[Coop]Because I'm a Potato
Quote from jizzo on June 6, 2011, 11:07 pma coop map for the competition, this map is different as only one player has the portal gun at a time, you still need to work together.
File Name: because im a potato.rar
File Size: 1.31 MiB
Click here to download [Coop]Because I'm a Potato
a coop map for the competition, this map is different as only one player has the portal gun at a time, you still need to work together.
File Name: because im a potato.rar
File Size: 1.31 MiB
Click here to download [Coop]Because I'm a Potato
Quote from msleeper on June 8, 2011, 2:22 amThe map is claustrophobic and ugly. Brushwork is horribly misaligned in some places, you use probably 5 textures the whole map. You need portal placement helpers in the places where you have to have precise placement for infinite falls and flings - we kept messing them up simply because the portal was a few pixels shy of where it thought it should be.
Not sure how much I liked the "only one person has a portal gun aspect". Why was there a portalgun in the very starting room? I am going to check your VMF, was that left over from singleplayer testing or something?
The puzzles were just complete nonsense, nothing made sense to us. We completely missed the "trap door" under the player in the cage because I was not standing over the opening at all. Or did I not have to be in the room? Either way it was a frustrating and simply unfun puzzle.
Then we found no discernable or logical way to get the other player's door open. So we had to noclip through that. The gel puzzle was alright, I definitely like that conversion gel was used (because it rarely makes an appearance in custom maps). But the panel that gets revealed on the other players' side is not lit properly; it's entirely black and we missed it for a while.
But the exit door seemed broken. Me and my partner stood in front of it and the panels didn't change and the door didn't open.
The map is claustrophobic and ugly. Brushwork is horribly misaligned in some places, you use probably 5 textures the whole map. You need portal placement helpers in the places where you have to have precise placement for infinite falls and flings - we kept messing them up simply because the portal was a few pixels shy of where it thought it should be.
Not sure how much I liked the "only one person has a portal gun aspect". Why was there a portalgun in the very starting room? I am going to check your VMF, was that left over from singleplayer testing or something?
The puzzles were just complete nonsense, nothing made sense to us. We completely missed the "trap door" under the player in the cage because I was not standing over the opening at all. Or did I not have to be in the room? Either way it was a frustrating and simply unfun puzzle.
Then we found no discernable or logical way to get the other player's door open. So we had to noclip through that. The gel puzzle was alright, I definitely like that conversion gel was used (because it rarely makes an appearance in custom maps). But the panel that gets revealed on the other players' side is not lit properly; it's entirely black and we missed it for a while.
But the exit door seemed broken. Me and my partner stood in front of it and the panels didn't change and the door didn't open.
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Quote from jizzo on June 9, 2011, 3:44 pmit was a last minute post, i thought i had fixed everything and i knew i didn't have time to texture well.
the gun was left over from single player testing
it was a last minute post, i thought i had fixed everything and i knew i didn't have time to texture well.
the gun was left over from single player testing
Quote from xdiesp on June 14, 2011, 11:47 pmAfter so much trying, we came to the conclusion the map was broken. We got stuck twice: at the 3 buttons plus fling puzzle, which we could never hit fast enough (is it even possible?); then at the very last room, where the exit door didn't open even after pressing the button hidden above the gel place. Also at the end, my mate with Blue reported that he had the portalgun and then picked up another... and there we knew we were headed to bat country.
As usual the lesson is, don't make maps which look bad and push the boundaries at the same time, or people will take all your oddities as bugs.
After so much trying, we came to the conclusion the map was broken. We got stuck twice: at the 3 buttons plus fling puzzle, which we could never hit fast enough (is it even possible?); then at the very last room, where the exit door didn't open even after pressing the button hidden above the gel place. Also at the end, my mate with Blue reported that he had the portalgun and then picked up another... and there we knew we were headed to bat country.
As usual the lesson is, don't make maps which look bad and push the boundaries at the same time, or people will take all your oddities as bugs.
