME!!!
It took zivi7 and me an hour and a half to solve part 1...
Now it's time to continue testing...+ about first part: really nice looks
+ interesting puzzles
+ nice coop flinging
- timing is sometimes rather tight.; the final fling took us about half an hour
- the white paint one felt really strange; [spoiler]we had to walk on the side of the walkway to continue[/spoiler]But I feel this is going to be a 5/5.
...continue testing...EDIT:
[spoiler]In the first puzzle of the second part we didn't have to activate everything at the same time; My portals were so that with the cubes all relays were activated; by replacing my portal and aiming at the laser catcher we solved it[/spoiler]
We think we got the solution for the second part; however windows update thought it was a good moment to restart my computer q.q.
We think it needs some tight timing again; we're totally gonna do it tomorrow! (I hope!)
Once we've finished it I'll give you a ratingEDIT 2:
(waaaayyy to late)
So we spent another couple of hours util the connection failed againWe solved the second and third part. (We died soo much in part 3 that glados ran out of bad jokes). We were now at the fourth puzzle; the flinging one. We got the cube; then we lost our connection; we will continue tomorrow.
Two things:
[spoiler]we can take the cube from the first test to the second; and we think we can also take it to the third and the fourth; which would us let cheat the fourth puzzle a bit.[/spoiler]
[spoiler]We slightly cheated in the second puzzle; you can stand on the edge of the second platform; making it much easier and less timed[/spoiler]And finally: WOW! THIS IS AMAZING!!! I think these map deserve a spotlight. They're long, hard, fun, you die often but it doesn't get too frustrating. Hands down; one of the best coop maps (if not THE best) I've played.
![]()
![]()
![]()
![]()
~Lp
OH MY GOD! THIS IS FREAKING AWESOME!!!
It took zivi7 and me an hour and a half to solve part 1...
Now it's time to continue testing...
+ about first part: really nice looks
+ interesting puzzles
+ nice coop flinging
- timing is sometimes rather tight.; the final fling took us about half an hour
- the white paint one felt really strange;
But I feel this is going to be a 5/5.
...continue testing...
EDIT:
We think we got the solution for the second part; however windows update thought it was a good moment to restart my computer q.q.
We think it needs some tight timing again; we're totally gonna do it tomorrow! (I hope!)
Once we've finished it I'll give you a rating

EDIT 2:
(waaaayyy to late)
So we spent another couple of hours util the connection failed again We solved the second and third part. (We died soo much in part 3 that glados ran out of bad jokes). We were now at the fourth puzzle; the flinging one. We got the cube; then we lost our connection; we will continue tomorrow.
Two things:
And finally: WOW! THIS IS AMAZING!!! I think these map deserve a spotlight. They're long, hard, fun, you die often but it doesn't get too frustrating. Hands down; one of the best coop maps (if not THE best) I've played.
~Lp
Quote from zivi7 on March 16, 2012, 7:27 amEverything LP already said.
![]()
The looks with all the details are very, very nice! Great use of the destruction theme with all the details and the rubble. For example, at one point (it should be the second area in the first map) there's a huge wall piece lying on the ground that moves when the player jumps on it. It's obvious you spent a lot of work on such details. Also: Nice use of Glados-lines - [spoiler]"press that button again" got me of course[/spoiler].
![]()
The puzzles themselves are challenging but not in a way that it got me - as a rather medium player - frustrated. The time frames for the timed jump/catch moments in map 1 were a bit narrow indeed. However, because those puzzles didn't involve a lot of walking, it didn't get frustrating to repeat the steps over and over again. Still, I think you and your partner should definitely be in a good mood for this one. Especially for the [spoiler]funnel/lightbridge/turrets[/spoiler]-puzzle in map 2: chances are that each of you will kill the other several times - hopefully both of you can laugh about that and don't get mad.
There were two negative aspects though. LP already mentioned the white gel part. [spoiler]We used a portal to get up onto the railing of the catwalk to walk towards the white gel stain.[/spoiler] Was that the correct way? If so, I think that might be a bit tough for medium players because such a move was never necessary in the original campaign. Same for the first funnel room in map 2. [spoiler]We jumped onto the railing of the descending stairs to get to the next stairs.[/spoiler] Was that correct? That could be another trick new players don't know about.
But those are only minor aspects, overall this is indeed one of the best maps I've played so far. I'm looking forward to play the rest - can't wait to see what kind of an ending you guys prepared!
Everything LP already said.
The looks with all the details are very, very nice! Great use of the destruction theme with all the details and the rubble. For example, at one point (it should be the second area in the first map) there's a huge wall piece lying on the ground that moves when the player jumps on it. It's obvious you spent a lot of work on such details. Also: Nice use of Glados-lines -

The puzzles themselves are challenging but not in a way that it got me - as a rather medium player - frustrated. The time frames for the timed jump/catch moments in map 1 were a bit narrow indeed. However, because those puzzles didn't involve a lot of walking, it didn't get frustrating to repeat the steps over and over again. Still, I think you and your partner should definitely be in a good mood for this one. Especially for the
There were two negative aspects though. LP already mentioned the white gel part.
But those are only minor aspects, overall this is indeed one of the best maps I've played so far. I'm looking forward to play the rest - can't wait to see what kind of an ending you guys prepared!
Quote from Jepp on March 16, 2012, 7:52 am@lpfreaky90 and zivi7
First of all thanks for commenting! It's a great feeling knowing that someone has appreciated what you've done.Furthermore yes, the white paint room is fairly strange, but we decided to keep it that way. [spoiler]It's not like you have much alternatives[/spoiler] so we think its not too hard to figure out, atleast you did.
Same thing in the second chamber of part two as @zivi7 mentioned, [spoiler]since you don't have any white surface to get into, or funnel from, we supposed most players would figure out that they needed to do some smart jump to get past.[/spoiler]
lpfreaky90 wrote:[spoiler]In the first puzzle of the second part we didn't have to activate everything at the same time; My portals were so that with the cubes all relays were activated; by replacing my portal and aiming at the laser catcher we solved it[/spoiler]I can't seem to recreate this, and I can't seem to find any problem in my logic branch system, did you solve it the correct way later?
Also about your two things, there's a fizzler between chamber two and three, and I you're actually implying the intended solution, but I bet yours where way cooler
And OK I agree that some of the chambers are not so easy to execute, but atleast everyone with some experience of portals should be able to figure things out. Then it's just a matter of teamwork
Thank you
@lpfreaky90 and zivi7
First of all thanks for commenting! It's a great feeling knowing that someone has appreciated what you've done.
Furthermore yes, the white paint room is fairly strange, but we decided to keep it that way.

I can't seem to recreate this, and I can't seem to find any problem in my logic branch system, did you solve it the correct way later?
Also about your two things, there's a fizzler between chamber two and three, and I you're actually implying the intended solution, but I bet yours where way cooler
And OK I agree that some of the chambers are not so easy to execute, but atleast everyone with some experience of portals should be able to figure things out. Then it's just a matter of teamwork
Thank you
Quote from zivi7 on March 16, 2012, 8:06 amQuote:I can't seem to recreate this, and I can't seem to find any problem in my logic branch system, did you solve it the correct way later?Iirc what we did was: [spoiler]One places one portal to the left of the exit and one to the right. Then use the cubes to guide the laser through these portals to active all of those laser receivers on the ground. Then the second player placed one portal on the higher wall opposite to the final receiver and replaced the other player's portal to the right of the exit - the door opened.[/spoiler]
Iirc what we did was:
Quote from Jepp on March 16, 2012, 8:44 amzivi7 wrote:Iirc what we did was: [spoiler]One places one portal to the left of the exit and one to the right. Then use the cubes to guide the laser through these portals to active all of those laser receivers on the ground. Then the second player placed one portal on the higher wall opposite to the final receiver and replaced the other player's portal to the right of the exit - the door opened.[/spoiler]Okay I managed to do this too, must be something with the logic_branches not having time to turn off, will add a delay on those
Okay I managed to do this too, must be something with the logic_branches not having time to turn off, will add a delay on those
Quote from soad667 on March 16, 2012, 6:21 pmStill haven't managed to play it, but thought to check a bit, to get a first impression. All i can say is... wow. Very impressive design and the difficulty at least in the first map seems average, not frustrating, but not too easy either. I have a very good feeling this will be one of my favourite coop maps. Lpfreaky's comment makes me even more sure about this.
Still haven't managed to play it, but thought to check a bit, to get a first impression. All i can say is... wow. Very impressive design and the difficulty at least in the first map seems average, not frustrating, but not too easy either. I have a very good feeling this will be one of my favourite coop maps. Lpfreaky's comment makes me even more sure about this.
Quote from Willn09 on March 16, 2012, 6:54 pmMe and my coop mate only done the first part so far took us about 2 hours and a bit. Loved everything about the first part, the design of the chambers and the puzzles themselves are spot on nothing to hard but hard enough. Can't wait to play the second part because I know it's going to be amazing, well done 5/5 for sure.
Me and my coop mate only done the first part so far took us about 2 hours and a bit. Loved everything about the first part, the design of the chambers and the puzzles themselves are spot on nothing to hard but hard enough. Can't wait to play the second part because I know it's going to be amazing, well done 5/5 for sure.
Quote from Lpfreaky90 on March 16, 2012, 7:08 pmzivi7 and I solved science!!!
We got a video of our second playthrough; it's about 41 minutes and I'll be uploading it to youtube anywhere soon
PART 1:
m46Za78UuDwPART 2:
qgAY9bO2Gx8PART 3:
p9CfKCIZDaMPART 4:
I-3kABdF51k
zivi7 and I solved science!!!
We got a video of our second playthrough; it's about 41 minutes and I'll be uploading it to youtube anywhere soon
PART 1:
m46Za78UuDw
PART 2:
qgAY9bO2Gx8
PART 3:
p9CfKCIZDaM
PART 4:
I-3kABdF51k
Quote from Kokomadena on March 16, 2012, 8:18 pmFrench portalfag here, we played these great maps just one hour ago with my friend, that was brilliantly made but quite easy, actually these maps are as obvious as the valve's original coop missions...
But the main part of my comment here is about a problem we found
[spoiler]in the 3rd enigma of the second map (The 1/2/3/4 columns with fizzlers with the faithplate at the beginning, and red lasers at the top) because we succeed without using any cube or button... Here is the video we made to show you how easy it was.
At 2:20 in the video, you'll see a quick swap of the portal on the left of the screen, it's just because i failed at this jump and we had to do it again so i cut this part before encoding.
3JFyL3mZWnQ
Link to the video : http://youtu.be/3JFyL3mZWnQI think we missed something, anyway we shouldn't succeed that fast.[/spoiler]
The global conception of the maps is great, especially at the very beginning when Glados "rebuild" the first map to get the respawn area closer to the second enigma... Good ideas and cleverly scenarized !
French portalfag here, we played these great maps just one hour ago with my friend, that was brilliantly made but quite easy, actually these maps are as obvious as the valve's original coop missions...
But the main part of my comment here is about a problem we found
At 2:20 in the video, you'll see a quick swap of the portal on the left of the screen, it's just because i failed at this jump and we had to do it again so i cut this part before encoding.
3JFyL3mZWnQ
Link to the video : http://youtu.be/3JFyL3mZWnQ
I think we missed something, anyway we shouldn't succeed that fast.
The global conception of the maps is great, especially at the very beginning when Glados "rebuild" the first map to get the respawn area closer to the second enigma... Good ideas and cleverly scenarized !