[Coop] FreakyChicken's Portals of Doom and Friendship prt1
Quote from FreakyChicken on July 9, 2012, 10:59 amChickenMobile and Lpfreaky90 present to you the first map from our coop series "Portals of Doom and Friendship!".
This series is based on the principle of both coop bots having one portal at their leisure and they're linked together. This first map is mostly for training: It's quite easy once you understand the mechanic.
More coming soon!
File Name: mp_coop_link_portal_test1.zip
File Size: 4.48?MiB
FreakyChicken's Portals of Doom and Friendship prt1
ChickenMobile and Lpfreaky90 present to you the first map from our coop series "Portals of Doom and Friendship!".
This series is based on the principle of both coop bots having one portal at their leisure and they're linked together. This first map is mostly for training: It's quite easy once you understand the mechanic.
More coming soon!
File Name: mp_coop_link_portal_test1.zip
File Size: 4.48?MiB
FreakyChicken's Portals of Doom and Friendship prt1
Quote from Lpfreaky90 on July 9, 2012, 11:04 amWe'd love to hear your feedback!
We'd love to hear your feedback!
Quote from zivi7 on July 9, 2012, 11:25 amI already told you that I love this. Had much fun when we played it, I hope to see many more chambers of this.
I already told you that I love this. Had much fun when we played it, I hope to see many more chambers of this.
Quote from FreakyChicken on July 9, 2012, 12:22 pmupdate 1.1:
* Added glados camera's (wave hi to her!)
* Improved shadows
* Added a link to the next map for when it comes out. And a link to the lobby if the map is missing.
update 1.1:
* Added glados camera's (wave hi to her!)
* Improved shadows
* Added a link to the next map for when it comes out. And a link to the lobby if the map is missing.
Quote from sicklebrick on July 9, 2012, 7:24 pmWow, that was really cool. Being able to portal through fizzlers is only weird for about 5 seconds, then it becomes completely natural like some alternate game mode for coop. It's really short, and doesn't present any challenge at the moment, but since it messes with the fairly rigid setup of having fizzlers, grates,windows and lasers each allowing only certain things through I bet you could make some really mischevious puzzles. Cheers
I did a playthrough with my evil twin Bricklesick:
(Isn't he handsome?)
Q-nf7ttC_No
Wow, that was really cool. Being able to portal through fizzlers is only weird for about 5 seconds, then it becomes completely natural like some alternate game mode for coop. It's really short, and doesn't present any challenge at the moment, but since it messes with the fairly rigid setup of having fizzlers, grates,windows and lasers each allowing only certain things through I bet you could make some really mischevious puzzles. Cheers
I did a playthrough with my evil twin Bricklesick:
(Isn't he handsome?)
Q-nf7ttC_No
Quote from Djinndrache on July 10, 2012, 4:02 amPretty funny concept. However the puzzles so far are pretty simple. We would need some more example maps to judge the concept properly. So far Svenofix and I enjoyed it.
BW33fT_CNSA
(Link: https://www.youtube.com/watch?v=BW33fT_CNSA)
Pretty funny concept. However the puzzles so far are pretty simple. We would need some more example maps to judge the concept properly. So far Svenofix and I enjoyed it.
BW33fT_CNSA
(Link: https://www.youtube.com/watch?v=BW33fT_CNSA)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200

Quote from josepezdj on July 10, 2012, 2:34 pmFirst of all:
Awesome avatar
Those chickens look so freaky indeed.
Really nice idea girls!
As sickle said (btw your evil twin "brick" looks a bit scary to me, man!) at first is a bit weird to think with one portal... Indeed that is the best part, the most challenging, and the puzzle looks a bit difficult until you realize that fizzlers don't matter anymore
...was great!
Look forward to play more of this!
First of all: Awesome avatar
Those chickens look so freaky indeed.
Really nice idea girls! As sickle said (btw your evil twin "brick" looks a bit scary to me, man!) at first is a bit weird to think with one portal... Indeed that is the best part, the most challenging, and the puzzle looks a bit difficult until you realize that fizzlers don't matter anymore
...was great!
Look forward to play more of this!
Quote from Ardego on July 14, 2012, 7:48 pmHi,
this "new" coop mode is something my buddy and I wished for quite a long time...
We wondered if it would even be possible to have 2 portals for each, both linked between the two player's guns, like you did with this map, just two-way. e.g. Player A has darkBlue/Red and Player B has Yellow/lightBlue, (just keep the left/right-mousebutton-portal-color allocation of the original coop portal guns to avoid confusion)
At first it looks like redundancy, but it would bring a lot of new fun as you can get back all the complex flinging and funnel/lightbridge redirecting. Just then one player often has to come to the other to fire him/her another portal to have more possibilities in one room, then go back to his/her own room.
I guess it would open up a lot of new test chamber possibilities.Only thing is that you have to close the doors to previous rooms a lot more often, as one player could go and fetch quite anything that is needed from a completed room (cubes, lightbridge, funnels etc.) to cheat.
The other problem with too many possibilities to go back and forth in a test chamber you could prevent by just having a limited number of portal-surfaces in the rooms, so the players have to choose which portal they use.I'm not sure if this is possible at all, but if so, maybe you can change it even in-game by a button or something, for example starting with one portal per player, then moving to two portals that are linked between the two guns, and then back to the original coop-behavior, just as it fits the test chambers.
Keep on the good work,
we're looking forward to those new maps.Thank you!
Hi,
this "new" coop mode is something my buddy and I wished for quite a long time...
We wondered if it would even be possible to have 2 portals for each, both linked between the two player's guns, like you did with this map, just two-way. e.g. Player A has darkBlue/Red and Player B has Yellow/lightBlue, (just keep the left/right-mousebutton-portal-color allocation of the original coop portal guns to avoid confusion)
At first it looks like redundancy, but it would bring a lot of new fun as you can get back all the complex flinging and funnel/lightbridge redirecting. Just then one player often has to come to the other to fire him/her another portal to have more possibilities in one room, then go back to his/her own room.
I guess it would open up a lot of new test chamber possibilities.
Only thing is that you have to close the doors to previous rooms a lot more often, as one player could go and fetch quite anything that is needed from a completed room (cubes, lightbridge, funnels etc.) to cheat.
The other problem with too many possibilities to go back and forth in a test chamber you could prevent by just having a limited number of portal-surfaces in the rooms, so the players have to choose which portal they use.
I'm not sure if this is possible at all, but if so, maybe you can change it even in-game by a button or something, for example starting with one portal per player, then moving to two portals that are linked between the two guns, and then back to the original coop-behavior, just as it fits the test chambers.
Keep on the good work,
we're looking forward to those new maps.
Thank you!
Quote from Lpfreaky90 on July 14, 2012, 8:34 pmArdego wrote:Hi,
this "new" coop mode is something my buddy and I wished for quite a long time...
We wondered if it would even be possible to have 2 portals for each, both linked between the two player's guns, like you did with this map, just two-way. e.g. Player A has darkBlue/Red and Player B has Yellow/lightBlue, (just keep the left/right-mousebutton-portal-color allocation of the original coop portal guns to avoid confusion)
At first it looks like redundancy, but it would bring a lot of new fun as you can get back all the complex flinging and funnel/lightbridge redirecting. Just then one player often has to come to the other to fire him/her another portal to have more possibilities in one room, then go back to his/her own room.
I guess it would open up a lot of new test chamber possibilities.Only thing is that you have to close the doors to previous rooms a lot more often, as one player could go and fetch quite anything that is needed from a completed room (cubes, lightbridge, funnels etc.) to cheat.
The other problem with too many possibilities to go back and forth in a test chamber you could prevent by just having a limited number of portal-surfaces in the rooms, so the players have to choose which portal they use.I'm not sure if this is possible at all, but if so, maybe you can change it even in-game by a button or something, for example starting with one portal per player, then moving to two portals that are linked between the two guns, and then back to the original coop-behavior, just as it fits the test chambers.
Keep on the good work,
we're looking forward to those new maps.Thank you!
We thought about this but it just gets too confusing. The amazing thing about portal is that if you combine things in a clever way it can turn out to be an entire new and challenging puzzle. With the linked portal shared between players we have a "new" test element, which allows the players to interact with the world differently. We believe that this is good enough.
While a double cross-linked set of portals sounds awesome it will also give a lot of design challenges: What can a player do with a double set if they can already get past every fizzler? How are players going to comunicate what set they're using: It just simply gets too complex and not fun anymore. That's why we didn't do it.
this "new" coop mode is something my buddy and I wished for quite a long time...
We wondered if it would even be possible to have 2 portals for each, both linked between the two player's guns, like you did with this map, just two-way. e.g. Player A has darkBlue/Red and Player B has Yellow/lightBlue, (just keep the left/right-mousebutton-portal-color allocation of the original coop portal guns to avoid confusion)
At first it looks like redundancy, but it would bring a lot of new fun as you can get back all the complex flinging and funnel/lightbridge redirecting. Just then one player often has to come to the other to fire him/her another portal to have more possibilities in one room, then go back to his/her own room.
I guess it would open up a lot of new test chamber possibilities.
Only thing is that you have to close the doors to previous rooms a lot more often, as one player could go and fetch quite anything that is needed from a completed room (cubes, lightbridge, funnels etc.) to cheat.
The other problem with too many possibilities to go back and forth in a test chamber you could prevent by just having a limited number of portal-surfaces in the rooms, so the players have to choose which portal they use.
I'm not sure if this is possible at all, but if so, maybe you can change it even in-game by a button or something, for example starting with one portal per player, then moving to two portals that are linked between the two guns, and then back to the original coop-behavior, just as it fits the test chambers.
Keep on the good work,
we're looking forward to those new maps.
Thank you!
We thought about this but it just gets too confusing. The amazing thing about portal is that if you combine things in a clever way it can turn out to be an entire new and challenging puzzle. With the linked portal shared between players we have a "new" test element, which allows the players to interact with the world differently. We believe that this is good enough.
While a double cross-linked set of portals sounds awesome it will also give a lot of design challenges: What can a player do with a double set if they can already get past every fizzler? How are players going to comunicate what set they're using: It just simply gets too complex and not fun anymore. That's why we didn't do it.