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[Coop] Coop Test Map Nr.3

This is my 3. Map .
Its the biggest of the 3.
It has many puzzles new idears .
And you can only solve it in coop.

File Name: mp_coop_test3.rar
File Size: 3.58 MiB
Click here to download Coop Test Map Nr.3

This map was interesting. It had some really good ideas in it. It required cooperation with your partner for the most part. The map needs a little work on the looks but the elements worked fine and I enjoyed the ending of the map. Unsure however about one puzzle with the crushers and speedy gel. Not sure if it was glitched or if it was timed strangely. I had to noclip thru it - made it through ok but just couldn't make it back. However, all in all I'd give this a 4/5 for ingenuity. Thanks for making - work on the aesthetics and keep it up!

I really liked the idea of some of the puzzles, however the way it was build wasn't too good.
Idea: 4/5
Execution: 2/5
Average 3/5.

Some issues:
1) we got stuck after we solved the first puzzle. 1 cube was after the door, the other 4 before the door and I pressed the buttons to respawn :lol: stuck.
To fix this: create cube droppers in the first room for the two cubes.

2) The second room was rather big. Walking all the way was a bit frustrating. Though I loved the moving gel dispenser!

3) The panel part in the second room was very random. I didn't see any logic there, I had no idea how to time this. A normal crusher 1 smashes, crusher 2 smashes, crusher 3 smashes would've been a lot easier. We ended up painting the cube blue, bouncing it out and suiciding the player who got to the cube.

4) The crushers crash through glass, and still the glass survives. Better use crusher walls here, just leave one part open for glass so you can see what is there.

5) The room with the fling had strange indicator lights. I thought we had to time perfectly and do a mid-air fling, don't like that stuff. But it turned out we could just press the buttons at the same time and then go back normally and finally do the fling. It would be useful if the indicator lights stay orange once the door is opened.

6) The laser puzzle was okay, but we could smuggle cubes to the final room. Using two of those cubes would have enabled us to actually solve it without using the flying panel.

7) How/why does the pannel fly?!

8) I drowned portalling through the floor in the white surface. (make sure the trigger_hurt isn't under the white surface.

9) We could walk on water. (from the upstairs area through the water, to the white surface.

10) Glados said Chell, but we were Atlas and P-body!

11) Why is the laser in the final room?

12) The destroyed catwalk loses it's collision model, but you can still walk on a bit of it, so either add a player_clip there or just delete the whole thing.

13) Below glados there was some random junk floating in the air.

14) After the walkway on the side with the button is destroyed you still cannot walk from that part of the upper area to the water because of some invisble brush.

That's about it. Don't feel discouraged, when I'm testing my maps my lists of errors are usually a lot bigger. This map just needs some final touches to be a nice map!

Hope that helped :)
~Lp

Too much bugs, far too annoying :(

Actually a nice map, but too many bugs to call it anything like great. Too bad..

Here is my blindrun (with lpfreaky90) which shows a ton of issues with the map:

M2pHLqdSan4
(Link: http://www.youtube.com/watch?v=M2pHLqdSan4)

Redunzl and I tried this map, but it was just too flawed. It was a pain to orient the squirty cubes. The moving dispenser would jump from one side of the room to the other. It wouldn't go in the same direction every time you stepped on a button, they would get reversed. The smashy plates worked one way the first time, then got inconsistent. They would knock the cube out of my grip, but not touch me. We didn't feel like cheating to finish this.
The only thing this map lacks is a horse, because it sure has the buggy. We're not rating it because we didn't finish it.

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