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[Coop] Electrophobia

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Three medium to very difficult co-op testing spheres focusing on fizzlers and how they are the bane of your robot existance. No strict timing or advanced/ninja techniques are required.

Click here to download Electrophobia

It was a GENIOUS map! Must play! And must have alot of patiences!

This is an ABSOLUTELY 5/5! Not the kind of 5/5 where the map is still okey, but an Absolutely 5/5!

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I disagree! Not exactly a genius map, it had good parts but it kinda felt monotonous.
Needs some work specially on last part, where if you die you get back to behind the door (and your partner needs to get you), and at some point in the map I swear the door was always open, nothing on the buttons. The scenery was nice though!

Qosmo wrote:
I disagree! Not exactly a genius map, it had good parts but it kinda felt monotonous.
Needs some work specially on last part, where if you die you get back to behind the door (and your partner needs to get you), and at some point in the map I swear the door was always open, nothing on the buttons. The scenery was nice though!

It is intensional that the other bot needs to let the player out. Its up to the players to figure out why it is designed that way, but it is not required to solve the puzzle. If you'd like, think of it as a mental puzzle: Why is it required that one player must let the other player out? There is a good reason, which is better understood once you have solved the puzzled, and have triedpondered alternate solutions. :)

:!: This is what free dlc looks like: three retail quality (big) chambers, requiring both players' input for real and not just one standing on a button the whole time. Mostly, in COOP we don't care much mapping skills (kind of a more "visceral" experience) but we noticed this one's care for looks nonetheless.

As for puzzles, the first went away with a modicum of stupid deaths but generally fine; the second one we finished pretty easy; then got stuck at least 30 mins on the third. Big thumbs up! :thumbup:

*yes, we realized the backtracking at each death was intended not to skip a part of the puzzle, but still annoying.

the hills are alive... with the sound of music
xdiesp wrote:
*yes, we realized the backtracking at each death was intended not to skip a part of the puzzle, but still annoying.

Good feedback.

Can you explain why you found it annoying? Was one of the players dying a lot trying a solution that was not working out?

Do you have suggestions on alternate ways to prevent "solution by suicide"

Let me explain: the 3rd chamber surely is not a death trap, the only place you can really die is in the funnel pit. But when one gets stuck having eliminated all viable solution, he will try whatever remains (however dangerous). Like playing around the pit, with the available blue gel.

I can think of a fix, but not so elegant: you could have that button on the inside of the gate, and when you press it the funnel deactivates for a second.

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

Qosmo can you describe what you mean by monotonous (too much walking, maps all look the same, something else)?

xdiesp wrote:
Let me explain: the 3rd chamber surely is not a death trap, the only place you can really die is in the funnel pit. But when one gets stuck having eliminated all viable solution, he will try whatever remains (however dangerous). Like playing around the pit, with the available blue gel.

I can think of a fix, but not so elegant: you could have that button on the inside of the gate, and when you press it the funnel deactivates for a second.

Thanks for the feedback. I didn't know why people were dying so much on the last level, but now it makes sense. Not only did you give a good explanation of the frustration from a player's point of view, but you provided a suggestion to fix it. I like the idea, but I agree it isn't so elegant. You have gotten me to start thinking about other solutions though.

EDIT: I implemented a simple solution. It allows one player to get back to the gel area alone but doesn't break the puzzle. The door stuff is gone from the beginning. I'll release the next version when the contest is over.

xdiesp wrote:
Let me explain: the 3rd chamber surely is not a death trap, the only place you can really die is in the funnel pit. But when one gets stuck having eliminated all viable solution, he will try whatever remains (however dangerous). Like playing around the pit, with the available blue gel.

I can think of a fix, but not so elegant: you could have that button on the inside of the gate, and when you press it the funnel deactivates for a second.

I understand what you mean by attempting remote possibilities even ones that result in dying. Not so much with maps created by Mevious, but other unknown mappers that do require extremeobscure efforts. I have played all of Mevious's puzzles so I know when I get stuck it's because I am not seeing something that is hidding in plain site.

My friend and I are consistently getting disconnected in the third chamber. Has anyone else had this problem?

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