[Coop] [Co-op] The Rock of Prometheus
Quote from ghfg on June 15, 2011, 12:20 amghfg 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?[/quote]
It was fixed in the newer version.
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?[/quote]
It was fixed in the newer version.
Quote from Salamandra on June 20, 2011, 12:15 pmVery good map. Haven't seen anything else similar to what you did with the first chamber.
Here's my playthrough:
Very good map. Haven't seen anything else similar to what you did with the first chamber.
Here's my playthrough:
Quote from anthony.j.deschamps on June 20, 2011, 12:46 pmI had some lag when I was playing, which made things a bit frustrating. The puzzles here are challenging, but fair. They require a lot of coordination, but nothing that can't be achieved using the chat and pointer tools.
In the second room with the excursion funnels, things got buggy. When I would fall into a horizontal excursion funnel, I would pass through and fall into the goo and die. From my partner's view, however, my body remained in the funnel. Rather than respawn, my screen went white. It was strange. I'm not sure whether this is a problem with the map or with the game, but it leads me to a general thought on map making:
When a game gets laggy, excursion funnels seem to be the first thing that breaks down. I'm not sure what can be done about this, and I'm not saying that maps should be designed so they are still solvable under laggy conditions, at the expense of giving up interesting puzzles. But it's something to consider.
Overall, it was a good map. It took us a while to figure out some parts, but not in a way that made it frustrating. Great job!
I had some lag when I was playing, which made things a bit frustrating. The puzzles here are challenging, but fair. They require a lot of coordination, but nothing that can't be achieved using the chat and pointer tools.
In the second room with the excursion funnels, things got buggy. When I would fall into a horizontal excursion funnel, I would pass through and fall into the goo and die. From my partner's view, however, my body remained in the funnel. Rather than respawn, my screen went white. It was strange. I'm not sure whether this is a problem with the map or with the game, but it leads me to a general thought on map making:
When a game gets laggy, excursion funnels seem to be the first thing that breaks down. I'm not sure what can be done about this, and I'm not saying that maps should be designed so they are still solvable under laggy conditions, at the expense of giving up interesting puzzles. But it's something to consider.
Overall, it was a good map. It took us a while to figure out some parts, but not in a way that made it frustrating. Great job!
Quote from club on June 21, 2011, 4:43 pmOverall, a solid map. But I have to say, one of the best-crafted easter eggs ever. Scary as sh*t!
And [spoiler]I like how you did the effect pulling the player toward zombie chell. I noclipped around and discovered it. A duplicate of the scary hallway, but vertical. You area portal the player there and gravity takes over and the player is none the wiser (and scared sh*tless!) Awesome job. It got me perfectly. I was just creeping slowly toward zombie chell to get a closer and look and suddenly Im rushing toward her.. NOooo! Get away! lol[/spoiler]
Overall, a solid map. But I have to say, one of the best-crafted easter eggs ever. Scary as sh*t!
And
Quote from Djinndrache on June 28, 2011, 6:20 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:_HEmoZ1Roao
(Link: http://www.youtube.com/watch?v=_HEmoZ1Roao)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
_HEmoZ1Roao
(Link: http://www.youtube.com/watch?v=_HEmoZ1Roao)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from magicrat on August 1, 2011, 8:13 pmjust updated to version 1.5, a few more bugs fixed and solutions streamlined, also I got rid of those annoying glados voices, (I did not really think they were doing much for the map anyway)
just updated to version 1.5, a few more bugs fixed and solutions streamlined, also I got rid of those annoying glados voices, (I did not really think they were doing much for the map anyway) ![]()
Quote from mbruck on September 8, 2011, 9:01 pm[spoiler]While playing as orange I got stuck in the final funnel after crashing with blue in the air. From my viewpoint it was as if I fell into the goo and I got the killing noise. But then the view kept moving below the funnel at the speed of the funnel. Finally stopping inside the wall below the funnel end with a white screen. In partner view it was as if I was moving normally inside the funnel but my robot was not making any body movements. We tried this twice with the same result.[/spoiler]
Quote from BlumCoLe on November 17, 2011, 4:23 pmLate, but...
Really great map!
Late, but...
Really great map! ![]()
Quote from macko68 on April 1, 2012, 5:49 pmGreat map with excellent first puzzle and amazing ending. Many thanks and please more of these
Great map with excellent first puzzle and amazing ending. Many thanks and please more of these
