[Coop] Dupli
Quote from Muffiny on September 12, 2011, 10:29 amDupli is a simple co-op map, which should be fairly short and easy to complete. I had at first created this map to test out Wheatley-style vistas and fog, but ended up turning it into a playable map. Enjoy!
Feel free to leave any bug reports or feedback. This is basically the second map I've ever created in hammer for public release, so I expect at least some things to have slipped my mind during creation.
Anyways, without further ado, here's some screenshots!
http://i93.photobucket.com/albums/l46/T ... shot_1.jpg
http://i93.photobucket.com/albums/l46/T ... shot_2.jpg
http://i93.photobucket.com/albums/l46/T ... shot_3.jpg
http://i93.photobucket.com/albums/l46/T ... shot_4.jpgUpdate 1:
Fixed the indicator strip from the floor button.File Name: MP_Dupli_v2.rar
File Size: 5.63 MiB
Click here to download Dupli
Dupli is a simple co-op map, which should be fairly short and easy to complete. I had at first created this map to test out Wheatley-style vistas and fog, but ended up turning it into a playable map. Enjoy!
Feel free to leave any bug reports or feedback. This is basically the second map I've ever created in hammer for public release, so I expect at least some things to have slipped my mind during creation.
Anyways, without further ado, here's some screenshots!
http://i93.photobucket.com/albums/l46/T ... shot_1.jpg
http://i93.photobucket.com/albums/l46/T ... shot_2.jpg
http://i93.photobucket.com/albums/l46/T ... shot_3.jpg
http://i93.photobucket.com/albums/l46/T ... shot_4.jpg
Update 1:
Fixed the indicator strip from the floor button.
File Name: MP_Dupli_v2.rar
File Size: 5.63 MiB
Click here to download Dupli
Quote from benvent on September 12, 2011, 5:52 pmLooks and plays like a level that could have been part of the released game. Good job
Looks and plays like a level that could have been part of the released game. Good job
Quote from iWork925 on September 13, 2011, 7:05 amIndicator lights on the button don't work.
Indicator lights on the button don't work.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Muffiny on September 13, 2011, 10:03 amThat's odd, I must have broken it sometime and not realised. Anyways, I've updated the download with a fix for the indicator lights there. Thanks for the feedback!
That's odd, I must have broken it sometime and not realised. Anyways, I've updated the download with a fix for the indicator lights there. Thanks for the feedback!
Quote from Djinndrache on September 13, 2011, 10:08 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:Hijj3-ntlEI
(Link: http://www.youtube.com/watch?v=Hijj3-ntlEI)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:
Hijj3-ntlEI
(Link: http://www.youtube.com/watch?v=Hijj3-ntlEI)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from moorawr on September 13, 2011, 8:14 pmNoted one bug at the end of the map with the pop-up floor that blocks the exit. One person can go to the exit door, then the second person steps off the button controlling the pop-up floor, and the first person can jump into the hole where the pop-up floor should be. There is no death trap down there as far as we could tell, and you can't get back out, so we had to restart the map to continue play.
Noted one bug at the end of the map with the pop-up floor that blocks the exit. One person can go to the exit door, then the second person steps off the button controlling the pop-up floor, and the first person can jump into the hole where the pop-up floor should be. There is no death trap down there as far as we could tell, and you can't get back out, so we had to restart the map to continue play.
Quote from xdiesp on September 15, 2011, 10:29 pmThe taste is exquisite, Wheatley looks and all, but the puzzle comes off a little shorthanded. You can easily skip using the vent and even if you don't, it only serves to force the player walk an extra 20 meters.
To skip the vent, have the player from the lower floor connect his output portal to the laser input. If you want to prevent that, the easiest way I can think of is to add a cubeplate upstairs where you are supposed to fire the cube: when pressed, it disables a fizzler at the door upstairs.
And if you wanted to make the map a little more complex:
- have the aforementioned cubeplate
- require both laser and the button outside to open the lower door
The taste is exquisite, Wheatley looks and all, but the puzzle comes off a little shorthanded. You can easily skip using the vent and even if you don't, it only serves to force the player walk an extra 20 meters.
To skip the vent, have the player from the lower floor connect his output portal to the laser input. If you want to prevent that, the easiest way I can think of is to add a cubeplate upstairs where you are supposed to fire the cube: when pressed, it disables a fizzler at the door upstairs.
And if you wanted to make the map a little more complex:
- have the aforementioned cubeplate
- require both laser and the button outside to open the lower door
Quote from Salamandra on November 1, 2011, 2:06 pmPlaying it pretty massively late, but here's a video of it:
As others have said, nicely designed but pretty massively short. Felt like a good way to start a map, not being the entirety of it.
Playing it pretty massively late, but here's a video of it:
As others have said, nicely designed but pretty massively short. Felt like a good way to start a map, not being the entirety of it.
Quote from KennKong on December 8, 2011, 12:05 amThe triggers didn't seem to be working right. When we put the laser on the catcher the first time, the door light was checked, but the door wouldn't open. Then, when we brought the cube to the button, its indicator turned yellow, but the wall stayed up. In both cases, repeating the activation step made it work right. Puzzle difficulty was low enough for Wheatley, but even his maps weren't this buggy. 3/5 from us.
The triggers didn't seem to be working right. When we put the laser on the catcher the first time, the door light was checked, but the door wouldn't open. Then, when we brought the cube to the button, its indicator turned yellow, but the wall stayed up. In both cases, repeating the activation step made it work right. Puzzle difficulty was low enough for Wheatley, but even his maps weren't this buggy. 3/5 from us.
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Quote from TheNightmaren on April 9, 2012, 8:47 pmHello. Iviv and LyLy here, having played Dupli. This is one of our earlier play throughs when we first started to record. We blind play everything, so bear with us.
There was a bug with the button/wall as seen in the video, but it was minor and didn't cause us many problems.
LyLy: I like this map, even though it is very simple and short. It has a nice concept to it and I'd love to have seen this as one part of more then one chamber. Visually it's nice. I really like Wheatley Labs type maps.
Iviv: A very simple map, but gets bonus points for using the the diversity vents!
Hello. Iviv and LyLy here, having played Dupli. This is one of our earlier play throughs when we first started to record. We blind play everything, so bear with us.
There was a bug with the button/wall as seen in the video, but it was minor and didn't cause us many problems.
LyLy: I like this map, even though it is very simple and short. It has a nice concept to it and I'd love to have seen this as one part of more then one chamber. Visually it's nice. I really like Wheatley Labs type maps.
Iviv: A very simple map, but gets bonus points for using the the diversity vents!
