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[Coop] Catapults and buttons v1.0

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msleeper wrote:
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?

What alternative box dropper .mdl could i use ? i don't find any that fit the environment ... :?

Thanks for the feedback btw :)

Edit : ho you must be talking about the cubes themselves ? you'd prefer normal ones ?

It's just an art direction thing. You could use a normal box dropper + normal box (using the "Old" or "Dirty" skin) and it would seem more like a consistently Behind The Scenes themed map.

I guess the question is, are you trying to make the map be a 1940's map, or a BTS map?

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The 2nd part of this map has too many exploits! One way is to go to the top where the button is, portal 1 on that wall, portal 2 below 1 of the gels, and go through the portal. You can shoot through the grates from there, defeating most of the purpose of having the force field there...

GenWatsonHV wrote:
The 2nd part of this map has too many exploits! One way is to go to the top where the button is, portal 1 on that wall, portal 2 below 1 of the gels, and go through the portal. You can shoot through the grates from there, defeating most of the purpose of having the force field there...

Yeah you're right, but the main purpose of the force field is not letting you go down to reach the slanted panel down there, which must still be impossible, but i'll update.

Can you explain the other exploits please ?

msleeper wrote:
It's just an art direction thing. You could use a normal box dropper + normal box (using the "Old" or "Dirty" skin) and it would seem more like a consistently Behind The Scenes themed map.

I guess the question is, are you trying to make the map be a 1940's map, or a BTS map?

I don't know a bit like the theme of the mp_coop_paint_come_along ? that mixes 1940 items in BTS environment.
I must admit the part

Spoiler
with the cube button in the glass
is not quite getting along with the rest.

Uploaded a new version to add a bit of detail to the map.

Map is great, full of overcomplicated little things to try in sychronous. What we didn't get was the last puzzle: we just

Spoiler
filled the ramp with orange, but very last step with a single blue blob
.

On a side note, imho it's very important that coop maps give you room for fooling around. White walls, stupid stuff - sure we spent 20 mins playing puzzles which didn't exist, but surely we solved them all. :wink:

the hills are alive... with the sound of music

Great level dude, really enjoyed the first section and got really confused on the second part mainly due to poor powers of observation :P But we were very happy once we figured it out and saw just how simple we were for not noticing the solution :P

Check out our play through and break downs below (You probably don't want to watch this if you haven't completed this map yet).

X7jXB3BZV50

Howdy,

We quite enjoyed playing this map. Took a little while to figure out the correct order, but that's all part of the fun.

Good job.

AiRPoD wrote:
Howdy,

We quite enjoyed playing this map. Took a little while to figure out the correct order, but that's all part of the fun.

Good job.

Thanks, i appreciate :)

Thank you! One of the best custom maps we've come across yet. It was true to the original in every way which we liked (though different is also good). After some of the nearly impossible maps we've tried, it was very refreshing to find one we could actually solve AND execute. The lack of bugs was also much appreciated.

The only improvement I would suggest is that it could have been a little more difficult to solve.

I'm now your biggest fan and can't wait for you to make more! Please stay in good health. Look both ways before crossing the street and eat your veggies!

Here's a cookie for you: :thumbup:

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