[Coop] Broken Neurons
Quote from MrLate on September 26, 2011, 2:45 pmUPDATE ON 25.8.2012
Now you can play the map through the Steam WorkshopReleased 1.15! (3.11.2011)
-Added ramp to the last chamber for easier exit.
Short map with 2 chambers. Featuring light bridge, funnel, faith plate and deadly lasers!
Screenshots:
http://dl.dropbox.com/u/3300848/portal/ ... _00001.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00002.jpg
UPDATE ON 25.8.2012
Now you can play the map through the Steam Workshop
Released 1.15! (3.11.2011)
-Added ramp to the last chamber for easier exit.
Short map with 2 chambers. Featuring light bridge, funnel, faith plate and deadly lasers!
Screenshots:
http://dl.dropbox.com/u/3300848/portal/ ... _00001.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00002.jpg
Quote from shawy89 on September 26, 2011, 7:13 pmOnce again, excellent coop map MrLate. Short map, with nice puzzles that were easy-ish, but never too easy, very enjoyable. Fantastic looking map as well.
Very clever use of the lightbridge in Chamber 1. I'll be honest, it was my partner that got the "Aha!" moment of how to get to the exit.
Thanks for creating. 5/5
Once again, excellent coop map MrLate. Short map, with nice puzzles that were easy-ish, but never too easy, very enjoyable. Fantastic looking map as well.
Very clever use of the lightbridge in Chamber 1. I'll be honest, it was my partner that got the "Aha!" moment of how to get to the exit.
Thanks for creating. 5/5
Quote from OnePortalizedGal on September 26, 2011, 8:51 pmThis map was alot of fun to play. It looked great and worked very well. We had alot of fun playing it. I loved the second chamber. Very innovative. Thanks for the great work. Please more coop maps - we need them.
This map was alot of fun to play. It looked great and worked very well. We had alot of fun playing it. I loved the second chamber. Very innovative. Thanks for the great work. Please more coop maps - we need them.
Quote from MrLate on September 27, 2011, 5:04 amHey, thanks for comments!
I made a slight update to the 2nd chamber in new version I just uploaded. Funny thing... when I just decided to check this map this morning, I didn't know how to get both players to the exit
. In testing I just used noclip...
But I figured out a way to do it anyway, just had to think with portals
. So I just made my "solution" little easier to carry out. I also compiled the map with -final settings which I forgot to do in the first version.
E: Trying to get download working again, could take a while. Select the older version from the "Download" section if the new one does not work
Hey, thanks for comments!
I made a slight update to the 2nd chamber in new version I just uploaded. Funny thing... when I just decided to check this map this morning, I didn't know how to get both players to the exit . In testing I just used noclip...
But I figured out a way to do it anyway, just had to think with portals . So I just made my "solution" little easier to carry out. I also compiled the map with -final settings which I forgot to do in the first version.
E: Trying to get download working again, could take a while. Select the older version from the "Download" section if the new one does not work
Quote from MrLate on September 27, 2011, 9:17 amI fixed it by using the "external" option. Now you can download the map without problems.
I fixed it by using the "external" option. Now you can download the map without problems.
Quote from dinnesch on September 29, 2011, 2:05 amThis map was great. Above-average difficulty and while the looks are simple, congrats on mixing timing elements with puzzle ones so well.
One minor complaint about the room in this screenshot(forgot the count), I think the jumping could be more fun if it had some portal placement helpers. Particularly the jump to get the first cube took a couple of tries just because our portals were misaligned, which is even more confusing because you need to fly with an angle. I think another way to solve this would be making the gap for the cube bigger, although I don't know if it would ruin your maps' looks.
This map was great. Above-average difficulty and while the looks are simple, congrats on mixing timing elements with puzzle ones so well.
One minor complaint about the room in this screenshot(forgot the count), I think the jumping could be more fun if it had some portal placement helpers. Particularly the jump to get the first cube took a couple of tries just because our portals were misaligned, which is even more confusing because you need to fly with an angle. I think another way to solve this would be making the gap for the cube bigger, although I don't know if it would ruin your maps' looks.
Quote from MrLate on September 29, 2011, 4:24 amI had placed a placement helper on the floor panel, at least for me it locked in the middle unless I shot a portal there 2nd time. Also I think portal funneling should guide the player though portal.
Thanks for playing!
I had placed a placement helper on the floor panel, at least for me it locked in the middle unless I shot a portal there 2nd time. Also I think portal funneling should guide the player though portal.
Thanks for playing!
Quote from KennKong on September 29, 2011, 4:59 amThe flings in the first room were wildly inconsistent. We would try the same fling, through the same portals, and land (or die) in a different place every time. Even though we easily figured out what to do, getting it to work was very frustrating.
[spoiler]The fling to the high super button would land us short, or even more inexplicably, into the wall far to the right of the exit portal. The fling to the faith plate landed us short left and high right most of the time. The fling from the faith plate to the button stalk was even more inconsistent. About the only thing we didn't hit was the button stalk.[/spoiler]
The second room was fine, although getting the second player to the exit had us stumped for a while (easy to do, we're just dumb that way.)
The lighting was quite good for a map that isn't that brightly lit. Maps this dark often have pitch black nooks and crannies; not yours.
Since this is a newly released map, I'm not going to put a rating on it yet. If you haven't fixed the inconsistent flings in the first room after a while, it will get a 3. Otherwise, it has the potential for a solid 4 from us.
The flings in the first room were wildly inconsistent. We would try the same fling, through the same portals, and land (or die) in a different place every time. Even though we easily figured out what to do, getting it to work was very frustrating.
The second room was fine, although getting the second player to the exit had us stumped for a while (easy to do, we're just dumb that way.)
The lighting was quite good for a map that isn't that brightly lit. Maps this dark often have pitch black nooks and crannies; not yours.
Since this is a newly released map, I'm not going to put a rating on it yet. If you haven't fixed the inconsistent flings in the first room after a while, it will get a 3. Otherwise, it has the potential for a solid 4 from us.
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