[Coop] Catapults and buttons v1.0
Quote from Pjuvigny on May 15, 2011, 2:36 pm[UPDATED] A coop map of moderate difficulty that requires a little bit of coordination ...
Edit : Re-uploaded in zip format.
Edit : minor modif : [spoiler]changed the button into floor button[/spoiler]
Edit : [spoiler]avoided being able to go in the paint rooms[/spoiler], pimped the map a little bit.File Name: mp_coop_catapults_and_buttons.zip
File Size: 2.94 MiB
Click here to download Catapults and buttons
[UPDATED] A coop map of moderate difficulty that requires a little bit of coordination ...
Edit : Re-uploaded in zip format.
Edit : minor modif :
Edit :
File Name: mp_coop_catapults_and_buttons.zip
File Size: 2.94 MiB
Click here to download Catapults and buttons
Quote from PortalCombat on May 15, 2011, 4:01 pmHey there.
Nice map, but a little bit to short in my opinion.
![]()
Also the puzzles were too easy, because [spoiler]you just have to do it at the same time... and that's it[/spoiler]thoughts
[spoiler]=> First room was very nice :thumbup:
- everything was clear, because of the arrows=> 2nd room was looking great at the beginning, but ended up a little bit boring
- get the cubes, fling them...
- 1 player fling to the buttons...
- other player fling to the gel...
- place the gel on the platform... done![]()
=> mapping was really nice
- all parts of the map looks fine and we did not have to search for anything
- really good job on the mapping part[/spoiler]
bugs
[spoiler]=> the gel does not always fit in the right spot
- or maybe we did it wrong![]()
- we did not use the 2 portal places under the gel (which are facing each other)
- we 1st used blue-gel, then we used orange-gel over it
- so a small part of blue-gel would be at the last few centimeters of the platform
- (sometimes blue was "overwritten by orange completely)[/spoiler]Thanks for sharing that map. Iam waiting for more maps of this kind.
But we definitely need more action in the puzzles!Regards
PortalCombat
Hey there.
Nice map, but a little bit to short in my opinion.
Also the puzzles were too easy, because
thoughts
- everything was clear, because of the arrows
=> 2nd room was looking great at the beginning, but ended up a little bit boring
- get the cubes, fling them...
- 1 player fling to the buttons...
- other player fling to the gel...
- place the gel on the platform... done
=> mapping was really nice
- all parts of the map looks fine and we did not have to search for anything
- really good job on the mapping part ![]()
bugs
- or maybe we did it wrong
- we did not use the 2 portal places under the gel (which are facing each other)
- we 1st used blue-gel, then we used orange-gel over it
- so a small part of blue-gel would be at the last few centimeters of the platform
- (sometimes blue was "overwritten by orange completely)
Thanks for sharing that map. Iam waiting for more maps of this kind.
But we definitely need more action in the puzzles!
Regards
PortalCombat
Quote from Pjuvigny on May 16, 2011, 2:25 amPortalCombat wrote:bugs
[spoiler]=> the gel does not always fit in the right spot
- or maybe we did it wrong![]()
- we did not use the 2 portal places under the gel (which are facing each other)
- we 1st used blue-gel, then we used orange-gel over it
- so a small part of blue-gel would be at the last few centimeters of the platform
- (sometimes blue was "overwritten by orange completely)[/spoiler]You did it the wrong way
- or maybe we did it wrong
- we did not use the 2 portal places under the gel (which are facing each other)
- we 1st used blue-gel, then we used orange-gel over it
- so a small part of blue-gel would be at the last few centimeters of the platform
- (sometimes blue was "overwritten by orange completely)
You did it the wrong way ![]()
Quote from msleeper on May 16, 2011, 2:33 ammsleeper wrote:
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Quote from Hober on May 16, 2011, 4:06 amThe first parts, with the [spoiler]synchronized jumps[/spoiler] were fun. The last puzzle, where you have to [spoiler]get the paint just right[/spoiler] took us like five years to figure out, just because it's unintuitive. We kept trying to use the [spoiler]slanting panels[/spoiler] to put [spoiler]blue gel at the end of the "runway", but they just shot the gel in to the water. And jumping from the highest level down to the middle, using the orange gel felt really imprecise, trying to use it to jump straight to the middle.[/spoiler]
In short, I feel like a Portal puzzle should be all about discovery. Once you know the solution, executing it is rather simple. That wasn't the case here, and it took a lot of trial and error sometimes. That said, it was a fun and funny map. Well done.
The first parts, with the
In short, I feel like a Portal puzzle should be all about discovery. Once you know the solution, executing it is rather simple. That wasn't the case here, and it took a lot of trial and error sometimes. That said, it was a fun and funny map. Well done.
Quote from msleeper on May 16, 2011, 4:15 amYeah I'm still really confused what the [spoiler]rotating slanted panels[/spoiler] are supposed to be used for. If they are a part of the intended solution, then I wonder what was broken on our end. We tried every which way to [spoiler]get the gel from the droppers, off of the rotating slanted panels and on to the edge of the runway, and every time it fell short[/spoiler]. Like Hober said, everything up until that point was really awesome, just executing that very last puzzle took a lot more work than was really necessary or fun.
Also, I really like that you used either the Behind The Scenes or 1940's look (I can't tell which, it seemed like BTS but then you had the 1940's box droppers), but it felt a little flat, especially in the second area. With really large, uninterrupted walls like that, you really need to either vary the texturing or break up the walls and show some of the large, open, cavernous Aperture area.
Yeah I'm still really confused what the
Also, I really like that you used either the Behind The Scenes or 1940's look (I can't tell which, it seemed like BTS but then you had the 1940's box droppers), but it felt a little flat, especially in the second area. With really large, uninterrupted walls like that, you really need to either vary the texturing or break up the walls and show some of the large, open, cavernous Aperture area.
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Quote from Pjuvigny on May 16, 2011, 4:59 amOk, i think i'll have to change the map a little bit ... you shouldn't be able to make it through without the good order.
The map is the easiest to execute here is what you have to do :
"Video of the paint order"
[spoiler]4ndkN_EB6sw[/spoiler]Can you tell me your way of getting the block painted ?
And yeah, you're right the map lack a bit of polish on the details and textures ... i'll work on it.
Ok, i think i'll have to change the map a little bit ... you shouldn't be able to make it through without the good order.
The map is the easiest to execute here is what you have to do :
"Video of the paint order"
Can you tell me your way of getting the block painted ?
And yeah, you're right the map lack a bit of polish on the details and textures ... i'll work on it.
Quote from msleeper on May 16, 2011, 5:08 amOh wow, we totally were not using the second set of portals that way.
Our dumb solution.
[spoiler]We were trying to put a portal directly under the gel flow and then on to the slanted panel. What we wound up doing was having 1 player upstairs sitting by the switch with their portals under the gel flow and on the angled surface by the gel buttons. And the other player was controlling the gel, without any portal placement. The person upstairs would let the first couple of gel blobs through, then go through the fizzler to destroy the portals. This let us come up with the correct paint pattern on the runway, entirely by luck.[/spoiler]The intended solution is really cool, but I never would have thought to try that in a million years. Honestly I'm going to blame our frustration on the fact that we played it at 4am, we were just so dead set on doing it our dumb way that I never thought to fling the gel like that.
Oh wow, we totally were not using the second set of portals that way.
Our dumb solution.
The intended solution is really cool, but I never would have thought to try that in a million years. Honestly I'm going to blame our frustration on the fact that we played it at 4am, we were just so dead set on doing it our dumb way that I never thought to fling the gel like that.
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Quote from Pjuvigny on May 16, 2011, 5:16 amYeah no prob, i'm uploading an update to have [spoiler]a floor button up there, it will be more intuitive : one player got to stay on top of it
, and a stronger spray for the orange[/spoiler]
Yeah no prob, i'm uploading an update to have
Quote from msleeper on May 16, 2011, 5:25 amI think that would be a really awesome change actually.
I'm looking forward to seeing what you do with the map, visually. Are you going to keep the 1940's box droppers, or is the whole map supposed to be in the 1940's theme?
I think that would be a really awesome change actually.
I'm looking forward to seeing what you do with the map, visually. Are you going to keep the 1940's box droppers, or is the whole map supposed to be in the 1940's theme?
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