[Coop] Cyan Industries
Quote from cementiet on March 3, 2012, 4:11 pmThank you all for the positive feedback!, and sorry for the late response.
First: atm i'm not working on a new project (portal 2 related), last weeks been very busy due rl school/work related things, but time should be more on the bright side from now. However i did not realy plan a new level only had s light idea for it but doupt this will come into a map. (im open for evrything)
This is mainly due portal is a great game when it comes to puzzles, but not realy with exploring or shooting related, and hereby misses a balance that keeps the game interesting for me, aswel for my friends.
(if you think dif just say so)Second: - As for the bugs could you please be a bit more precise what the issue is?
- I noticed a strange button bug in that vid, i will look at this soon.Thank you for your time.
Cementiet.
Thank you all for the positive feedback!, and sorry for the late response.
First: atm i'm not working on a new project (portal 2 related), last weeks been very busy due rl school/work related things, but time should be more on the bright side from now. However i did not realy plan a new level only had s light idea for it but doupt this will come into a map. (im open for evrything)
This is mainly due portal is a great game when it comes to puzzles, but not realy with exploring or shooting related, and hereby misses a balance that keeps the game interesting for me, aswel for my friends.
(if you think dif just say so)
Second: - As for the bugs could you please be a bit more precise what the issue is?
- I noticed a strange button bug in that vid, i will look at this soon.
Thank you for your time.
Cementiet.
Quote from Jimmy on March 7, 2012, 4:50 pmFirst of all: GREAT MAPS.. wow, absolutely amazing. Me and my friend enjoyed this for quite a time (although I think a bit too long)
Critic: There are a few moments in map 3 where we just didn't know what to do. For example when [spoiler]you had to block the two lasers, we hadn't found that room yet and stood in front of a door, looking for a solution for like half an hour. My co-op partner almost gave up just about when I found the really really small spot where you had to teleport through to find those lasers.[/spoiler]
Other than that, great work, keep it up.
First of all: GREAT MAPS.. wow, absolutely amazing. Me and my friend enjoyed this for quite a time (although I think a bit too long)
Critic: There are a few moments in map 3 where we just didn't know what to do. For example when
Other than that, great work, keep it up.
Quote from kaumac on March 14, 2012, 8:42 pmYou just got two new eternal fans!
Really, me and my friend both agreed that you are awesome, although it doesn?t have a story, your maps are really ballanced and fun. Yours, until now, are the only maps that had the same ou even better quality than the original coop maps.
There?s only one thing that we didn?t like, the end of the screen. We where expecting something so much cooler than that black screen.
But anyways, your amazing! We hope you continue to develop your maps. Cheers!
You just got two new eternal fans!
Really, me and my friend both agreed that you are awesome, although it doesn?t have a story, your maps are really ballanced and fun. Yours, until now, are the only maps that had the same ou even better quality than the original coop maps.
There?s only one thing that we didn?t like, the end of the screen. We where expecting something so much cooler than that black screen.
But anyways, your amazing! We hope you continue to develop your maps. Cheers!
Quote from kaumac on March 14, 2012, 8:45 pmJimmy wrote:First of all: GREAT MAPS.. wow, absolutely amazing. Me and my friend enjoyed this for quite a time (although I think a bit too long)Critic: There are a few moments in map 3 where we just didn't know what to do. For example when [spoiler]you had to block the two lasers, we hadn't found that room yet and stood in front of a door, looking for a solution for like half an hour. My co-op partner almost gave up just about when I found the really really small spot where you had to teleport through to find those lasers.[/spoiler]
Other than that, great work, keep it up.
Actually, the hidden small holes in the map where the ones I loved the most, cuz every map seems equal, just solve the puzzle and you?re done.
Cyan not only works your logical habilities, but also your perception, to note even the smallest details in game, and gotta say, it really needs some memory and patience to remember all the way that you have gone through, cuz it?s a reeeeeally long map!
Critic: There are a few moments in map 3 where we just didn't know what to do. For example when
Other than that, great work, keep it up.
Actually, the hidden small holes in the map where the ones I loved the most, cuz every map seems equal, just solve the puzzle and you?re done.
Cyan not only works your logical habilities, but also your perception, to note even the smallest details in game, and gotta say, it really needs some memory and patience to remember all the way that you have gone through, cuz it?s a reeeeeally long map!

Quote from Instantiation on April 1, 2012, 1:54 pmI just played the updated version of this map. Excellent work here. The first part (the first bsp) looks better and has several improvements to be seen. The next two are just incredible. Hours of fantastic playtime, relying on only observation and clever portal logic. The players feel like geniuses when something comes together. It doesn't rely on timing, and the solutions always feel reachable.
The unique atmosphere shines again in the second and third packs. Custom transition elevators are only the tip of the iceberg. There are even a few new mechanics to enjoy. The files are huge because the maps are huge, detailed, and a delight to explore.
Highly recommended; just get a friend and a few hours.
(I did notice a few bugs where some testing elements would not appear when my friend was too far away. Probably just an engine bug, by the looks of it. There was this crazy-awesome moment where I couldn't see the laser fields, but he could see them through partner view, and he was telling me when to go and stop).
I just played the updated version of this map. Excellent work here. The first part (the first bsp) looks better and has several improvements to be seen. The next two are just incredible. Hours of fantastic playtime, relying on only observation and clever portal logic. The players feel like geniuses when something comes together. It doesn't rely on timing, and the solutions always feel reachable.
The unique atmosphere shines again in the second and third packs. Custom transition elevators are only the tip of the iceberg. There are even a few new mechanics to enjoy. The files are huge because the maps are huge, detailed, and a delight to explore.
Highly recommended; just get a friend and a few hours.
(I did notice a few bugs where some testing elements would not appear when my friend was too far away. Probably just an engine bug, by the looks of it. There was this crazy-awesome moment where I couldn't see the laser fields, but he could see them through partner view, and he was telling me when to go and stop).
Quote from cementiet on April 7, 2012, 1:54 pmThanks for looking back on the older version of my map, and glad you liked the changes!
As for the engine error, im afraid this seems to be a bit bigger problem i did encounter this aswel in later testing rounds. and i cannot realy understand what is causing this problem, the only thing i know it has somthing to do with the area portals that build of the level into pieces, however i use this system in every map but i do not encounter it in my other maps. (least not aware of it) so in the long term it makes little sense.
I think it has somthing to do with portal mix of players with area portals of the engine, i do know how to set a area portal up correct since i often used this in varios games (hl2/multy play related) and i dont get any engine errors or render errors when i render the map. (maby its due the big size of the map and that i go over some entitiy adviced limits (that are arround 110%) still i kinda doupt this would be a visual problem.)
Anyways Thanks for the info.
Cementiet.
Thanks for looking back on the older version of my map, and glad you liked the changes!
As for the engine error, im afraid this seems to be a bit bigger problem i did encounter this aswel in later testing rounds. and i cannot realy understand what is causing this problem, the only thing i know it has somthing to do with the area portals that build of the level into pieces, however i use this system in every map but i do not encounter it in my other maps. (least not aware of it) so in the long term it makes little sense.
I think it has somthing to do with portal mix of players with area portals of the engine, i do know how to set a area portal up correct since i often used this in varios games (hl2/multy play related) and i dont get any engine errors or render errors when i render the map. (maby its due the big size of the map and that i go over some entitiy adviced limits (that are arround 110%) still i kinda doupt this would be a visual problem.)
Anyways Thanks for the info.
Cementiet.
Quote from Lpfreaky90 on May 22, 2012, 1:23 pmIt's been so long ago I played this map, but for some reason I haven't commented on it ever!
From what I recall it was one of the best coop maps I've played
I will try it again as soon as I can find a new victim, wanna try it again now it's spotlighted again
It's been so long ago I played this map, but for some reason I haven't commented on it ever!
From what I recall it was one of the best coop maps I've played
I will try it again as soon as I can find a new victim, wanna try it again now it's spotlighted again

Quote from msleeper on May 22, 2012, 3:09 pmCool, looks like spotlight stuff is working 100%.
Cool, looks like spotlight stuff is working 100%.
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Quote from Ruin on May 24, 2012, 7:22 pmyour first maps?
Holy crap sir, these are amazing. Me and my regular portal buddy had amazing fun digging our way through your puzzles, it's of such high quality and originality that it's tough to believe that these are your first maps for the game.
Amazing, hard to overstate my satisfaction
your first maps?
Holy crap sir, these are amazing. Me and my regular portal buddy had amazing fun digging our way through your puzzles, it's of such high quality and originality that it's tough to believe that these are your first maps for the game.
Amazing, hard to overstate my satisfaction
Quote from Rienspy on May 26, 2012, 12:32 pmMe and my friend tried this one yesterday, but it was a little confusing. At a certain point, we were at the door where you had to shoot trough a little hole (I discoverred this when I watched the tutorial here). We didn't found how we had to advance, and even what we had to do with the cube.
Please change the following things:
*Make a sign to show where the exit is, because we thought that door next to the maintenance tunnels was the exit, and we had to do something strange with the cubes.*Make it more obvious you have to go through those maintenance tunnels, and make the hole bigger and/or brighter (so you actually can see the portable wall.
*Make the sound of Glados louder, please, wee both didn't understand what she was saying, because we put the volume ingame down to hear each other on VoIP. I did get the impression that what Glados was saying is pretty important.
*MOAR SIGNZ! So you know what/where/when. When you people a door, with no signs that doesn't open and doesn't have any signs, they think it's a dead end.
Hopefully you adjust these things, because I really like the concept.
*
Me and my friend tried this one yesterday, but it was a little confusing. At a certain point, we were at the door where you had to shoot trough a little hole (I discoverred this when I watched the tutorial here). We didn't found how we had to advance, and even what we had to do with the cube.
Please change the following things:
*Make a sign to show where the exit is, because we thought that door next to the maintenance tunnels was the exit, and we had to do something strange with the cubes.
*Make it more obvious you have to go through those maintenance tunnels, and make the hole bigger and/or brighter (so you actually can see the portable wall.
*Make the sound of Glados louder, please, wee both didn't understand what she was saying, because we put the volume ingame down to hear each other on VoIP. I did get the impression that what Glados was saying is pretty important.
*MOAR SIGNZ! So you know what/where/when. When you people a door, with no signs that doesn't open and doesn't have any signs, they think it's a dead end.
Hopefully you adjust these things, because I really like the concept.
*