[Coop] Course of Knallhart
Quote from JonVD on August 31, 2011, 6:29 pmA medium-sized and medium-difficulty coop map that requires a lot of teamwork. It might get frustrating at certain points, but don't worry: it has got checkpoints.
The installation instructions are located in the .rar file and are basically the same as for any other map. The map has some custom textures in it that are automatically installed with it.
I hope you enjoy the map and any feedback is very welcome, so if you have anything to say about it, just post in on the map's topic.Special thanks to NxSG for letting me use his awesome portal 2 themed music. This map features the track called '5D'. Be sure to check out his channel on youtube if you like it!
//Composer & Producer: Alexander Linhart/NxSG
//Track: Portal 2 Soundtrack (5D)
//YouTube: http://www.youtube.com/user/NxSGMusic///Changes:///
1.1: -Some things in the last room now make music
1.2: -Changed a button type to prevent glitchingFile Name: Course of Knallhart.rar
File Size: 2.64 MiB
Click here to download Course of Knallhart
A medium-sized and medium-difficulty coop map that requires a lot of teamwork. It might get frustrating at certain points, but don't worry: it has got checkpoints.
The installation instructions are located in the .rar file and are basically the same as for any other map. The map has some custom textures in it that are automatically installed with it.
I hope you enjoy the map and any feedback is very welcome, so if you have anything to say about it, just post in on the map's topic.
Special thanks to NxSG for letting me use his awesome portal 2 themed music. This map features the track called '5D'. Be sure to check out his channel on youtube if you like it!
//Composer & Producer: Alexander Linhart/NxSG
//Track: Portal 2 Soundtrack (5D)
//YouTube: http://www.youtube.com/user/NxSGMusic
///Changes:///
1.1: -Some things in the last room now make music
1.2: -Changed a button type to prevent glitching
File Name: Course of Knallhart.rar
File Size: 2.64 MiB
Click here to download Course of Knallhart
Quote from Random on August 31, 2011, 9:06 pmPlease use the edit function when updating your already released maps from now on. Otherwise it clutters up the Downloads.
I did notice the other was in WIP but if there weren't any major changes/feedback you probably should have just edited it anyway.
Please use the edit function when updating your already released maps from now on. Otherwise it clutters up the Downloads.
I did notice the other was in WIP but if there weren't any major changes/feedback you probably should have just edited it anyway.
Quote from xdiesp on August 31, 2011, 10:52 pmChecked this one but couldn't finish the lasers room in time, will retry tomorrow. Violently difficult, we certainly appreciated the killswitch mechanic, but found ourselves more focused on the puzzle in general than the novel invention. Nothing bad with high difficulty (not to mention solid tech), but we expected more fun out of it.
If I may suggest, adding 2 seconds of mercy time when you unpress the killswitch would avoid people many deaths over little accidents. Bug: the killswitch in the laser room lacks the skull sign, which is confusing - dunno why it's on the laser target instead. What we did at the funnel part was:
Quote:Blue sets the portals for the cube+funnel; orange leaves a portal in the funnel area; both go to the sliding panel; orange enters and connects that little room with the funnel area; blue backtracks and enters orange's portal; orange shoots the killswitch laser; blue opens a portal beside orange's to go pick up the cube at the funnel area.
Checked this one but couldn't finish the lasers room in time, will retry tomorrow. Violently difficult, we certainly appreciated the killswitch mechanic, but found ourselves more focused on the puzzle in general than the novel invention. Nothing bad with high difficulty (not to mention solid tech), but we expected more fun out of it.
If I may suggest, adding 2 seconds of mercy time when you unpress the killswitch would avoid people many deaths over little accidents. Bug: the killswitch in the laser room lacks the skull sign, which is confusing - dunno why it's on the laser target instead. What we did at the funnel part was:
Quote from JonVD on September 1, 2011, 3:46 amRandom wrote:Please use the edit function when updating your already released maps from now on. Otherwise it clutters up the Downloads.
I did notice the other was in WIP but if there weren't any major changes/feedback you probably should have just edited it anyway.Yeh, youre right, thanks for reminding me because I just forgot the WIP file
I did notice the other was in WIP but if there weren't any major changes/feedback you probably should have just edited it anyway.
Yeh, youre right, thanks for reminding me because I just forgot the WIP file ![]()
Quote from JonVD on September 1, 2011, 4:02 amxdiesp wrote:Checked this one but couldn't finish the lasers room in time, will retry tomorrow. Violently difficult, we certainly appreciated the killswitch mechanic, but found ourselves more focused on the puzzle in general than the novel invention. Nothing bad with high difficulty (not to mention solid tech), but we expected more fun out of it.If I may suggest, adding 2 seconds of mercy time when you unpress the killswitch would avoid people many deaths over little accidents. Bug: the killswitch in the laser room lacks the skull sign, which is confusing - dunno why it's on the laser target instead. What we did at the funnel part was:
Quote:Blue sets the portals for the cube+funnel; orange leaves a portal in the funnel area; both go to the sliding panel; orange enters and connects that little room with the funnel area; blue backtracks and enters orange's portal; orange shoots the killswitch laser; blue opens a portal beside orange's to go pick up the cube at the funnel area.Thanks for playing, I hope you will finish it
.
The 'mercy time' idea is good, i'll test the map with it. The good thing is ofc that you can then swap with a cube that's on a button much easyer.
I put the skull sign on the laser reciever so that there is no confusion on where to aim the laser at, but if that's really unclear I can maybe put signs on both?
Also, did you hold the cube onto the ceiling button during the funnel part before pressing the activation button?
If I may suggest, adding 2 seconds of mercy time when you unpress the killswitch would avoid people many deaths over little accidents. Bug: the killswitch in the laser room lacks the skull sign, which is confusing - dunno why it's on the laser target instead. What we did at the funnel part was:
Thanks for playing, I hope you will finish it
.
The 'mercy time' idea is good, i'll test the map with it. The good thing is ofc that you can then swap with a cube that's on a button much easyer.
I put the skull sign on the laser reciever so that there is no confusion on where to aim the laser at, but if that's really unclear I can maybe put signs on both?
Also, did you hold the cube onto the ceiling button during the funnel part before pressing the activation button?
Quote from xdiesp on September 1, 2011, 8:37 amJonVD wrote:Also, did you hold the cube onto the ceiling button during the funnel part before pressing the activation button?Yes, but to break it: we thought the real way was for someone to stay on the killswitch of the first room. We thought so because the ceiling button method is open to the aforementioned little accidents: if you press it too high, when the funnel comes it will deactivate and reactivate it for a millisecond and boom. I imagine the mercy time for the killswitch to have a frantic tick-tock sound like a bomb about to blow.
We went and finished it today, noticed 2 things. First, the lightbridge outputs too high to jump on and that seemed odd. Second, after activating the final checkpoint we backtracked and put the weighted cube on a killswitch: from there on, we didn't deal with it anymore - kind of a pity. Maybe that checkpoint might disable the first room, then you find the 4th cube at the lasers room killswitch (respawning there) and mind it.
Yes, but to break it: we thought the real way was for someone to stay on the killswitch of the first room. We thought so because the ceiling button method is open to the aforementioned little accidents: if you press it too high, when the funnel comes it will deactivate and reactivate it for a millisecond and boom. I imagine the mercy time for the killswitch to have a frantic tick-tock sound like a bomb about to blow.
We went and finished it today, noticed 2 things. First, the lightbridge outputs too high to jump on and that seemed odd. Second, after activating the final checkpoint we backtracked and put the weighted cube on a killswitch: from there on, we didn't deal with it anymore - kind of a pity. Maybe that checkpoint might disable the first room, then you find the 4th cube at the lasers room killswitch (respawning there) and mind it.
Quote from JonVD on September 1, 2011, 11:31 amI really like the mercy time idea and i'm trying to implement it without giving players the chance to exploit the level.
The right solution was indeed for someone to stand in the first room, so you didn't necessarily have to hold the button against the ceiling. However, this solution gives you less time to put the laser right before the funnel turns off and the cube falls down.
The thing with the second checkpoint is meant to happen because from then on the test is just based on redirecting the lasers in the right way. Do you think I should place a cube button in room 1 then that makes the laser turn on so you can't just solve the last one without having to press the life save button?
The light bridge is that high because it isn't meant to walk on, but to put a cube on. So it had to be the same height as the laser, and the laser needed to be on the player's height so they could reflect it. Players also had to be able to crouch under the hard light.
I really like the mercy time idea and i'm trying to implement it without giving players the chance to exploit the level.
The right solution was indeed for someone to stand in the first room, so you didn't necessarily have to hold the button against the ceiling. However, this solution gives you less time to put the laser right before the funnel turns off and the cube falls down.
The thing with the second checkpoint is meant to happen because from then on the test is just based on redirecting the lasers in the right way. Do you think I should place a cube button in room 1 then that makes the laser turn on so you can't just solve the last one without having to press the life save button?
The light bridge is that high because it isn't meant to walk on, but to put a cube on. So it had to be the same height as the laser, and the laser needed to be on the player's height so they could reflect it. Players also had to be able to crouch under the hard light.
Quote from xdiesp on September 1, 2011, 12:34 pmJonVD wrote:Do you think I should place a cube button in room 1 then that makes the laser turn on so you can't just solve the last one without having to press the life save button?Yeah, that's a good idea.
Yeah, that's a good idea.
Quote from Harest on September 4, 2011, 4:26 pmReally nice map, maybe the hardest i played in coop. That's why we didn't finish it yet, the last room with lasers "was right to us" (don't know if it's correct in English).
Really nice map, maybe the hardest i played in coop. That's why we didn't finish it yet, the last room with lasers "was right to us" (don't know if it's correct in English).

