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[Coop] Fast Bridge - Contest Version

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A coop testchamber with 6 seperated tests. Typical testchamber design and a lot of details.
You will have to work with lasers, panels, lightbridges, gel, turrets, cubes and pneumatic diversity vents.
The tests will need good timing and some time to find the solution. Use your zoom and: Think with portals!

Difficulty: easy to difficult
Playtime: ~25 Minutes (depends on your skill)

How To to play the map in coop is in the zip file!

- Contest submission

File Name: mp_coop_fast_bridge_contest.7z
File Size: 9.33 MiB
[Coop] Fast Bridge


Screenshots:

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theres an exploit where you can take the laser cube and use it to unlock the last door to the dissambling machine

Thank you, I will fix it and improve some detail mistakes.

It's unbelievable how you could fit so much awesome into one map.

Agree with the above poster.

Spoiler
That feeling when you went from the cramped chambers to the huge expansive one was awesome. And the randomized stepping panels across the water was great.

One of my favorite co-op maps to date.

I loved the previous version, and I'd like to see a full change log. But regarding the "outside the testing course", you changed it and now it sucks. I'm not sure if we were thinking with portals or thinking with derp, but the solution felt a lot less "aha!" and more "wow I can't believe that worked.

I really liked the new test 6th chamber, the usage of diversity vents was actually subtle and really well done.

My previous response to the earlier version, for the record:

msleeper wrote:
Amazing map, one of my favorite coop maps I've played so far. I absolutely love the use of panels, and the wide open view after the 4th puzzle (with the moving test chamber) looked amazing. Great job on that.

The first puzzle with the laser cubes was excellent, a great example of a coop map that doesn't require one person to stand around while the other plays the game. The bridge section was fun, we found it a little frustrating that some times it would keep 2 panels down and effectively force a restart, but at least it wasn't too long to get back into position.

The third puzzle was probably the easiest, I would have put that at the beginning personally. The glass ceiling above the laser catcher causes a very weird bug where you appear to be hopping up and down. You could try putting a player clip brush over the surface and that might stop it from happening.

The forced death at the end of the second to last chamber (with the orange gel) was hilarious, but again the puzzle after it seemed fairly simple compared to the others.

Overall, A+ release, would definitely recommend it to friends.

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Hehe you got me. Looks like I made a mistake with removing the jump-from-the-bridge-solution in the outside part. It don't suprise me that you criticize that. The solution is really hard because the slant you have to use is not highlighted. It's more testing than thinking. But I had no solution for this problem.
So, I made a mistake everyone makes. I will pay attention to similar situations in further maps ;)
Oh and thanks for the good replay. I thought the last chamber could get a critic point because it's so easy to solve.

Easy is not necessarily bad. I know in my original review I said that the 4th "outside" chamber was easy, but that by no means meant I didn't enjoy it. Either way it's an excellent map.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

I wouldn't call any of the 1.0 chambers easy, especially the random bridge one got grating on us after randomly assembling enough 2 panels long (impossible) jumps. Which spoiled the fun for the big one, the outer underground - however this time, we were fresh minded enough to see how grand it looks. Rest assured no visual works are less than stellar, it's just we don't really notice much out of flow and difficulty in these coops.

So we tried it again, since we're testing the competition entries from the heaviest (electrophobia, 67 megs - then this) to the lightest. Compared to the other leviathan, progress follows the same lesson in alternative easy and hard passages, but differently it has the approach of stopping you in your tracks when you make mistakes: closing wall, death by water, end of run and respawn. It still is lenghtier and more varied though.

As for the new finale: brilliant and short - I bet Valve had something like this in the sack, not just mindless turrets sucking. We had actually expected to

Spoiler
be required to stop the cube being spit out again, by rotating the portals which brought out the gel
. It also bugged on us the first time. We started getting lag (soundscapes? in the exit room, it disappeared) and there was no orange gel from the button.

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

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:

-qgexC1KOTs
(Link: http://www.youtube.com/watch?v=-qgexC1KOTs)

Also note the video description for more feedback and my signature for additional project information.

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