[Coop] Aperture Valentine - The advanced chambers

Quote from josepezdj on February 14, 2013, 3:31 pmThis is part of the Valentine's day special COOP map created by LpFreaky, Zivi7, Mevious, Sicklebrick and me. Link to the main course:
These are the chambers considered as slightly tougher than the rest and that we decided to release separately in order to keep a difficulty level that makes the main map enjoyable for everyone!
There are 2 main chambers mostly drowned in water and designed to make both players think and plan their movements...
In the first chamber both players are completely separated in 2 different areas; once you get through it, you'll join forces to face the 2nd chamber altogether.
All puzzles are focussed in portal placement and reuse of portals ratber than skill-based puzzles. It is intended to be challenging although not too hard.
Hope you enjoy it!
Feedback is much appreciated.
--------------
CREDITS
--------------
- Skybox by Komaock
- Levers system taken from an example by NocturnalGhost(for the rest of custom elements used in this map, credits and thanks visit the Aperture Valentine main course workshop place or the thread at Thinkingwithportals.com)
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CHANGELOG
--------------- v1.1: prevented using the wall_projector prop to solve the puzzle in chamber 2 (thanks zivi7). Added some more details, lighting changes, added areaportals to prevent watching the players' droppers falling hole through the skybox
- v1.2: changed the layout for the final puzzle in 2nd chamber to force the intended solution ;D
- v1.3: introduced some changes to prevent some unintended moves in 2nd chamber; hopefully now the intended solution is the only one possible
Click here to download Aperture Valentine - The advanced chambers
This is part of the Valentine's day special COOP map created by LpFreaky, Zivi7, Mevious, Sicklebrick and me. Link to the main course:
These are the chambers considered as slightly tougher than the rest and that we decided to release separately in order to keep a difficulty level that makes the main map enjoyable for everyone!
There are 2 main chambers mostly drowned in water and designed to make both players think and plan their movements...
In the first chamber both players are completely separated in 2 different areas; once you get through it, you'll join forces to face the 2nd chamber altogether.
All puzzles are focussed in portal placement and reuse of portals ratber than skill-based puzzles. It is intended to be challenging although not too hard.
Hope you enjoy it!
Feedback is much appreciated.
--------------
CREDITS
--------------
- Skybox by Komaock
- Levers system taken from an example by NocturnalGhost
(for the rest of custom elements used in this map, credits and thanks visit the Aperture Valentine main course workshop place or the thread at Thinkingwithportals.com)
--------------
CHANGELOG
--------------
- v1.1: prevented using the wall_projector prop to solve the puzzle in chamber 2 (thanks zivi7). Added some more details, lighting changes, added areaportals to prevent watching the players' droppers falling hole through the skybox
- v1.2: changed the layout for the final puzzle in 2nd chamber to force the intended solution ;D
- v1.3: introduced some changes to prevent some unintended moves in 2nd chamber; hopefully now the intended solution is the only one possible
Click here to download Aperture Valentine - The advanced chambers

Quote from zivi7 on February 14, 2013, 5:31 pmI had only played the first chamber so far. Just finished the second one with Mumbles. There was one step where we weren't sure if it was intended: [spoiler]Standing on the lightbridge prop to not fall down.[/spoiler]
Replacing one portal in the wrong way can ruin everything here so we noclipped a lot to go back to previous portal setups. I think that's alright since you can't autosave in Coop like you have to in your Singleplayer Maps.
We had a lot of fun trying to figure it out, it's a great addition to the easy Valentine course if you hunger for tougher puzzles.
I had only played the first chamber so far. Just finished the second one with Mumbles. There was one step where we weren't sure if it was intended:
Replacing one portal in the wrong way can ruin everything here so we noclipped a lot to go back to previous portal setups. I think that's alright since you can't autosave in Coop like you have to in your Singleplayer Maps.
We had a lot of fun trying to figure it out, it's a great addition to the easy Valentine course if you hunger for tougher puzzles.

Quote from msleeper on February 14, 2013, 10:50 pmThat is kind of obnoxiously red.
That is kind of obnoxiously red.
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Quote from josepezdj on February 15, 2013, 2:50 amzivi7 wrote:I had only played the first chamber so far. Just finished the second one with Mumbles. There was one step where we weren't sure if it was intended: [spoiler]Standing on the lightbridge prop to not fall down.[/spoiler]Well, of course not
It's easy to fix though by displacing the prop into the wall some bits. I'll also put player clips around that bridge signage, thanks for pointing out
zivi7 wrote:Replacing one portal in the wrong way can ruin everything here so we noclipped a lot to go back to previous portal setups. I think that's alright since you can't autosave in Coop like you have to in your Singleplayer Maps.Yeah, even though I loved the experience thinking with 4 portals plus the players positions to design these puzzles, I guess tough puzzles are better for singleplayer where you can make use of savegames.
zivi7 wrote:We had a lot of fun trying to figure it out, it's a great addition to the easy Valentine course if you hunger for tougher puzzles.![]()
Thank you so much for your input mate, and thank you very much for helping me debugging that annoying crash in this chamber!
npc_msleeper_boss wrote:That is kind of obnoxiously red.Heh, thanks for the feedback sleeper, I'm sorry you didn't like it. The truth is that in the beginning, when we were trying different approaches for the Valentine's day themed map and thought of all the clich? around this day, we thought that there were not many colours to choose from to make custom textures, basically pink or red
I think red is a better option; about this specific red, are you saying it's kind of obnoxious from those pictures or did you actually play it? cause I think they look better in game
Well, of course not It's easy to fix though by displacing the prop into the wall some bits. I'll also put player clips around that bridge signage, thanks for pointing out
Yeah, even though I loved the experience thinking with 4 portals plus the players positions to design these puzzles, I guess tough puzzles are better for singleplayer where you can make use of savegames.

Thank you so much for your input mate, and thank you very much for helping me debugging that annoying crash in this chamber!
Heh, thanks for the feedback sleeper, I'm sorry you didn't like it. The truth is that in the beginning, when we were trying different approaches for the Valentine's day themed map and thought of all the clich? around this day, we thought that there were not many colours to choose from to make custom textures, basically pink or red I think red is a better option; about this specific red, are you saying it's kind of obnoxious from those pictures or did you actually play it? cause I think they look better in game

Quote from msleeper on February 15, 2013, 4:56 pmIt's not that I didn't like it, it's that it seems a little overpowering. The splashes of red in the other one worked to the advantage of using that color, but here it seems to wash everything out.
But, no, I haven't played it yet. Me and wstrika are probably gonna do these on DWP.
It's not that I didn't like it, it's that it seems a little overpowering. The splashes of red in the other one worked to the advantage of using that color, but here it seems to wash everything out.
But, no, I haven't played it yet. Me and wstrika are probably gonna do these on DWP.
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Quote from josepezdj on February 18, 2013, 5:14 amnpc_msleeper_boss wrote:But, no, I haven't played it yet. Me and wstrika are probably gonna do these on DWP.Really? that would be awesome!
I hope you won't get too drunk though in order to solve it
![]()
I hope to get your feedback about lighting / red textures after playing; I recheck and it's good in game... soft and not annoying.
Really? that would be awesome! I hope you won't get too drunk though in order to solve it
I hope to get your feedback about lighting / red textures after playing; I recheck and it's good in game... soft and not annoying.
Quote from BlumCoLe on February 26, 2013, 2:03 amHey dude,
I love Portal and want to collect some gameplays (first blind runs; always aren't the fastest and intended solutions, because I take any time to look at the map and its possibilities), speedruns and bug reports.
My records should help you to understand how the player thinks.
Well, I hope I can support you with my uploads to fix any bugs and make new awesome maps.Here are yours!
Gameplay Part 1: http://youtu.be/Qtg7mCorXsE
Gameplay Part 2: http://youtu.be/IBRHHQ-XDz4If you like it and/or it helps: *THUMBS UP*
opinion & comments: we love it!
awesome design, I envy your skills and puzzle ideas.As always: Thank you all for mapping...
Keep it up!
Hey dude,
I love Portal and want to collect some gameplays (first blind runs; always aren't the fastest and intended solutions, because I take any time to look at the map and its possibilities), speedruns and bug reports.
My records should help you to understand how the player thinks.
Well, I hope I can support you with my uploads to fix any bugs and make new awesome maps.
Here are yours!
Gameplay Part 1: http://youtu.be/Qtg7mCorXsE
Gameplay Part 2: http://youtu.be/IBRHHQ-XDz4
If you like it and/or it helps: *THUMBS UP*
opinion & comments: we love it!
awesome design, I envy your skills and puzzle ideas.
As always: Thank you all for mapping...
Keep it up!

Quote from josepezdj on February 27, 2013, 3:37 amHey BlumCole and co.!
Thank you so much for playing my map and for the super-nice comments!
![]()
I enjoyed a lot watching the gameplay, and it was funny at some parts too!
My only complaint is that you ended up breaking your solution for chamber 1 because of noclipping!
You almost had it but all of a sudden [spoiler]you (or your partner) went and re-placed the portal in front of the laser_catcher that opens the exit doors and simply flew outside! You already knew that it is not possible to get out from that area so easy because you already failed at reaching the slanted edge... so you cheated
There's a way for setting up the portals correctly and finally do as you did, stacking the cubes and using the initial white wall (that is totally intended)
[/spoiler] So I encourage you to replay that part in order to do correctly, you almost had it!
![]()
And for the second chamber, I already realized some days ago that the very last part can be solved in many different unintended ways... so I was working on a change in the layout, but unfortunately you played before I had the time to update the map... SOOO... the update is ready. I'll update the map later today to v1.2... and I'd urge you to replay it if you liked the challenge, because chamber 2 was intended to be more challenging obviously
[spoiler]Btw, the first part of 2nd chamber, even though you performed a lot of unnecesary flings, you did it intendedly
[/spoiler]
Thanks again for playing it!
Hey BlumCole and co.!
Thank you so much for playing my map and for the super-nice comments!
I enjoyed a lot watching the gameplay, and it was funny at some parts too! My only complaint is that you ended up breaking your solution for chamber 1 because of noclipping!
You almost had it but all of a sudden



And for the second chamber, I already realized some days ago that the very last part can be solved in many different unintended ways... so I was working on a change in the layout, but unfortunately you played before I had the time to update the map... SOOO... the update is ready. I'll update the map later today to v1.2... and I'd urge you to replay it if you liked the challenge, because chamber 2 was intended to be more challenging obviously

Thanks again for playing it!
Quote from BlumCoLe on February 27, 2013, 7:15 amWe replay the whole map, I promise!
Sorry for the dumb noclip action ...I was tired and we didn't want to make all steps again.
The record shows always my own view. Later when we (me and SalzStreuer) make a perfect commentary of each played map, we upload both views on the respective youtube channel.Thanks again!
PS: I'm so envious of your and LpFreakys, Zivi7s, Mevious', Sicklebricks skill. Nice work guys, ...and this applies not only to this map!
We replay the whole map, I promise!
Sorry for the dumb noclip action ...I was tired and we didn't want to make all steps again.
The record shows always my own view. Later when we (me and SalzStreuer) make a perfect commentary of each played map, we upload both views on the respective youtube channel.
Thanks again!
PS: I'm so envious of your and LpFreakys, Zivi7s, Mevious', Sicklebricks skill. Nice work guys, ...and this applies not only to this map!