[Coop] 10 reasons for reasoning
Quote from zivi7 on March 16, 2012, 8:26 pmIt was a lot of fun to play this! The great looks are consistent till the very end. There's only one tiny negative aspect in the very last puzzle: [spoiler]It was a bit too easy at this point. We made it through that turret-infested funnel-zone with a lot of dying to find this as the ending level. Maybe it would have fitted better at the beginning of map 2, right before the current first funnel-map?[/spoiler]
But that's only a very very small negative aspect of this great mappack. As LP said it took us around 40 minutes to play again, but it was so much fun even the second time that it felt like 20 minutes max. Great job!
It was a lot of fun to play this! The great looks are consistent till the very end. There's only one tiny negative aspect in the very last puzzle:
But that's only a very very small negative aspect of this great mappack. As LP said it took us around 40 minutes to play again, but it was so much fun even the second time that it felt like 20 minutes max. Great job!
Quote from StGinger on March 16, 2012, 9:36 pmHey! I can't stop smiling when I read your posts, it's so great to see that you seem to like the map that much. I have to thank ipfreaky90 for your awsome first comment and also your playthrough video, hilarious!
Kokomadena: Thank you for recording that huge error, it will be fixed shortly!
And at last, we love the feedback from all of you so thank you for giving it to us!
Hey! I can't stop smiling when I read your posts, it's so great to see that you seem to like the map that much. I have to thank ipfreaky90 for your awsome first comment and also your playthrough video, hilarious!
Kokomadena: Thank you for recording that huge error, it will be fixed shortly!
And at last, we love the feedback from all of you so thank you for giving it to us!
Quote from Lpfreaky90 on March 16, 2012, 9:57 pmStGinger wrote:Hey! I can't stop smiling when I read your posts, it's so great to see that you seem to like the map that much. I have to thank Lpfreaky90 for your awsome first comment and also your playthrough video, hilarious!![]()
Kokomadena: Thank you for recording that huge error, it will be fixed shortly!
And at last, we love the feedback from all of you so thank you for giving it to us!
Yea, really enjoyed the map
The movies are a bit strange size but I blame fraps
Can't wait to play more![]()

Kokomadena: Thank you for recording that huge error, it will be fixed shortly!
And at last, we love the feedback from all of you so thank you for giving it to us!
Yea, really enjoyed the map
The movies are a bit strange size but I blame fraps
Can't wait to play more
Quote from Lpfreaky90 on March 16, 2012, 11:03 pmOne thing I forgot to mention though is that yesterday we encountered two problems:
1) Windows update thought it was a good idea to restart my laptop while playing these maps
2) Random disconnect.Nothing you can do about it but maybe it would be an idea to cut the map in smaller pieces. These two maps felt like an entire section in the standard coop campaigns of the official portal 2. Almost all coop maps in portal 2 are two puzzles; that way a map can be done pretty fast and if a map needs to be restarted not too much progress is lost.
[spoiler]Zivi and I lost connection in the funnel room; not much of a problem, just solve the relay puzzle and get to the funnel room and solve that one. And at the big fling map. That was a problem it involved solving the laser; funnel; turret and fling map! that's a lot of progress! So we tried to no-clip that part but we noticed the map uses world portals to connect parts. That's rather hard to get all the way back there. We also skipped points so we would respawn in the funnel room if we died in the fling room. By breaking up the maps into smaller pieces this will be easier.
A final point is that the last puzzle is very simple. The final fling room from map 1 felt very good to be solved. This one was like ?!?! THAT was the puzzle?
So I would change the order of the maps a bit; bundle a small and a large puzzle and break it up in parts of two/three puzzles and just connect them like you did with the maps in your list.
As zivi said in the video though; it seemed that the custom transition somehow killed the ping-tool.[/spoiler]
Just a few suggestions
One thing I forgot to mention though is that yesterday we encountered two problems:
1) Windows update thought it was a good idea to restart my laptop while playing these maps
2) Random disconnect.
Nothing you can do about it but maybe it would be an idea to cut the map in smaller pieces. These two maps felt like an entire section in the standard coop campaigns of the official portal 2. Almost all coop maps in portal 2 are two puzzles; that way a map can be done pretty fast and if a map needs to be restarted not too much progress is lost.
A final point is that the last puzzle is very simple. The final fling room from map 1 felt very good to be solved. This one was like ?!?! THAT was the puzzle?
So I would change the order of the maps a bit; bundle a small and a large puzzle and break it up in parts of two/three puzzles and just connect them like you did with the maps in your list.
As zivi said in the video though; it seemed that the custom transition somehow killed the ping-tool.
Just a few suggestions
Quote from Jepp on March 17, 2012, 12:11 amBig thanks to you guys for your fast feedback, you know who you are! Thanks to you we could apply quick changes to prevent future participants from exploiting!
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@zivi7 and lpfreaky90
That's actually an conversation we had right before release, about moving the last chamber to after the first puzzle in part two. But that would resolve in the problem of going from [spoiler]a small, low ceiling area into that big void,[/spoiler] and since the .bsp is already very full we couldn't just throw in a BTS-area that would make it more logical. But looking at the overall difficulty witch we tried to increase throughout the pack it would've been the right thing to do.Remember that when we started out making this we had no experience what so ever of this kind of work, and also we intended that we should participate in a competition later on. And in the rules of the previous one it clearly said only one .bsp file allowed. So that's pretty much the main reason it all turned out into these really large maps. We weren't thinking of doing more then one map out of this, so see part two as a bonus
We see your point and we agree it would be less aggravating not having to redo all the puzzles if you loose connection and that's something we'll really think about in the future, since one of our primary goals was to make a map where you wouldn't loose it all and begin at zero just because you made an mistake, that's just frustrating and tiring.
Finally we just wanna say that were really happy that you seem to like the overall concept of the map and that we're really overwhelmed that you seem to have enjoyed playing it. It motivates us to come with more maps in the future
Big thanks to you guys for your fast feedback, you know who you are! Thanks to you we could apply quick changes to prevent future participants from exploiting!
@zivi7 and lpfreaky90
That's actually an conversation we had right before release, about moving the last chamber to after the first puzzle in part two. But that would resolve in the problem of going from
Remember that when we started out making this we had no experience what so ever of this kind of work, and also we intended that we should participate in a competition later on. And in the rules of the previous one it clearly said only one .bsp file allowed. So that's pretty much the main reason it all turned out into these really large maps. We weren't thinking of doing more then one map out of this, so see part two as a bonus
We see your point and we agree it would be less aggravating not having to redo all the puzzles if you loose connection and that's something we'll really think about in the future, since one of our primary goals was to make a map where you wouldn't loose it all and begin at zero just because you made an mistake, that's just frustrating and tiring.
Finally we just wanna say that were really happy that you seem to like the overall concept of the map and that we're really overwhelmed that you seem to have enjoyed playing it. It motivates us to come with more maps in the future
Quote from Tremer on March 17, 2012, 9:24 amThis map was outstanding! It took my partner and I about 2.5 hours to go through it. This basically could have been an entire DLC.
However, I'm pretty sure a lot of our solutions were unintended. I can't recall everything because the map was so long. It's going to take me a while to go back through the video and find them.
[spoiler]I do remember we thought we had solved a couple of the laser puzzles unintended. We're bad at laser puzzles. We were just messing around with the blocks and I think accidentally pointed it at the end receptacles which happened to open the doors. They did not require a hard solution to keep the laser pointed at it to keep the doors open.[/spoiler]
This map was outstanding! It took my partner and I about 2.5 hours to go through it. This basically could have been an entire DLC.
However, I'm pretty sure a lot of our solutions were unintended. I can't recall everything because the map was so long. It's going to take me a while to go back through the video and find them.
Quote from zivi7 on March 17, 2012, 9:59 amSpeaking of unintended solutions: We thought that our way to get the cube to its place in the laser-grid/fling-puzzle on map 2 was a bit forced - [spoiler]we simply tossed it over the walls to have it land in the final section[/spoiler]. I guess there is a more elegant way to get it there?
Speaking of unintended solutions: We thought that our way to get the cube to its place in the laser-grid/fling-puzzle on map 2 was a bit forced -
Quote from darkshiner on March 18, 2012, 4:40 pmBrillant!! 6 out of 5
Brillant!! 6 out of 5

Quote from ChickenMobile on March 20, 2012, 9:33 amI just played this map previously [spoiler]with iWork925[/spoiler] and have to point out that although it was great building (and visuals) the puzzles to execute were extremely difficult and nearly always took particular (perhaps meticulous) timing and executions to finish. The second last puzzle we decided to skip because it was getting to nearly midnight and because we were getting incredibly frustrated.
I think the main problem with this mappack of 2 was that the puzzles were not completely straightforward on what you had to do, and we spent more time trying to figure out the point of a puzzle before actually trying to do it.
e.g. the Puzzle with the speed gel and the bounce gel. It took around 20 minutes to figure out that you had to smash through an observation room which was the exit. (also the turrets annoyed me so much we decided to noclip and kill the one inside the cage you can't get inside).Other chambers when we did finally figure it out, it usually took a million goes and in the end we no-clipped when close enough xD.
mappingnote
[spoiler]Also the room with the fan was incredibly laggy. Try using a different water texture, or use a bottomless pit. The reflections of the water (plus the projected texture) made my computer lag (and my computer isn't crappy).[/spoiler]Long answer made short: Do not play this if you are inpatient. It takes a couple of hours to finish completely. [spoiler]We noclipped to victory a lot[/spoiler].
If you look at lpfreaky and zivi7's playthrough, it takes them over half an hour to re-play the map even though they know how to finish it.
I just played this map previously
I think the main problem with this mappack of 2 was that the puzzles were not completely straightforward on what you had to do, and we spent more time trying to figure out the point of a puzzle before actually trying to do it.
e.g. the Puzzle with the speed gel and the bounce gel. It took around 20 minutes to figure out that you had to smash through an observation room which was the exit. (also the turrets annoyed me so much we decided to noclip and kill the one inside the cage you can't get inside).
Other chambers when we did finally figure it out, it usually took a million goes and in the end we no-clipped when close enough xD.
mappingnote
Long answer made short: Do not play this if you are inpatient. It takes a couple of hours to finish completely.
If you look at lpfreaky and zivi7's playthrough, it takes them over half an hour to re-play the map even though they know how to finish it.

PortalStories.com
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