[Coop] Broken Neurons
Quote from MrLate on September 29, 2011, 6:40 amKennKong wrote: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.[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]
I did not have that kind of problem when I tested it myself. On what surface you jumped on? [spoiler]One with the bullseye, right?[/spoiler]
I did not have that kind of problem when I tested it myself. On what surface you jumped on?
Quote from KennKong on September 29, 2011, 7:30 pmMrLate wrote:I did not have that kind of problem when I tested it myself. On what surface you jumped on? [spoiler]One with the bullseye, right?[/spoiler]Yes, [spoiler]the bullseye[/spoiler]. We tried every orientation, placing the portals from the east, west, north and south. The orientation that seemed to work best was placed from the lower super button platform, so that when you entered it from the faith plate, you were going in sideways.
The greater inconsistencies came from the angled plates. The first portal we would place would go in the center, which worked quite poorly. If you replaced the portal, you could place it either on the left or right side. For both angled plates, we found the most consistent results if we placed them on the right as you face them.
For the angled plate facing the laser grille, placing a portal from behind it never worked. That would almost always shoot us to the right of the laser grille, usually hitting the post on the right, but other times completely missing it to the right. Even with the portal placed on the right side from the front, we found we had to use left stick coming out of the portal to make it. Something about that fling really wants to shoot you to the right. I was almost convinced there was a player_clip there.
For the angled plate facing the super button platforms, placing the portal on the left side would smack us into the wall leading to the exit. Placing the portal in the center would get us to the lower super button consistently, but not the upper one. We had to place it on the right side to get to the upper platform.
Hope that helps. PM me if you want to test with me online.
Yes,
The greater inconsistencies came from the angled plates. The first portal we would place would go in the center, which worked quite poorly. If you replaced the portal, you could place it either on the left or right side. For both angled plates, we found the most consistent results if we placed them on the right as you face them.
For the angled plate facing the laser grille, placing a portal from behind it never worked. That would almost always shoot us to the right of the laser grille, usually hitting the post on the right, but other times completely missing it to the right. Even with the portal placed on the right side from the front, we found we had to use left stick coming out of the portal to make it. Something about that fling really wants to shoot you to the right. I was almost convinced there was a player_clip there.
For the angled plate facing the super button platforms, placing the portal on the left side would smack us into the wall leading to the exit. Placing the portal in the center would get us to the lower super button consistently, but not the upper one. We had to place it on the right side to get to the upper platform.
Hope that helps. PM me if you want to test with me online.
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Quote from MrLate on September 30, 2011, 1:38 amHmm yeah, going to portals which are sideways cause problems and I think there is not really anything I can do to fix it.
Since the only fling where you need to replace one of the portals mid-air is the first fling, it shouldn't be too much of a problem, even with a ps3 controller as you said you were using.
If you go though portals that are in straight line, you will also fling out in a straight line.
Hmm yeah, going to portals which are sideways cause problems and I think there is not really anything I can do to fix it.
Since the only fling where you need to replace one of the portals mid-air is the first fling, it shouldn't be too much of a problem, even with a ps3 controller as you said you were using.
If you go though portals that are in straight line, you will also fling out in a straight line.
Quote from xdiesp on October 2, 2011, 6:08 pmAgreed with the previous commenters, the hand behind the map's evidently expert as in rich in detail, stark, interesting building (at least the first part, second flies by) but we were bashing our head against a wall to get that damned final jump right. What's tragic is that it seems like an afterthought, like you've won already but retardedly you don't know how to use the door knob to leave. Unpleasant, but without a focused intervention on that issue the map might as well be broken.
What we were trying to do, is to enter either the target panel or slated one at the pit via different angles, to later output in front of the exit. Even trying to output to the slated panel close to the exit, BOUNCE on a lightbridge and... well. We solved it by merely dropping from up high (bridge) on the slate-pit, which on second thought might have been possible from the get go (or maybe the momentum wouldn't have sufficed). Imho, either add an obvious hint or some gel unlocked from the upper cubeplate.
Agreed with the previous commenters, the hand behind the map's evidently expert as in rich in detail, stark, interesting building (at least the first part, second flies by) but we were bashing our head against a wall to get that damned final jump right. What's tragic is that it seems like an afterthought, like you've won already but retardedly you don't know how to use the door knob to leave. Unpleasant, but without a focused intervention on that issue the map might as well be broken.
What we were trying to do, is to enter either the target panel or slated one at the pit via different angles, to later output in front of the exit. Even trying to output to the slated panel close to the exit, BOUNCE on a lightbridge and... well. We solved it by merely dropping from up high (bridge) on the slate-pit, which on second thought might have been possible from the get go (or maybe the momentum wouldn't have sufficed). Imho, either add an obvious hint or some gel unlocked from the upper cubeplate.
Quote from Random on October 2, 2011, 6:34 pmThis was quite an enjoyable map that made good use of the collaboration and timing of both players. The first half had a very nice environment. Unfortunately I agree with KennKong when he mentioned the flinging problem. The only problem I noticed was while [spoiler]flinging to the push-button[/spoiler] I honestly have no clue why it was happening, I've never seen it before, but even if I went through straight I would fly at an odd angle to the right more than what should have been possible. I had to reposition the portals a few times to make the flight straight and it seemed like some placement helpers interfered with that.
xdiesp wrote:We solved it by merely dropping from up high (bridge) on the slate-pit, which on second thought might have been possible from the get goI have a feeling he solved it unintendedly, at least I hope so, as the other solution seems much more legit. Well done.
This was quite an enjoyable map that made good use of the collaboration and timing of both players. The first half had a very nice environment. Unfortunately I agree with KennKong when he mentioned the flinging problem. The only problem I noticed was while
I have a feeling he solved it unintendedly, at least I hope so, as the other solution seems much more legit. Well done.
Quote from MrLate on October 3, 2011, 1:35 amxdiesp, you are suppose to [spoiler]use the light bridge with the tilted panel to get to checkpoint room. Going to add a light bridge symbol there to help.[/spoiler]
I'll try now to fix that fling bug by using trigger_catapults. Let's see how it helps. If you have demos or something that could help me to fix the bug I would appreciate them.
E: Looking good
xdiesp, you are suppose to
I'll try now to fix that fling bug by using trigger_catapults. Let's see how it helps. If you have demos or something that could help me to fix the bug I would appreciate them.
E: Looking good
Quote from MrLate on October 3, 2011, 5:47 amSorry for double post, but I just uploaded hopefully version which fixed those flings. If you spot any glitches please post them here!
Sorry for double post, but I just uploaded hopefully version which fixed those flings. If you spot any glitches please post them here!
Quote from xdiesp on October 3, 2011, 11:12 amRight on, improving the guidance was everything the first room needed to be perfect. The second part is still quite understated, but acceptable.
Right on, improving the guidance was everything the first room needed to be perfect. The second part is still quite understated, but acceptable.