[Coop] 10 reasons for reasoning
Quote from Lpfreaky90 on March 20, 2012, 10:50 amchickenmobile wrote: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.A couple of the puzzles do have a very short timer. I think of the blue/orange gel room; the final one from test 1 and those are just the hardest ones. Just an extra second in both puzzles and a bigger area where you can get blue gel with less junk on the floor would make the blue gel one a lot easier.
chickenmobile wrote: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).
chickenmobile wrote: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.Yes but we did need to think about it again, we didn't knew all the details. A new playthrough would most likely cost about 20 minutes I guess. But I think this map is well worth a play if you got time for it
A couple of the puzzles do have a very short timer. I think of the blue/orange gel room; the final one from test 1 and those are just the hardest ones. Just an extra second in both puzzles and a bigger area where you can get blue gel with less junk on the floor would make the blue gel one a lot easier.
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.
Yes but we did need to think about it again, we didn't knew all the details. A new playthrough would most likely cost about 20 minutes I guess. But I think this map is well worth a play if you got time for it
Quote from iWork925 on March 20, 2012, 10:05 pmBut when you need to land on railings or fling through observation rooms, its getting a little excessive.
But when you need to land on railings or fling through observation rooms, its getting a little excessive.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Lpfreaky90 on March 20, 2012, 10:38 pmiWork925 wrote:But when you need to land on railings or fling through observation rooms, its getting a little excessive.The riling was a bit strange and the first time it felt a bit cheat-y.
I had no problems with the observation room because after I saw the panel turn it was pretty obvious to us we had to fling there. That was the only thing that could be done with it in that short time frame. I think that part can also be improved by being able to remove the turrets
The riling was a bit strange and the first time it felt a bit cheat-y.
I had no problems with the observation room because after I saw the panel turn it was pretty obvious to us we had to fling there. That was the only thing that could be done with it in that short time frame. I think that part can also be improved by being able to remove the turrets
Quote from Marc05 on March 21, 2012, 4:54 amThis was really fun, a good challenge, but still needs a few tweaks:
Near the beginning of the first map, GLaDOS mentions (I think this was the quote):
"You have no idea how tiring it is to praise someone for placing an Edgeless Safety Cube into a receptacle designed to exactly fit an Edgeless Safety Cube."
However, the map doesn't have an edgeless safety cube, just a regular edged cube. This is nitpicking but it bothers me a littleNeither me nor my friend could figure out two parts in total, but we did find [what we think are] unintended solutions. Here's a YouTube video on them:
JokrMuYiE14Overall, this is a well made map. Thank you.
This was really fun, a good challenge, but still needs a few tweaks:
Near the beginning of the first map, GLaDOS mentions (I think this was the quote):
"You have no idea how tiring it is to praise someone for placing an Edgeless Safety Cube into a receptacle designed to exactly fit an Edgeless Safety Cube."
However, the map doesn't have an edgeless safety cube, just a regular edged cube. This is nitpicking but it bothers me a little
Neither me nor my friend could figure out two parts in total, but we did find [what we think are] unintended solutions. Here's a YouTube video on them:
JokrMuYiE14
Overall, this is a well made map. Thank you.
Quote from sicklebrick on March 21, 2012, 7:24 amThanks so much for this - it was like playing a couple hours of DLC quality maps!
Even though flingtiming puzzles are my least favourite, and it did get a bit tedious sometimes when you could see a solution but not quite execute it immediately - it was fun enough and detailed enough that we'd have a wee mess around (playing with the chairs, climbing on scenery, killing eachother etc) for some light relief.
There's been a bit of discussion recently about the lack of maps which can provide stunning visuals and a decent well thought out puzzle at the same time; this map really checks all boxes, and though I usually couldn't give half a crap about how a map looks, this one felt really immersive, engaging and just packed with history.
I give it a solid 5/5! (Well, maybe almost five 'cause my timing is shitty, but It's worth rounding up =) ).
Anyhoo, here are a few bugs I encountered. I missed one or two more, but the vid was already encoding by the time I remembered. My bad.
There's a bunch of jump cuts, and It's not particularly consistent with regards to where the smuggled cubes are, but you get the picture.Thanks again for this. Seriously can't wait for your next maps!
Thanks so much for this - it was like playing a couple hours of DLC quality maps!
Even though flingtiming puzzles are my least favourite, and it did get a bit tedious sometimes when you could see a solution but not quite execute it immediately - it was fun enough and detailed enough that we'd have a wee mess around (playing with the chairs, climbing on scenery, killing eachother etc) for some light relief.
There's been a bit of discussion recently about the lack of maps which can provide stunning visuals and a decent well thought out puzzle at the same time; this map really checks all boxes, and though I usually couldn't give half a crap about how a map looks, this one felt really immersive, engaging and just packed with history.
I give it a solid 5/5! (Well, maybe almost five 'cause my timing is shitty, but It's worth rounding up =) ).
Anyhoo, here are a few bugs I encountered. I missed one or two more, but the vid was already encoding by the time I remembered. My bad.
There's a bunch of jump cuts, and It's not particularly consistent with regards to where the smuggled cubes are, but you get the picture.
Thanks again for this. Seriously can't wait for your next maps!
Quote from theprogram00 on March 23, 2012, 8:47 pmFirst of, this map is beautiful. Absolutely love the the aesthetics. The whole look and feel of the map was brilliant.
The first part was exceptionally good. I loved all the puzzles and thought they required a good amount of work, but they were statisfying to solve. Loved the "surprises" - Made me laugh quite a bit. Can't remember all of the puzzle in detail as it was a few days ago, but i remember them as fun. We had problems with the ping tool, towards the end of the map too.
The second part had some issues. The giant room with the fan was really laggy, which caused many accidental deaths, and frustration. Found a bug in the same chamber where you could portal to one of the side rooms with a bed in it - but it had invisible walls in it. Quite liked the co-op work with the turrets and lightbridges - thought that was a good puzzle. The last puzzle was also nice. Simple solution but not immediantly obvious. Laser Cube puzzle was good too.
However here's the main gripe. The second last puzzle with the faithplate was horrible. Although the actual puzzle itself was very clever, and well thoughtout as it reused the different mechanics, its was insanely frustrating. Lots of quick portal swaps is never good in my books. A lack of direction left us confused, and we managed to get to the cube button, before it was activated. A couple of times we had to noclip around so we could see everything in the puzzle. [spoiler]It took us ages to find that lightbridge hidden away[/spoiler]. Even when we knew the solution, making a single mistake set you back so much work and effort, that once we finally completed the puzzle, we didn't feel any accomplishment. [spoiler]For the last part of that puzzle, was the solution really to time our flings into midair, and have someone quickly pickup the lightbridge and then place it at the exit - making a mistake there was just frustating.[/spoiler]
A shame because it spoilt an otherwise excellent map.
9/10 overall.
Would definately play another map.
First of, this map is beautiful. Absolutely love the the aesthetics. The whole look and feel of the map was brilliant.
The first part was exceptionally good. I loved all the puzzles and thought they required a good amount of work, but they were statisfying to solve. Loved the "surprises" - Made me laugh quite a bit. Can't remember all of the puzzle in detail as it was a few days ago, but i remember them as fun. We had problems with the ping tool, towards the end of the map too.
The second part had some issues. The giant room with the fan was really laggy, which caused many accidental deaths, and frustration. Found a bug in the same chamber where you could portal to one of the side rooms with a bed in it - but it had invisible walls in it. Quite liked the co-op work with the turrets and lightbridges - thought that was a good puzzle. The last puzzle was also nice. Simple solution but not immediantly obvious. Laser Cube puzzle was good too.
However here's the main gripe. The second last puzzle with the faithplate was horrible. Although the actual puzzle itself was very clever, and well thoughtout as it reused the different mechanics, its was insanely frustrating. Lots of quick portal swaps is never good in my books. A lack of direction left us confused, and we managed to get to the cube button, before it was activated. A couple of times we had to noclip around so we could see everything in the puzzle.
A shame because it spoilt an otherwise excellent map.
9/10 overall.
Would definately play another map.
You just keep on trying till you run out of cake!?
Quote from macko68 on March 23, 2012, 9:08 pmOh man this easily deserves the spotlight. Absolutely brilliant from twisting original puzzles to great looks this map is essential for everyone that loves Portal. This has Valve quality and could be easily sold as DLC. My only gripes are related to tight timing in several occasions and railing climbing which we perceived almost as cheating. Otherwise this is fresh, intriguing and gives a lot of joy. There are still relatively few AAA coop maps and that is why this is even more appreciated. Congratulations, many, many thanks and pleeeeeeaaase make more of same quality
Oh man this easily deserves the spotlight. Absolutely brilliant from twisting original puzzles to great looks this map is essential for everyone that loves Portal. This has Valve quality and could be easily sold as DLC. My only gripes are related to tight timing in several occasions and railing climbing which we perceived almost as cheating. Otherwise this is fresh, intriguing and gives a lot of joy. There are still relatively few AAA coop maps and that is why this is even more appreciated. Congratulations, many, many thanks and pleeeeeeaaase make more of same quality
Quote from Jepp on March 25, 2012, 12:44 amOnce again I just wanna say we're really grateful to everyone taking their time reviewing the map!
Version 1.3 is now live and we've tried to address improvements based on the comments we've gotten, all new exploits you guys showed us shall now be fixed.
I removed the env_projectedtexture from the second chamber of part two, since it was causing a awful lot of fps-lag. Bit sad to not have the shadow of the spinning blades no more, but the chamber is much less laggy now and that's really important. It still looks good tho, bigger.^^
Also a good improvement is that the last chamber has a new little twist to it. It's actually the solution I intended from the beginning when creating it but an easier solution came in the way. It's still not hard, but atleast it now needs a tad more thinking to solve
Furthermore we had a long talk about the situation that you seem to think that the puzzles are harder then they actually are, due to more obvious solutions which require fast reactions, when there are a solution which actually don't. I'm mostly talking about gel-chamber in part one and second last chamber in part two. From the beginning we approved these solutions so that people who like fast portal swapping could feel awesome. But giving it a second thought, if you see a solution you know works, you'll go for it until you succeed. So we put up obstacles to show that there's a more well thought-out solution to it
Sorry for any frustration this may have caused.
chickenmobile wrote:Do not play this if you are inpatient.That is very true indeed! Although it applies to most Portal-maps.
As to the rest of your comment, we do think the puzzles are straightforward enough and got comments that tells likewise. But if there's more of you sharing the opinion that the puzzles were simply too hard to execute and/or figure out, please let us know and we'll make them more compliable
![]()
Lastly - have someone found the Easter egg?
If so please tell!
Hint: [spoiler]It's a hidden room up high![/spoiler]Thanks
Once again I just wanna say we're really grateful to everyone taking their time reviewing the map!
Version 1.3 is now live and we've tried to address improvements based on the comments we've gotten, all new exploits you guys showed us shall now be fixed. I removed the env_projectedtexture from the second chamber of part two, since it was causing a awful lot of fps-lag. Bit sad to not have the shadow of the spinning blades no more, but the chamber is much less laggy now and that's really important. It still looks good tho, bigger.^^
Also a good improvement is that the last chamber has a new little twist to it. It's actually the solution I intended from the beginning when creating it but an easier solution came in the way. It's still not hard, but atleast it now needs a tad more thinking to solve
Furthermore we had a long talk about the situation that you seem to think that the puzzles are harder then they actually are, due to more obvious solutions which require fast reactions, when there are a solution which actually don't. I'm mostly talking about gel-chamber in part one and second last chamber in part two. From the beginning we approved these solutions so that people who like fast portal swapping could feel awesome. But giving it a second thought, if you see a solution you know works, you'll go for it until you succeed. So we put up obstacles to show that there's a more well thought-out solution to it Sorry for any frustration this may have caused.
That is very true indeed! Although it applies to most Portal-maps. As to the rest of your comment, we do think the puzzles are straightforward enough and got comments that tells likewise. But if there's more of you sharing the opinion that the puzzles were simply too hard to execute and/or figure out, please let us know and we'll make them more compliable
Lastly - have someone found the Easter egg? If so please tell!
Hint:
Thanks
Quote from Djinndrache on March 28, 2012, 10:57 amAwesome mappack is awesome. Not much more to add, just that I recommend playing it
![]()
Here is the blindrun of svenofix and me:
Map 1:
jx74z8XuNjA
(Link: http://www.youtube.com/watch?v=jx74z8XuNjA)Map 2:
dY10KUybPRI
(Link: http://www.youtube.com/watch?v=dY10KUybPRI)
Awesome mappack is awesome. Not much more to add, just that I recommend playing it
Here is the blindrun of svenofix and me:
Map 1:
jx74z8XuNjA
(Link: http://www.youtube.com/watch?v=jx74z8XuNjA)
Map 2:
dY10KUybPRI
(Link: http://www.youtube.com/watch?v=dY10KUybPRI)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Jimmy on March 28, 2012, 12:31 pmFirst of all: GREAT MAPS
I have a few bugs/issues to report: [spoiler]The second room of the second part still lags a lot. For me as well as for my coop partner. On the fourth map of the second part we were able to place a portal on a broken glass wall on the top. Don't know if this should be the way it is (although we couldn't go through it)[/spoiler]
On the map with the [spoiler]turrets/funnels/bridges in part 2[/spoiler], what was the [spoiler]door for where you could place a cube in front of? There was no cube and we couldn't return there[/spoiler]
Other than that, very detailed work, some new ideads, took us probably 3 hours to solve... 5/5!!
First of all: GREAT MAPS
I have a few bugs/issues to report:
On the map with the
Other than that, very detailed work, some new ideads, took us probably 3 hours to solve... 5/5!!