[Coop] Cube Collector
Quote from Chikorita on June 29, 2011, 5:07 pmThis is my first map. So please don't be angry, if there's a little error. I have tested the map with a friend, and we think, it works really fine.
The players have to collect six cubes in the different rooms of a fortress. But wait! Isn't there one cube too less?
Preview screenshots:
Lobby: http://files.homepagemodules.de/b29324/ ... 77n228.jpg
1st room: http://files.homepagemodules.de/b29324/ ... 77n229.jpg
2nd room: http://files.homepagemodules.de/b29324/ ... 77n230.jpg
3rd room: http://files.homepagemodules.de/b29324/ ... 77n231.jpg
4th room: http://files.homepagemodules.de/b29324/ ... 77n232.jpg
5th room: http://files.homepagemodules.de/b29324/ ... 77n233.jpg
6th room: Does it exist?Most of the rooms can be played in any order.
Note: Some of the cubes are invisible from the beginning, but they appear after pushing a button. So you first have to find the right button, then you have to find the cube, that just appeared.
Hope you have fun playing this map!
If there are any problems, please feel free to tell me. As I said, it's my first map, and I would be GLaD to get tips, how my maps could become better in the future.
But perhaps, you like this as it is!
Updated on June 30th, 2011:
Updated the 6th puzzle to avoid shortcuts.
File Name: mp_coop_cube_collector-new.rar
File Size: 4.69 MiB
Click here to download Cube Collector
This is my first map. So please don't be angry, if there's a little error. I have tested the map with a friend, and we think, it works really fine.
The players have to collect six cubes in the different rooms of a fortress. But wait! Isn't there one cube too less?
Preview screenshots:
Lobby: http://files.homepagemodules.de/b29324/ ... 77n228.jpg
1st room: http://files.homepagemodules.de/b29324/ ... 77n229.jpg
2nd room: http://files.homepagemodules.de/b29324/ ... 77n230.jpg
3rd room: http://files.homepagemodules.de/b29324/ ... 77n231.jpg
4th room: http://files.homepagemodules.de/b29324/ ... 77n232.jpg
5th room: http://files.homepagemodules.de/b29324/ ... 77n233.jpg
6th room: Does it exist?
Most of the rooms can be played in any order.
Note: Some of the cubes are invisible from the beginning, but they appear after pushing a button. So you first have to find the right button, then you have to find the cube, that just appeared.
Hope you have fun playing this map!
If there are any problems, please feel free to tell me. As I said, it's my first map, and I would be GLaD to get tips, how my maps could become better in the future.
But perhaps, you like this as it is! ![]()
Updated on June 30th, 2011:
Updated the 6th puzzle to avoid shortcuts.
File Name: mp_coop_cube_collector-new.rar
File Size: 4.69 MiB
Click here to download Cube Collector
Quote from xdiesp on June 29, 2011, 7:24 pmJust tried it, together with Infernet89. At first, we got severely demotivated by the looks: a beginner's Broken style, glitchy and single-textured. But completing it earnestly, we started to appreciate the scale of the project: map's sprawling, size of about 3 short maps connected as a whole puzzle. For a first map, the least I can do is to congratulate myself but I have to point out that you need some full immersion bugfixing here - only then it will become a damn good map all around.
Back to our testing, as soon as we saw the 6 doors leading to the exit, we immediately started to try and break into them. Didn't manage to with just 1 cube (but someone else might), so we completed the first chamber and broke it with 2:
Suggestions and bugs. I see that you've made the wall geometries not always square and flat, see if you can add another (dark metal) texture along the borders of your own detail. Those slopes textured as the floor don't look good at all, see 2nd picture what happens with the motif:
http://i212.photobucket.com/albums/cc12 ... -58-90.jpg
http://i212.photobucket.com/albums/cc12 ... -04-27.jpgYou might want to make them into stairs, like these... which however are too high to climb on normally! You actually have to jump on each step. http://i212.photobucket.com/albums/cc12 ... -31-49.jpg
Generally I'd advise for smaller rooms but I guess it may be late, however how about thinner glass: http://i212.photobucket.com/albums/cc12 ... -21-55.jpgBut the real eyesores are the unaligned fizzlers http://i212.photobucket.com/albums/cc12 ... -21-11.jpg , the void outside the map in full apparence here http://i212.photobucket.com/albums/cc12 ... -14-44.jpg and the detached rails at the exit http://i212.photobucket.com/albums/cc12 ... -42-78.jpg Finally, these lights at the start were flickering weirdly (this might be my pc though): http://i212.photobucket.com/albums/cc12 ... -43-22.jpg
Just tried it, together with Infernet89. At first, we got severely demotivated by the looks: a beginner's Broken style, glitchy and single-textured. But completing it earnestly, we started to appreciate the scale of the project: map's sprawling, size of about 3 short maps connected as a whole puzzle. For a first map, the least I can do is to congratulate myself but I have to point out that you need some full immersion bugfixing here - only then it will become a damn good map all around.
Back to our testing, as soon as we saw the 6 doors leading to the exit, we immediately started to try and break into them. Didn't manage to with just 1 cube (but someone else might), so we completed the first chamber and broke it with 2:
Suggestions and bugs. I see that you've made the wall geometries not always square and flat, see if you can add another (dark metal) texture along the borders of your own detail. Those slopes textured as the floor don't look good at all, see 2nd picture what happens with the motif:
http://i212.photobucket.com/albums/cc12 ... -58-90.jpg
http://i212.photobucket.com/albums/cc12 ... -04-27.jpg
You might want to make them into stairs, like these... which however are too high to climb on normally! You actually have to jump on each step. http://i212.photobucket.com/albums/cc12 ... -31-49.jpg
Generally I'd advise for smaller rooms but I guess it may be late, however how about thinner glass: http://i212.photobucket.com/albums/cc12 ... -21-55.jpg
But the real eyesores are the unaligned fizzlers http://i212.photobucket.com/albums/cc12 ... -21-11.jpg , the void outside the map in full apparence here http://i212.photobucket.com/albums/cc12 ... -14-44.jpg and the detached rails at the exit http://i212.photobucket.com/albums/cc12 ... -42-78.jpg Finally, these lights at the start were flickering weirdly (this might be my pc though): http://i212.photobucket.com/albums/cc12 ... -43-22.jpg
Quote from Chikorita on June 30, 2011, 1:53 pmThanks alot for your feedback!
It's really clever, how you solved the map using just two cubes. Now I made a little update, that should avoid shortcuts like this.
For the graphical bugs, I'll see what I can do in a few days.
Thanks alot for your feedback! ![]()
It's really clever, how you solved the map using just two cubes. Now I made a little update, that should avoid shortcuts like this.
For the graphical bugs, I'll see what I can do in a few days.
Quote from Inouye on June 30, 2011, 3:46 pmReally good map not the hardest but not bad.
Part 1 http://www.youtube.com/watch?v=oldzDQYPNx0
Part 2 http://www.youtube.com/watch?v=4K-iBi2sMvo
Really good map not the hardest but not bad.
Part 1 http://www.youtube.com/watch?v=oldzDQYPNx0
Part 2 http://www.youtube.com/watch?v=4K-iBi2sMvo
Quote from Tyri on July 1, 2011, 8:34 pmWe solve this level with one cube.
Youtube-Video
[spoiler]chuG8uXxsnU[/spoiler]
We solve this level with one cube.
Youtube-Video
Quote from Domathan on July 1, 2011, 9:24 pmTyri wrote:We solve this level with one cube.Youtube-Video
[spoiler]chuG8uXxsnU[/spoiler]< Orange in the Video
The Best thing to avoid this is to make the buttons into prop_floor_cube_buttons
This garanties that only companion/reflectocubes can trigger the buttons and therefore open the Door,
allthough realistically thinking when you could still solve it with to cubes if u reuse the first Cube as Opener vor all Doors *g*So you have to make it so, that door 2 only opens when button 1 and button 2 is pressed.
And door 3 only if button 1/2 and 3 is pressed and so on.
Youtube-Video
< Orange in the Video
The Best thing to avoid this is to make the buttons into prop_floor_cube_buttons
This garanties that only companion/reflectocubes can trigger the buttons and therefore open the Door,
allthough realistically thinking when you could still solve it with to cubes if u reuse the first Cube as Opener vor all Doors *g*
So you have to make it so, that door 2 only opens when button 1 and button 2 is pressed.
And door 3 only if button 1/2 and 3 is pressed and so on.
Quote from wismeril on July 6, 2011, 5:10 pmI'm trying to complete your map : already 4 cubes. Close to the end.
However, your map was not a real nice experience for me. Even if the puzzles are pretty nice, sometimes a bit hard or enerving. But at the first sight, the level is basic, the textures are a bit repetitive and the all apesct is bit "ugly". Not very important but in the level design, there is no help for the player. All is sterile, no visual help or clues to indicate what to do.The overall feeling when we enter is the idea that everything is messed up, blurry. Where do we start, what do we do. In all maps, buttos, pushs, have little lights to indicates what they activate, your map has none. Plenty of buttons, and we don't know what they do. Everything is black. On that point, I didn't enjoyed a lot "being thrown" in your map, with nothing to help me. You must have spent time to think the level and architecture, less time however to make it sensitive, attractive, designed for the player, to charm the eye.The other and last drawback I found is the space of your map : WAY TO BIG. It takes a very high amount of time to solve it. Way to mucj rooms, to much cubes. The beauty of a portal map is not it's size, but it's genius, it's level design. Your map is too big, it gets boring when you pass one puzzle, then two, then three and "Oh my god, whenis it gonna end ?"
You should have kept some ideas for others maps I think.
But in the end, you had good ideas, good puzzles.
If you do a more attractive map, really less gigantic, it could be really really nice.
Hope I helped. I hope you'll do more.
Thanks for your map.Wismeril
I'm trying to complete your map : already 4 cubes. Close to the end.
However, your map was not a real nice experience for me. Even if the puzzles are pretty nice, sometimes a bit hard or enerving. But at the first sight, the level is basic, the textures are a bit repetitive and the all apesct is bit "ugly". Not very important but in the level design, there is no help for the player. All is sterile, no visual help or clues to indicate what to do.The overall feeling when we enter is the idea that everything is messed up, blurry. Where do we start, what do we do. In all maps, buttos, pushs, have little lights to indicates what they activate, your map has none. Plenty of buttons, and we don't know what they do. Everything is black. On that point, I didn't enjoyed a lot "being thrown" in your map, with nothing to help me. You must have spent time to think the level and architecture, less time however to make it sensitive, attractive, designed for the player, to charm the eye.
The other and last drawback I found is the space of your map : WAY TO BIG. It takes a very high amount of time to solve it. Way to mucj rooms, to much cubes. The beauty of a portal map is not it's size, but it's genius, it's level design. Your map is too big, it gets boring when you pass one puzzle, then two, then three and "Oh my god, whenis it gonna end ?"
You should have kept some ideas for others maps I think.
But in the end, you had good ideas, good puzzles.
If you do a more attractive map, really less gigantic, it could be really really nice.
Hope I helped. I hope you'll do more.
Thanks for your map.
Wismeril
Quote from mbruck on September 7, 2011, 6:19 pmLooks like an interesting map, but keeps crashing on me (while standing on the button that controls the funnel over the floating companion cube while my partner is splashing the white goo around from the other side of the metal grid).
Looks like an interesting map, but keeps crashing on me (while standing on the button that controls the funnel over the floating companion cube while my partner is splashing the white goo around from the other side of the metal grid).
Quote from Djinndrache on September 19, 2011, 10:25 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:F-p9ZKIIo5w
(Link: http://www.youtube.com/watch?v=F-p9ZKIIo5w)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:
F-p9ZKIIo5w
(Link: http://www.youtube.com/watch?v=F-p9ZKIIo5w)
Also note the video description for more feedback and my signature for additional project information.
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