[Coop] Complexo
Quote from markus on November 12, 2011, 5:12 pmSolved it. Took about 2 hours, fun all the time with jonatan watching over my shoulder as the second player - only doing what I instructed him to do
Probably gave him some insight in how a player will perceive the level...
Very well constructed, I enjoyed it more than sevengates and devils chamber. Nice work!
Solved it. Took about 2 hours, fun all the time with jonatan watching over my shoulder as the second player - only doing what I instructed him to do Probably gave him some insight in how a player will perceive the level...
Very well constructed, I enjoyed it more than sevengates and devils chamber. Nice work!
Quote from KennKong on November 13, 2011, 12:25 amjonatan wrote:These two things have been fixed in the latest version. (sorry)
Don't worry though, getting out the cube is not very hard.Says you!
Here's the text of my new solution:
mp_coop_complexo_2.txtUpdated to correct mislabeled players, remove yo-yo step not needed with 2 players.
I just can't seem to get a clean run through tonight, so I edited together one of my less screwed up runs and the ending from my original solution (which is the same in both versions.) The yo-yo maneuver isn't necessary if you have two players; you can just hand the cube to your partner.
http://youtu.be/jjTjyBr527o
Don't worry though, getting out the cube is not very hard.
Says you!
Here's the text of my new solution:
Updated to correct mislabeled players, remove yo-yo step not needed with 2 players.
I just can't seem to get a clean run through tonight, so I edited together one of my less screwed up runs and the ending from my original solution (which is the same in both versions.) The yo-yo maneuver isn't necessary if you have two players; you can just hand the cube to your partner.
http://youtu.be/jjTjyBr527o
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Quote from jonatan on November 13, 2011, 5:03 amThat's better yes? No dangerous jump. There seems to be some incorrect reflections showing in your video though. Maybe I did not build the cubemaps correctly.
Here is a video of Johannes and me making a fast run of this level:
[spoiler]DvEbA5xaVk0[/spoiler]
That's better yes? No dangerous jump. There seems to be some incorrect reflections showing in your video though. Maybe I did not build the cubemaps correctly.
Here is a video of Johannes and me making a fast run of this level:
Quote from PortalCombat on November 14, 2011, 1:46 pmHey there.
What a amazing complex map!
BlumCoLe and me tried it several hours a day, ending up at another fizzler.![]()
We tried so many ways - always stopped by loosing portals at a fizzler, wow. ^^thinking about the solution
[spoiler]- the remote control of the cube was amazing - brilliant job man!
- to figure out which portals you need and when and where... headache^10![]()
- getting the cube to the exit with the funnel on/off was so "scary" xD[/spoiler]This map was really hard, but still fun.
The puzzles were well planed and there really is only one solution to this map.![]()
/vote for Community Spotlight!
Regards
PortalCombat
Hey there.
What a amazing complex map!
BlumCoLe and me tried it several hours a day, ending up at another fizzler.
We tried so many ways - always stopped by loosing portals at a fizzler, wow. ^^
thinking about the solution
- to figure out which portals you need and when and where... headache^10

- getting the cube to the exit with the funnel on/off was so "scary" xD
This map was really hard, but still fun.
The puzzles were well planed and there really is only one solution to this map.
/vote for Community Spotlight!
Regards
PortalCombat
Quote from nibbori on November 22, 2011, 7:44 pmwe found a lil exploit on the solution, on the earlier phases [spoiler]we got the weighted cube simply putting it from the main room to the little cage, then the guy in the "first redirection cube room" can easily pick up the cube while crouching and using a lil portaltrick... then sending the redirection cube to the main room they get in line again with the uploaded solution[/spoiler] a possible workaround to this little glitch may be [spoiler]raising all the surfaces at the same height of the horizontal deadly lasers of nearly half a meter, adding non portalable surfaces in the upper half of the walls in the cage[/spoiler].
anyway, best map ever played, really hardcore
we found a lil exploit on the solution, on the earlier phases
anyway, best map ever played, really hardcore
Quote from Random on November 23, 2011, 8:07 pmGreat puzzle, it took me a bit longer to solve than the average map, but I think this is the first map of yours I was able to complete without hints, haha.
Like your other maps, it could do with more detailed visuals but it seems like something you've accepted at this point.
*EDIT - OK, the button-grate thing has been fixed. I think I downloaded the original version and just didn't around to playing it until recently.
Great puzzle, it took me a bit longer to solve than the average map, but I think this is the first map of yours I was able to complete without hints, haha.
Like your other maps, it could do with more detailed visuals but it seems like something you've accepted at this point.
*EDIT - OK, the button-grate thing has been fixed. I think I downloaded the original version and just didn't around to playing it until recently.
Quote from jonatan on November 24, 2011, 7:56 amQuote:[spoiler]we got the weighted cube simply putting it from the main room to the little cage, then the guy in the "first redirection cube room" can easily pick up the cube while crouching and using a lil portaltrick...[/spoiler]This was actually the way I intended it at first but I thought that [spoiler]handling the cube[/spoiler] was more cooperative style so that is the way showcased. [spoiler]A third way of doing it is one player jumping with the cube from the large room and the second player crouch and catch.[/spoiler] The variations really doesn't change anything though so I will not change it.
Quote:it is not obvious that you can push the button through the grateI added a large hole in the grates in version 1.1.
This was actually the way I intended it at first but I thought that
I added a large hole in the grates in version 1.1.
Quote from shiningmasamune on November 26, 2011, 9:45 pmHi, excellent map. Extremely challenging. However, my friend and I couldn't solve it because we *still* didn't realize you could push the button through the grate. Adding the hole helps, but it's not perfect because the game trains you to associate those types of holes as a hint that you need to fire a portal through it. What you really need is a "push the switch" icon inside the room near the grate. I think we'd have realized it then.
Hi, excellent map. Extremely challenging. However, my friend and I couldn't solve it because we *still* didn't realize you could push the button through the grate. Adding the hole helps, but it's not perfect because the game trains you to associate those types of holes as a hint that you need to fire a portal through it. What you really need is a "push the switch" icon inside the room near the grate. I think we'd have realized it then.
Quote from oMavericko on December 10, 2011, 4:58 amMy friend and I spent maybe 3-4 hours trying to figure this out. I have to say, this was the most difficult coop map I have ever played! THANK YOU for that great experience!
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[spoiler]We got all the way to he end and dropped the cube into the water, right before you redirect it up the tunnel.[/spoiler] It took another 30 minutes just to get back to the same point to try again...
![]()
I hope you are making more coop maps!! Thanks again!
My friend and I spent maybe 3-4 hours trying to figure this out. I have to say, this was the most difficult coop map I have ever played! THANK YOU for that great experience!

I hope you are making more coop maps!! Thanks again!