[Coop] Co-op Mind Lock
Quote from baca25 on May 25, 2011, 9:57 pmThis is my first map ever, and I made it to test my skills and yours. This is a fairly hard map to figure out, so if you and your partner are looking for a challenge then this is the map for you.
Special thanks to my test dummy XIRES.
Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to downloaded the map. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_mindlock" in the console (which is activated by the ` key under ESC.
If you find any bugs with the map, or need help figuring it out then let me know.
P.S.
When you complete the map, it wont stop loading, so just exit out to the lobby.I have finally updated this map, and fixed the problems with it. May 27, 2011.
File Name: mp_coop_mindlock6.rar
File Size: 3.63 MiB
Click here to download Co-op Mind Lock
This is my first map ever, and I made it to test my skills and yours. This is a fairly hard map to figure out, so if you and your partner are looking for a challenge then this is the map for you.
Special thanks to my test dummy XIRES.
Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to downloaded the map. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_mindlock" in the console (which is activated by the ` key under ESC.
If you find any bugs with the map, or need help figuring it out then let me know.
P.S.
When you complete the map, it wont stop loading, so just exit out to the lobby.
I have finally updated this map, and fixed the problems with it. May 27, 2011.
File Name: mp_coop_mindlock6.rar
File Size: 3.63 MiB
Click here to download Co-op Mind Lock
Mapping Since May 21, 2011
Quote from baca25 on May 26, 2011, 2:24 amI just noticed that a wall is missing in the red room, and I am going to update it now.
I just noticed that a wall is missing in the red room, and I am going to update it now.
Mapping Since May 21, 2011
Quote from That Greek Guy on May 26, 2011, 6:42 pm
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Sorry but this is the worst map i have ever played.
the textures are stretched and dont match the surfaces, the portable panels are just messy indistinguishable shapes and the puzzles are put together so lazy that aren't even worth commenting.
You should remove this map NOW and spend the next 2 weeks making it look at least decent because it looks like *****
Sorry but this is the worst map i have ever played.
the textures are stretched and dont match the surfaces, the portable panels are just messy indistinguishable shapes and the puzzles are put together so lazy that aren't even worth commenting.
You should remove this map NOW and spend the next 2 weeks making it look at least decent because it looks like *****
Quote from baca25 on May 26, 2011, 8:09 pmouch, not nice. Can you be specific what you dont like about the puzzle and texture areas because I don't see problems. Keep in mind i have never opened a hammer editor before in my life or any map editor, and i put this together in 2 days.
ouch, not nice. Can you be specific what you dont like about the puzzle and texture areas because I don't see problems. Keep in mind i have never opened a hammer editor before in my life or any map editor, and i put this together in 2 days.
Mapping Since May 21, 2011
Quote from dawn15 on May 26, 2011, 8:24 pmMe and my friend really liked this map because the puzzle took us a while to figure out. You have to do the puzzles just right to advance. Nice job for your first map, I think I'm going to give making a map a shot.
Me and my friend really liked this map because the puzzle took us a while to figure out. You have to do the puzzles just right to advance. Nice job for your first map, I think I'm going to give making a map a shot.
Quote from mickyficky on May 26, 2011, 8:44 pmDidn't really like this map. I appreciate good visuals, but can live without them if the rest makes up for it. But this map is downright ugly. Stretched textures, bulky blocks, strange glass effects, weird fizzlers. Has the kind of look I'd expect from an old level for Doom or Duke Nukem 3D, only bigger. There even seems to be a leak in the second chamber just before you get the cubes... Good visuals can greatly enhance the playing experience, but the visuals here dampened the fun.
It's your first map, and I myself have never made one (thus I have no idea of the difficulties of making one) so who am I to judge, but some things could be improved with little work I guess.The puzzles were weird. I don't know if you solved 'em right, but it didn't feel like it. I also still haven't got a clue what the glass thing in the first chamber is for. If you manage the fling where you fall down, you have no option of getting up again (if you die, you land right at that place again) and I couldn't get my partner in science to me no matter how often I pressed that button (as I said, no idea what the glass thing is for). Used noclip in the end.
Why make it a shaft you fall down, and not just some platform where you land and can still see the other player? if you absolutely want to stop them from making portals out of it, use glass around it or something.
In the second chamber it seemed to be some kind of weird flinging puzzle where (after you got the funnel going with a cube) every player could solve it solo just by using the funnel and good timing to get the fall height right and then fling right on the final platform. Also I have no idea why there are so many cubes there isn't really necessary.
We didn't use some of the diagonal panels too, there were a lot of em in strange places. So again, I don't know if we've solved this in the intended manner.All in all the puzzles lack the "Ah, thats how it works" feel after you solved them.
baca25 wrote:ouch, not nice.[...]I hope I don't fall in the same cathegory
hope I gave some constructive tips. Can't really say much about improving the visuals as I even lack knowledge of the correct terms, so all I can say is: they need improving.
Didn't really like this map. I appreciate good visuals, but can live without them if the rest makes up for it. But this map is downright ugly. Stretched textures, bulky blocks, strange glass effects, weird fizzlers. Has the kind of look I'd expect from an old level for Doom or Duke Nukem 3D, only bigger. There even seems to be a leak in the second chamber just before you get the cubes... Good visuals can greatly enhance the playing experience, but the visuals here dampened the fun.
It's your first map, and I myself have never made one (thus I have no idea of the difficulties of making one) so who am I to judge, but some things could be improved with little work I guess.
The puzzles were weird. I don't know if you solved 'em right, but it didn't feel like it. I also still haven't got a clue what the glass thing in the first chamber is for. If you manage the fling where you fall down, you have no option of getting up again (if you die, you land right at that place again) and I couldn't get my partner in science to me no matter how often I pressed that button (as I said, no idea what the glass thing is for). Used noclip in the end.
Why make it a shaft you fall down, and not just some platform where you land and can still see the other player? if you absolutely want to stop them from making portals out of it, use glass around it or something.
In the second chamber it seemed to be some kind of weird flinging puzzle where (after you got the funnel going with a cube) every player could solve it solo just by using the funnel and good timing to get the fall height right and then fling right on the final platform. Also I have no idea why there are so many cubes there isn't really necessary.
We didn't use some of the diagonal panels too, there were a lot of em in strange places. So again, I don't know if we've solved this in the intended manner.
All in all the puzzles lack the "Ah, thats how it works" feel after you solved them.
I hope I don't fall in the same cathegory hope I gave some constructive tips. Can't really say much about improving the visuals as I even lack knowledge of the correct terms, so all I can say is: they need improving.
Quote from baca25 on May 26, 2011, 9:18 pm*Spoilers for my map*
a[spoiler]ctually you helped me a lot, your not supposed to spawn at the bottem of the shaft, until your partner comes down there, which was something me and my friend were thinking about testing, but forgot to. I'm going to have to figure out how to do that. tThere are a lot of cubes there because I couldn't figure out how to destroy them in the water or sheild and then make the cube respawn, in case someone dropped or destroyed it, so I just made a ton of them. The button on the bottem is supposed to let the person in the glass room out, and then take the same path the first person did. And ya I'm not sure how you were able to get both players to the final platform one at a time. I realize you could get one person on the final platform, but not the other because you are supposed to slam into each other to get there by using the funnel on the top and the side wall to keep one of the players from moving with the funnel. Then you each have to shoot a diagonal panel then the floor panel below you. So if you were able to get up there one at a time, I have to figure that one out.[/spoiler]
*Spoilers for my map*
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Mapping Since May 21, 2011
Quote from baca25 on May 26, 2011, 9:22 pmI'm guessing I shouldn't hit that fit button when applying textures. Would that fix the problem?
I'm guessing I shouldn't hit that fit button when applying textures. Would that fix the problem?
Mapping Since May 21, 2011
Quote from baca25 on May 26, 2011, 10:32 pmupdated it, changed some textures, fixed the changing spawn area problem.
updated it, changed some textures, fixed the changing spawn area problem.
Mapping Since May 21, 2011
Quote from vertigoelectric on May 26, 2011, 11:48 pmThe stretchy textures didn't really bother me. In fact, they gave me a great idea. Although, for your standard test chamber, it does look a bit sloppy.
Anyway, I'm wondering about something:
[spoiler]If I get down the 'elevator shaft' without my partner, I have no way of getting back and I end up stuck there. Even if I die, I just respawn down at the bottom. Is this intended? ...because that would mean that the entire first room would have to solvable by one person.[/spoiler]EDIT: Okay, well I just noticed that someone else just explained what I explained... and I didn't read your response because I haven't finished the map and don't want to spoil it. I guess we'll just keep trying.
The stretchy textures didn't really bother me. In fact, they gave me a great idea. Although, for your standard test chamber, it does look a bit sloppy.
Anyway, I'm wondering about something:
EDIT: Okay, well I just noticed that someone else just explained what I explained... and I didn't read your response because I haven't finished the map and don't want to spoil it. I guess we'll just keep trying.