[Coop] [coop] mp_coop_inandout
Quote from Naigel on June 6, 2011, 10:32 pmThis coop map features many mechanics found in Portal 2. Funnel, laser, gel, flinging, and so on.
There are 3 general testing areas, of which 1 is completely 'outside'. Whenever 1 room is finished, a handy dandy shortcut is opened for your convenience.
The theme is mix of clean and behind-the-scenes.This map is submitted for the Summer Mapping Initiative (contest 2011).
Current version is a fast compile, due to time limit I had no other option (full compile takes too long). Expect poor performance in some areas. In the meantime a full compile is running...
File Name: mp_coop_inandout.zip
File Size: 13.45 MiB
Click here to download [coop] mp_coop_inandout
This coop map features many mechanics found in Portal 2. Funnel, laser, gel, flinging, and so on.
There are 3 general testing areas, of which 1 is completely 'outside'. Whenever 1 room is finished, a handy dandy shortcut is opened for your convenience.
The theme is mix of clean and behind-the-scenes.
This map is submitted for the Summer Mapping Initiative (contest 2011).
Current version is a fast compile, due to time limit I had no other option (full compile takes too long). Expect poor performance in some areas. In the meantime a full compile is running...
File Name: mp_coop_inandout.zip
File Size: 13.45 MiB
Click here to download [coop] mp_coop_inandout
Quote from Naigel on June 6, 2011, 10:35 pmSorry for immediate reply, but anyway:
Please let me know if you find any bugs, there are bound to be some, since I was not able to test fully with a friend. I've tested most parts myself using splitscreen and a joystick.
Sorry for immediate reply, but anyway:
Please let me know if you find any bugs, there are bound to be some, since I was not able to test fully with a friend. I've tested most parts myself using splitscreen and a joystick.
Quote from Naigel on June 7, 2011, 7:32 amhttp://steamcommunity.com/id/naigel/screenshots/ some screenshots.
http://steamcommunity.com/id/naigel/screenshots/ some screenshots.
Quote from endidymion on June 8, 2011, 6:08 amis this map finished
is this map finished
Quote from version2_1 on June 9, 2011, 6:10 pmwe could not finish the last part as it was intended.
most of the time only one player can do something.
we could not finish the last part as it was intended.
most of the time only one player can do something.
Quote from JackSafari on June 10, 2011, 9:38 amIs there a video walk through?
Suggestion for a good design: Never should a player get into a situation where they are forced to commit suicide because they are stuck have no other option. If they are alive, they should always be able to back track to some other location if they need to replay a section. Committing suicide or exiting the game shouldn't be considered a valid player option.
I would like to see a video walk through before commenting further. Thx
Is there a video walk through?
Suggestion for a good design: Never should a player get into a situation where they are forced to commit suicide because they are stuck have no other option. If they are alive, they should always be able to back track to some other location if they need to replay a section. Committing suicide or exiting the game shouldn't be considered a valid player option.
I would like to see a video walk through before commenting further. Thx
Quote from vertigoelectric on June 10, 2011, 3:20 pmMy friend and I played this today and discovered our own "handy dandy shortcut". It skips almost the entire thing.
My friend and I played this today and discovered our own "handy dandy shortcut". It skips almost the entire thing.
Quote from xdiesp on June 14, 2011, 12:50 pmWell delivered, but somewhat heavy if not for puzzles so easy to break. We swdinirwly took our time just to do that right, with these results:
- chamber 1: [spoiler]both players jump from the top of the wall (go there with a portal), then keep flinging off the floor, until they can shoot the bottom of the pit and reach the 2nd floor.[/spoiler]
- chamber 2: [spoiler]reach the laser room, shoot the last target, cover in gel that last part, portal yourself on the last turned panel and bounce.[/spoiler]
Actually, we did 2 because we couldn't get far enough by [spoiler]jumping on the series of blue puddles on the lightbridg[/spoiler]e. And again we had no idea how it was possible to make it on the cube room in reverse. C'mon, tell me you did both on purpose and you'll be my hero.
Well delivered, but somewhat heavy if not for puzzles so easy to break. We swdinirwly took our time just to do that right, with these results:
- chamber 1:
- chamber 2:
Actually, we did 2 because we couldn't get far enough by
Quote from vertigoelectric on June 14, 2011, 3:07 pmDoes nobody see a problem with the fact that my friend and I were able to skip about 95% of this map fairly easily?
Does nobody see a problem with the fact that my friend and I were able to skip about 95% of this map fairly easily?
Quote from Naigel on June 16, 2011, 1:42 pmHello, guys, thanks for the comments so far... thanks for the headsup, as time was approaching I had no time to really test... but seriously, nice finding out that you can skip nearly entire level.
So, now in order:
@endidymion: in fairness, no, the map is not finished. This is just the version submitted for the contest. When the contest is over, then I'll continue the map.@version2_1, I agree that most puzzles are mostly 1 player focused. I will try and change that in a later version.
@JackSafari, the map is supposed to be playable without suiciding. I will upload a walkthrough (as it is intended) when I can find some spare time (quite busy at the moment).
@vertigoelectric, many thanks for pointing this out. The middle section which you used to skip the entire level was, at first, my intention to be that open, however after seeing this and after some thought, I will change that section into an actual chamber which is partially open. Also, the floor or ceiling where you initially used the funnel to go up will be black or blocked.
@xdiesp, that is indeed not the intended solution. I didn't have so much room there at first, so I figured I increase the entry room size... however, I had no idea it could be used to skip the whole 'accelerate in with gel and shoot me up' puzzle. Also, the last chamber you're meant to turn the blocks so you can gel the lightbridge (which was already there, it was first meant to be there by player).
So, to clarify... here is the intended solution:
[spoiler]In the first room get player a to the upper part by using the accelerating gel to gain momentum and then flinging upwards (the panels will prevent you from falling). Stand on the button and let the player b go through the door.
Player b: time your jumps and go over the panels until you reach the middle (below the cube dropper). Catch the cube which player a can trigger (the button next to the floor button which was also used to open the door).
Player a: continue to the room with funnel. Clear turrets around corner. Make a portal somewhere and portal near player b. B give cube to A. Use the funnel to let the cube reach the ceiling where the funnel is. Then use the funnel again to float the cube to the button behind the fizzler. When the cube is dropped, the funnel is reversed. Portal the funnel to get player b in (same place where you got the cube).
Proceed both to next room, note that 2 doors actually open, the one in funnel room and one near spawn, which functions as shortcut in case you die. Fizzle the crate to get the normal direction funnel again. Funnel across the water, but let one player block you using the lightbridge (too far means death). Overtake the lightbridge portal with the funnel so you get to the hole in the ceiling. Use funnel to go up and lightbridge to block first turret.
Funnel across the next section and use lightbridges to block turrets sight. Time funnels well, or one of you will fall and you need 2 people to continue funnel. In this area sometimes you have to overtake portals in order to keep funnel alive and not fall.
When you're in last section, another door will open near spawn, allowing you to get here without doing the previous puzzles.
Player a: lightbridge for b so he can get across. When b is across, shoot portal somewhere down below where the button is so a lightbridge is there.
Player b: gel the lightbridge to allow a to get across.
Go to the laser room and activate one of the laser targets. When one is activated, a panel reverses on the ceiling, allowing you to portal it. Use that to gel the lightbridge and do this a couple of times. Portal back to the beginning of this room and use the gelled lightbridge to get to the last panels (which are activated by one of the laser targets) and now the map is finished.[/spoiler]
Hello, guys, thanks for the comments so far... thanks for the headsup, as time was approaching I had no time to really test... but seriously, nice finding out that you can skip nearly entire level.
So, now in order:
@endidymion: in fairness, no, the map is not finished. This is just the version submitted for the contest. When the contest is over, then I'll continue the map.
@version2_1, I agree that most puzzles are mostly 1 player focused. I will try and change that in a later version.
@JackSafari, the map is supposed to be playable without suiciding. I will upload a walkthrough (as it is intended) when I can find some spare time (quite busy at the moment).
@vertigoelectric, many thanks for pointing this out. The middle section which you used to skip the entire level was, at first, my intention to be that open, however after seeing this and after some thought, I will change that section into an actual chamber which is partially open. Also, the floor or ceiling where you initially used the funnel to go up will be black or blocked.
@xdiesp, that is indeed not the intended solution. I didn't have so much room there at first, so I figured I increase the entry room size... however, I had no idea it could be used to skip the whole 'accelerate in with gel and shoot me up' puzzle. Also, the last chamber you're meant to turn the blocks so you can gel the lightbridge (which was already there, it was first meant to be there by player).
So, to clarify... here is the intended solution:
Player b: time your jumps and go over the panels until you reach the middle (below the cube dropper). Catch the cube which player a can trigger (the button next to the floor button which was also used to open the door).
Player a: continue to the room with funnel. Clear turrets around corner. Make a portal somewhere and portal near player b. B give cube to A. Use the funnel to let the cube reach the ceiling where the funnel is. Then use the funnel again to float the cube to the button behind the fizzler. When the cube is dropped, the funnel is reversed. Portal the funnel to get player b in (same place where you got the cube).
Proceed both to next room, note that 2 doors actually open, the one in funnel room and one near spawn, which functions as shortcut in case you die. Fizzle the crate to get the normal direction funnel again. Funnel across the water, but let one player block you using the lightbridge (too far means death). Overtake the lightbridge portal with the funnel so you get to the hole in the ceiling. Use funnel to go up and lightbridge to block first turret.
Funnel across the next section and use lightbridges to block turrets sight. Time funnels well, or one of you will fall and you need 2 people to continue funnel. In this area sometimes you have to overtake portals in order to keep funnel alive and not fall.
When you're in last section, another door will open near spawn, allowing you to get here without doing the previous puzzles.
Player a: lightbridge for b so he can get across. When b is across, shoot portal somewhere down below where the button is so a lightbridge is there.
Player b: gel the lightbridge to allow a to get across.
Go to the laser room and activate one of the laser targets. When one is activated, a panel reverses on the ceiling, allowing you to portal it. Use that to gel the lightbridge and do this a couple of times. Portal back to the beginning of this room and use the gelled lightbridge to get to the last panels (which are activated by one of the laser targets) and now the map is finished.