[Coop] First Try
Quote from Mar on May 21, 2011, 2:28 pmHard Co-op map (v1.0).
This should be the final version of the map unless any bugs crop up.
Hard map focusing on lasers and lightbridges.
Walkthrough up at: http://www.youtube.com/watch?v=To3aRCAHIEw
(Sadly not 1080p since I clicked half-size by mistake in fraps).Hint for first part:
[spoiler]You only need to hit with the laser momentarily.[/spoiler]Hint for the second part:
[spoiler]The person on the lower side needs to get to the exit first.[/spoiler]File Name: mp_coop_first_try.zip
File Size: 1.86 MiB
Click here to download First Try
Hard Co-op map (v1.0).
This should be the final version of the map unless any bugs crop up.
Hard map focusing on lasers and lightbridges.
Walkthrough up at: http://www.youtube.com/watch?v=To3aRCAHIEw
(Sadly not 1080p since I clicked half-size by mistake in fraps).
Hint for first part:
Hint for the second part:
File Name: mp_coop_first_try.zip
File Size: 1.86 MiB
Click here to download First Try
Quote from ineyaa on May 22, 2011, 11:58 amNice map. You don't even need gel.
[spoiler]If you place light bridge so that it points towards ceiling, you can go up and from there you can jump straight to finish.[/spoiler]
Nice map. You don't even need gel.
Quote from Chewbacha007 on May 22, 2011, 6:06 pmWe loved this map. It was difficult, yes, but it was a lot of fun and very rewarding once completed!
The panel that deploys and retracts based on the fling should be replaced by a static panel that doesn't go away. It was very inconsistent on whether or not you would go through the portal or hit the edge, only to have the panel be pulled out from underneath you.
Very good puzzle, please keep making hard ones like this. Most of the puzzles out there are a little on the easy side.
Thanks for the map!
We loved this map. It was difficult, yes, but it was a lot of fun and very rewarding once completed!
The panel that deploys and retracts based on the fling should be replaced by a static panel that doesn't go away. It was very inconsistent on whether or not you would go through the portal or hit the edge, only to have the panel be pulled out from underneath you.
Very good puzzle, please keep making hard ones like this. Most of the puzzles out there are a little on the easy side.
Thanks for the map!
Quote from Mar on May 23, 2011, 4:32 amineyaa wrote:Nice map. You don't even need gel.
[spoiler]If you place light bridge so that it points towards ceiling, you can go up and from there you can jump straight to finish.[/spoiler]Thought I had made sure that wasn't possible. I could fix it rather easily simply by increasing the angle a bit. However do you think it is necessary? Or should I leave it as it is? (I originally had a diagonal platform on the lower side as well for paint placement. That made it a bit to easy to get the person on the lower side up to the finish). However ,on the top side I feel like that may be less of an issue.
Quote:We loved this map. It was difficult, yes, but it was a lot of fun and very rewarding once completed!The panel that deploys and retracts based on the fling should be replaced by a static panel that doesn't go away. It was very inconsistent on whether or not you would go through the portal or hit the edge, only to have the panel be pulled out from underneath you.
Very good puzzle, please keep making hard ones like this. Most of the puzzles out there are a little on the easy side.
Thanks for the map!
That platform should be timed to go down half a second or so after you hit it/pass through it. If you time it correctly you shouldn't hit it at all (as I do in the video). I do know that there is a issue where the catapult sometimes won't target properly for the connecting player which makes it launch you slightly of target but I really don't know how to fix that. Still, I could change it to static if people seem to think it's a better idea. It was originally made to drop down like that since it would make the first puzzle to easy if you were able to take your time standing on it (however I don't think it really matters now)
Edit: Also I had some complaints that the way you use the laser in the first part isn't that intuitive (which I can only agree on). I may be able to change it without making it to easy or breaking the second puzzle but I'd like to hear what people think first (maybe the hint I put in the main post may be enough, or?). Second part may be a bit unintuitive as well but that would be harder to change without breaking it or making portal surfaces that scream "shoot me".
Thought I had made sure that wasn't possible. I could fix it rather easily simply by increasing the angle a bit. However do you think it is necessary? Or should I leave it as it is? (I originally had a diagonal platform on the lower side as well for paint placement. That made it a bit to easy to get the person on the lower side up to the finish). However ,on the top side I feel like that may be less of an issue.
The panel that deploys and retracts based on the fling should be replaced by a static panel that doesn't go away. It was very inconsistent on whether or not you would go through the portal or hit the edge, only to have the panel be pulled out from underneath you.
Very good puzzle, please keep making hard ones like this. Most of the puzzles out there are a little on the easy side.
Thanks for the map!
That platform should be timed to go down half a second or so after you hit it/pass through it. If you time it correctly you shouldn't hit it at all (as I do in the video). I do know that there is a issue where the catapult sometimes won't target properly for the connecting player which makes it launch you slightly of target but I really don't know how to fix that. Still, I could change it to static if people seem to think it's a better idea. It was originally made to drop down like that since it would make the first puzzle to easy if you were able to take your time standing on it (however I don't think it really matters now)
Edit: Also I had some complaints that the way you use the laser in the first part isn't that intuitive (which I can only agree on). I may be able to change it without making it to easy or breaking the second puzzle but I'd like to hear what people think first (maybe the hint I put in the main post may be enough, or?). Second part may be a bit unintuitive as well but that would be harder to change without breaking it or making portal surfaces that scream "shoot me".
Quote from arthur0815 on May 23, 2011, 10:22 amThank you for this map! We really had a lot of fun with it.
Actually we slightly modified your way of solving the puzzle: [spoiler]The second player staying on the lower side can go up on the hard light bridge after allowing the 'higher' player to pass the emancipation grids, so both players can reach the finish from top.[/spoiler]Concerning the laser in the first part: [spoiler]It took us some time to realize that it is enough to hit with it only for a very short time, but with the hint on the map page it should be easy enough.[/spoiler]
Thank you for this map! We really had a lot of fun with it.
Actually we slightly modified your way of solving the puzzle:
Concerning the laser in the first part:
Quote from xdiesp on May 24, 2011, 2:19 pmHard map which requires calm planning to understand. Suggested if you like challenges, but don't expect much detail around.
Addendum: more people should try this one, really hard challenge.
Hard map which requires calm planning to understand. Suggested if you like challenges, but don't expect much detail around.
Addendum: more people should try this one, really hard challenge.
Quote from Salvanus on May 28, 2011, 12:27 amHi Mar, very good first try, but this map is hard for the wrong reasons. Covering my suggestions in black so I don't potentially spoil anything for anyone.
[spoiler]You need to implement "check points"... what I mean is that my friend and I had our refraction cube get destroyed many times while trying different things, and to have to do the puzzle to get the refraction cube every time is tedious and frustrating. You should have it so that both the refraction cube and weighted cubes automatically spawn news ones again if they get destroyed. Valve has those sort of "check points" in the SP and Coop.
Also, while we were trying different things, I thought we needed to go into that room with the cracked glass, and I was able to get into it, although that felt shady. Once I got in there, my character got stuck and it was a pain to get out. I would suggest adding an invisible wall there to prevent people from even trying to get into that.[/spoiler]
That's all I can think of for now... other than that, good job!
Hi Mar, very good first try, but this map is hard for the wrong reasons. Covering my suggestions in black so I don't potentially spoil anything for anyone.
Also, while we were trying different things, I thought we needed to go into that room with the cracked glass, and I was able to get into it, although that felt shady. Once I got in there, my character got stuck and it was a pain to get out. I would suggest adding an invisible wall there to prevent people from even trying to get into that.
That's all I can think of for now... other than that, good job!
Quote from Mar on May 29, 2011, 6:33 pmSalvanus wrote:Hi Mar, very good first try, but this map is hard for the wrong reasons. Covering my suggestions in black so I don't potentially spoil anything for anyone.[spoiler]You need to implement "check points"... what I mean is that my friend and I had our refraction cube get destroyed many times while trying different things, and to have to do the puzzle to get the refraction cube every time is tedious and frustrating. You should have it so that both the refraction cube and weighted cubes automatically spawn news ones again if they get destroyed. Valve has those sort of "check points" in the SP and Coop.
Also, while we were trying different things, I thought we needed to go into that room with the cracked glass, and I was able to get into it, although that felt shady. Once I got in there, my character got stuck and it was a pain to get out. I would suggest adding an invisible wall there to prevent people from even trying to get into that.[/spoiler]
That's all I can think of for now... other than that, good job!
About the checkpoints, I did realize when I was about 75% done that if a player died it would be annoying to get back (hence the door for the player on the lower side). However for the top side I haven't been able to figure out a good way to let the player back up there without making it exploitable (seeing how it was mostly a learning process I often just designed it as I went, not really thinking so far into the future).
Thought that I'd blocked of the room enough to prevent people from getting in there. May see if I can fix it and upload a new version later (though I will probably focus on another map for now and get back to it later).
Also, while we were trying different things, I thought we needed to go into that room with the cracked glass, and I was able to get into it, although that felt shady. Once I got in there, my character got stuck and it was a pain to get out. I would suggest adding an invisible wall there to prevent people from even trying to get into that.
That's all I can think of for now... other than that, good job!
About the checkpoints, I did realize when I was about 75% done that if a player died it would be annoying to get back (hence the door for the player on the lower side). However for the top side I haven't been able to figure out a good way to let the player back up there without making it exploitable (seeing how it was mostly a learning process I often just designed it as I went, not really thinking so far into the future).
Thought that I'd blocked of the room enough to prevent people from getting in there. May see if I can fix it and upload a new version later (though I will probably focus on another map for now and get back to it later).
Quote from xdiesp on May 30, 2011, 5:48 amMar wrote:figure out a good way to let the player back up there without making it exploitableIf they have come all the way to open the crushers' room, I'd say let them keep the lower door open without fizzlers. They earned it!
If they have come all the way to open the crushers' room, I'd say let them keep the lower door open without fizzlers. They earned it!
Quote from Mar on June 7, 2011, 6:37 amxdiesp wrote:Mar wrote:figure out a good way to let the player back up there without making it exploitableIf they have come all the way to open the crushers' room, I'd say let them keep the lower door open without fizzlers. They earned it!
Hadit like that for a while, however it would mean that both players would easily be able to get to the top making the puzzle significantly easier. Maybe making it easier through that would make it better for many players but I don't feel like it would make the map better since it was intended to be hard.
If they have come all the way to open the crushers' room, I'd say let them keep the lower door open without fizzlers. They earned it!
Hadit like that for a while, however it would mean that both players would easily be able to get to the top making the puzzle significantly easier. Maybe making it easier through that would make it better for many players but I don't feel like it would make the map better since it was intended to be hard.
