[Coop] [Co-op] The Rock of Prometheus
Quote from coopcrowd on June 13, 2011, 4:06 amYet again you have done an awesome job with this level magicrat. It was slightly easier than your others in our opinion, but we understand that this was to please a wider audience and you have managed to keep the atmospheric feel of your challenges as you have in your previous instalments.
Thoroughly enjoyed playing this level, and absolutely adored what the secret room holds (awesome idea and the best easter egg we have found to date).
(You probably don't want to watch this if you haven't completed this map yet).
Yet again you have done an awesome job with this level magicrat. It was slightly easier than your others in our opinion, but we understand that this was to please a wider audience and you have managed to keep the atmospheric feel of your challenges as you have in your previous instalments.
Thoroughly enjoyed playing this level, and absolutely adored what the secret room holds (awesome idea and the best easter egg we have found to date).
(You probably don't want to watch this if you haven't completed this map yet).
Quote from Calculator on June 13, 2011, 4:56 amThe first puzzle took us quite a while to figure out, a very innovative solution indeed.
First puzzle
[spoiler]You probably want to add an indicator linking the laser catcher with the panels, a timer indicator would be even better. When you try to hit the laser for the first time around those panels, it feels like you're doing it wrong since the placement is so odd. By adding an indicator, you'll know that you have to hit the laser before lowering the panels and not the other way around.For those stuck at the first puzzle: first hit the laser catcher by holding and aiming the cubes. Then, find a way to keep the panels lowered without having to hold the cubes. It's not a timed puzzle, you don't need to run around a lot between deactivating and restoring the laser route.[/spoiler]
The second puzzle was too easy compared to the other two, however I can understand how this could help in finding the solution to the third puzzle.The third puzzle took us a bit longer again and was at about the same difficulty as the first puzzle, which is good.
Third puzzle
[spoiler]It looks like the coopcrowd did it in an unintended way. We first got one person into the room on the left. The person at the start then used the funnel to gain some height and fling himself to the exit. Then, the second person took over the funnel to gain height and popped a portal on the wall in that room to fling to the exit. I don't remember exactly how the person at the started reached the funnel, I think the other person did something with the funnel as well but whatever.[/spoiler]
Easter egg
[spoiler]The companion cube room was scary as s**t again, Chell is still haunting my nightmares. Oh, and nice work with the corridor.[/spoiler]
Great map, a few clever puzzles in a very unique atmosphere. Keep on making awesome maps please!
The first puzzle took us quite a while to figure out, a very innovative solution indeed.
First puzzle
For those stuck at the first puzzle: first hit the laser catcher by holding and aiming the cubes. Then, find a way to keep the panels lowered without having to hold the cubes. It's not a timed puzzle, you don't need to run around a lot between deactivating and restoring the laser route.
The second puzzle was too easy compared to the other two, however I can understand how this could help in finding the solution to the third puzzle.
The third puzzle took us a bit longer again and was at about the same difficulty as the first puzzle, which is good.
Third puzzle
Easter egg
Great map, a few clever puzzles in a very unique atmosphere. Keep on making awesome maps please!
Quote from magicrat on June 13, 2011, 12:17 pmThanks for all the great comments! I am working on updating the map to version 1.4 which should fix more of the bugs and streamline the gameplay even more.
Thanks for all the great comments! I am working on updating the map to version 1.4 which should fix more of the bugs and streamline the gameplay even more. ![]()
Quote from ineyaa on June 14, 2011, 4:58 pmVery good map. The first chamber idea was really new. And when you screw up, all scripts continued to work as expected.
3rd chamber was a little weird, I have no idea what should be done in the glass room on the left side. We just strafe-jumped to beam.
Very good map. The first chamber idea was really new. And when you screw up, all scripts continued to work as expected.
3rd chamber was a little weird, I have no idea what should be done in the glass room on the left side. We just strafe-jumped to beam.
Quote from Hober on June 14, 2011, 5:16 pmr1corix wrote:More scarry chells!! ;DUgh. Fuck no.
Ugh. Fuck no.
Quote from magicrat on June 14, 2011, 9:46 pmwhew. Finished with v1.4. Hopefully more people will start recognizing the intended solution now.
whew. Finished with v1.4. Hopefully more people will start recognizing the intended solution now. ![]()
Quote from xdiesp on June 14, 2011, 10:44 pmIt took a while to persuade my mate to retry this one, after what happened with the 1.0 version. The firzt puzzle does not look glitchy and impossible anymore, but I can see people not getting what the laser target does since you have wait 3-4 seconds for it to work - maybe it's better if it kicks off immediately. Formerly it did have dotted lines: why the removal?
The difficulty curve really is 2-3-1, where 2 is kiddie stuff already seen in the campaign, number 3 can be difficult and 1 is just mind numbing + extremely difficult execution. Again the secret rooms where the funniest part. To quote my mate: there are puzzles which work wonders in SP only.
It took a while to persuade my mate to retry this one, after what happened with the 1.0 version. The firzt puzzle does not look glitchy and impossible anymore, but I can see people not getting what the laser target does since you have wait 3-4 seconds for it to work - maybe it's better if it kicks off immediately. Formerly it did have dotted lines: why the removal?
The difficulty curve really is 2-3-1, where 2 is kiddie stuff already seen in the campaign, number 3 can be difficult and 1 is just mind numbing + extremely difficult execution. Again the secret rooms where the funniest part. To quote my mate: there are puzzles which work wonders in SP only.
Quote from ghfg on June 14, 2011, 11:17 pmineyaa wrote:We just strafe-jumped to beam.Exactly the same thing I did.
But I do love the concept bringover from 2nd to 3rd puzzle, makes it much easier to figure it out.
Exactly the same thing I did.
But I do love the concept bringover from 2nd to 3rd puzzle, makes it much easier to figure it out.
Quote from magicrat on June 14, 2011, 11:18 pmxdiesp wrote:It took a while to persuade my mate to retry this one, after what happened with the 1.0 version. The firzt puzzle does not look glitchy and impossible anymore, but I can see people not getting what the laser target does since you have wait 3-4 seconds for it to work - maybe it's better if it kicks off immediately. Formerly it did have dotted lines: why the removal?The difficulty curve really is 2-3-1, where 2 is kiddie stuff already seen in the campaign, number 3 can be difficult and 1 is just mind numbing + extremely difficult execution. Again the secret rooms where the funniest part. To quote my mate: there are puzzles which work wonders in SP only.
well in version 1.4 I have addressed some of these issues. now there is a visual timer that prompts the users to wait. Also the last puzzle has a bit better design, the intended solution is very similar to the second chamber [spoiler]you bump into each other[/spoiler] and it should be more obvious now. also there were still dotted lines in the first chamber, I am not sure what you mean by this. anyway, thanks for trying my map out again
ghfg wrote:ineyaa wrote:We just strafe-jumped to beam.Exactly the same thing I did.
But I do love the concept bringover from 2nd to 3rd puzzle, makes it much easier to figure it out.
where did you strafe-jump from?
The difficulty curve really is 2-3-1, where 2 is kiddie stuff already seen in the campaign, number 3 can be difficult and 1 is just mind numbing + extremely difficult execution. Again the secret rooms where the funniest part. To quote my mate: there are puzzles which work wonders in SP only.
well in version 1.4 I have addressed some of these issues. now there is a visual timer that prompts the users to wait. Also the last puzzle has a bit better design, the intended solution is very similar to the second chamber
Exactly the same thing I did.
But I do love the concept bringover from 2nd to 3rd puzzle, makes it much easier to figure it out.
where did you strafe-jump from?
