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[Coop] Cyan Industries

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Cyan industries is a easy/medium/hard 3 level campaign
These maps includes custom textures and voice.

Part 1:
Pictures:
http://cloud.steampowered.com/ugc/54177 ... E7206353E/
http://cloud.steampowered.com/ugc/54177 ... 9F60669CC/
http://screenshot.xfire.com/s/120752847-4.jpg

Part 2: (added at 6-8-2011)
http://screenshot.xfire.com/s/116738477-4.jpg
http://screenshot.xfire.com/s/116738467-4.jpg
http://screenshot.xfire.com/s/116738457-4.jpg

Part 3 (added at 27-12-2011)
http://screenshot.xfire.com/s/120402789-4.jpg
http://screenshot.xfire.com/s/120392344-4.jpg
http://screenshot.xfire.com/s/120426101-4.jpg

Place the bsp in /maps
These are my first maps for portal
Feedback is Welcome

File Name: Cyan_industries.rar
File Size: 86.11?MiB
Click here to download [Coop] Cyan Industries

So many idea's, So less time

HANDS DOWN the best portal 2 map i've ever played

i dont have to say anything else

awesome map, great attention to detail, although

Spoiler
if you leave the first cube behind for whatever reason, you are basically SOL. as you can't backtrack. perhaps make a way to fix this. like buttons the cube must go on to in order to continue
oh and
Spoiler
the ratman den was really cool as well

Discretely long story mode in professional Clean style, with a few pacing problems. Puzzles are about navigating the maze-like enviroment, themselves classic and involving with always room to try the odd maneuver.

However your progress in the structure seems lopsided: you start from a hub area requiring two cubes, first one found right afterwards, second one requiring the entire remaining puzzles to collect - in the end it looks more like a fit of backtracking, than a multi-step operation. We appreciated the homemade Glados inserts, but could barely hear it. High point: the new disassembling sequences. Low point: the maze, dark and bulky.

Several bugs should be addressed too: in the hub if you attempt to ride the funnel (from where it starts) you will fall through it; in the lightbridge corridor, couple of nodraw surfaces behind observation rooms; possible but still very hard to get out from behind the vertical lightbridge source; you can get stuck in the room with the locked door after the maze, if you didn't bring a cube along; such door could use a mark that it needs to be opened just once; the "overwatch" area looks way bright; unjustified reason why the companion cube at the beginning fizzles after some time even if you saved it, and why there's a solid fizzler at the glass floor room.

the hills are alive... with the sound of music

Thanks for the feedback.

The companion cube does fizzle away because else it will break down the puzzle, i did this on purpose because i would not suspect a player would save it the first the he/she played the map. and wat other reason should i create else, anoter fizzle field would removed the use of the moving one.

There is a solid fizzler at the ''glass room'' that is not solid, but has brushes behind it to make sure no portal can be created behind it, without the brushes the cube can get stuck up there, or you can make a portal behind it if you shoot in a strange angle. (tested this some times)

Im am not sure wat you mean with the start of the funnel creator ''bug'', you are actualy not even suposed to be there.

As for the forget companion cube bug is good that you mentioned it, did not think about that. will think about a solution

Glados/cyan voice, i will look at this and edit it if needed, however it was not soft for me (balanced game settings?)

''in the lightbridge corridor, couple of nodraw surfaces behind observation rooms'' sorry wat???

for the puzzle navigation, i more wanted to give the idea of free choise instead of follow the path idea, ofcourse you need to follow a path, but it is a bit less forced.

your - point about ''the maze'' i assume you mean the airco system with this, if so why should a airco be lighted anways i made it a bit dark, because a overlighted airco would not make sense in the first place because you are not suposed to be there. (i dislike the fact that in portal there is no flashlight in the first place)

Again, thanks for the feedback
Cementiet.

So many idea's, So less time
cementiet wrote:
The companion cube does fizzle away because else it will break down the puzzle

You have to justify what happens on screen, or else it looks arbitrary. Just prevent the scenario from happening, as in making the fizzler higher.

cementiet wrote:
start of the funnel creator ''bug'', you are actualy not even suposed to be there.

It doesn't matter if you shouldn't visit it, the place is right there to portal to: we tried a couple times riding the funnel and it let us fall midway through it.

cementiet wrote:
There is a solid fizzler at the ''glass room'' that is not solid, but has brushes behind

I suggest you make it into red laser field (or a bridge), if you don't want people near it: solid fizzlers are not in the game. With a white wall right beside it, it's only logical that people will try to climb back up.

cementiet wrote:
nodraw surfaces

We forgot to take screenshots, but around the windows were flickering areas without textures. And the airco area: yes, it's a very faithful aieco, but also the worst part of the level - 3 identical, dark rooms about sniping little holes.

the hills are alive... with the sound of music

Ok i did update the map,

Changes:
-Made the glados voice bit louder
-fixed the nodraw bug by adding a clip so you unable to stand on a invisible edge near a fizzler and filled up 2 older nodraws
-fixed the ''cube save''
-fixed a broken sound
-added a button for the first box, so it will not have to wait/brought with you
-slightly reduced light at the glass floor 1.0-0.9
-added more space for the lightbridge so you will not be able to get stuck there.
-changed 1 wall from white to black, else it would be too easy
-fixed not being able to go back if you did forget the cube (it is hard but posible)

If you had the previous version installed, you need to remove this one in order to play it together.

Thank you for the information you all gave.
Cementiet.

So many idea's, So less time

Good and big map :thumbup:
But is there any solution or youtube link out there?
I came till the safe lock and it said one moment but it wouldn't open.

If anyone can help me if that is supposed to be or how to continue please give me a msg.

Totally liked the intro (

Spoiler
the fizzler trap for the companion cube
), and the outro (
Spoiler
the room with your name inside, basically
).
The first part with the first cube was ok, you cannot see what's the intended use of
Spoiler
the blue gel,
you can reach the cube quite easily.

The second part is totally worse. The disorienting maze full of fizzler and place to climb was bad. Also, the

Spoiler
"trap" (the place on the ceiling with some spikes after you enter by jumping), there are two identical holes: One with the spikes, one without;
was a very bad thing. The very first time i jumped into
Spoiler
with the cube, i died and the cubed stucked up here
.
Luckily there is a
Spoiler
companion cube in the BTS maze, and the final puzzle can be solved with only two cubes
.
Unluckily, as mentioned over there, you can stuck if you don't bring the
Spoiler
companion cube with yourself.
And we don't did it because that zone totally look like a pointless ratman's den, without any real purpose to the solution of the puzzle.

I usually demorec the blind ride of every map i try, if you want it send me a private message.
(I'll stop recording if i die.)

You are also suposed to comunicate with your partner to decide wich hole to take (you can see the spike alrdy if you stand on the lower part of the ''maze'' its a coop game, not a singeplayer non comunicating game. (sorry i dont see this as a bug at all...)

''companion cube in the BTS maze, and the final puzzle can be solved with only two cubes.'' BTS = ?

''Unluckily, as mentioned over there, you can stuck if you don't bring the companion cube with yourself. And we don't did it because that zone totally look like a pointless ratman's den, without any real purpose to the solution of the puzzle.''

Do you mean the 3 button door after the ''glass drop'' ? since you are able to get back after the update, so this problem is fixed.

As for the blue gell, you mean you were able to get the cube without it?

Thanks for the feedback

So many idea's, So less time
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