[Coop] FreakyChicken's Portals of Doom and Friendship prt1

Quote from ChickenMobile on July 14, 2012, 10:22 pmI 100% agree. Having double linked portals would be wayyy too confusing. Perhaps some advanced puzzle can be made with this, but for now 1 set it is good enough.
I 100% agree. Having double linked portals would be wayyy too confusing. Perhaps some advanced puzzle can be made with this, but for now 1 set it is good enough.
Quote from BEARD! on July 23, 2012, 10:24 amA fresh concept but (at least for us) troubled with a few technical problems. Despite that, this first map serveed as gentle training for the single linkage concept. In our playthrough, my partner had a terrible internet connection, so that may be to blame for his problems; nevertheless I thought they should be reported. No problems visually - clean style executed without any trouble. The best part of the single-linkage setup is that every portal placement becomes a co-operative task, which is the whole point of Portal 2 multiplayer. Highly enjoyable.
Technical Problems
[spoiler]My partner experienced all sorts of weirdness, including strange visibility issues, an out-of-body experience and strange rendering through portals. In the last screenshot, the blue line is mat_leafvis 2; we were investigating what was happening.) My partner speculated that the game was struggling with 'prediction' due to his high ping and the non-standard portal linkage.For some reason, after one of us died, we would place different colour portals. Sometimes it was the rebuilt robot who changed colour; other times it was the survivor. At one point, we managed to have three portals active.[/spoiler]
Playthrough Report
The biggest concept that the map teaches you is that fizzlers take on a seriously reduced role. Because they [spoiler]only fizzle one portal, you can effectively ignore them when it comes to portal placement. Perhaps an uber-fizzler could be introduced as a test element in later puzzles, which would fizzle both sets of portals[/spoiler].Having clocked how fizzlers worked, we immediately [spoiler]took the cubed from the first room through to the second.[/spoiler]. Then the laser puzzle had us stuck: clearly we needed to [spoiler]reidrect the laser through both relays at once, with the laser exiting perpendicular to the white wall. But we simply didn't have the means to redirect the laser in that fashion.[/spoiler] Five to ten minutes later, I promptly realised that [spoiler]we'd completely missed the second cube dispenser[/spoiler], at which point we (metaphorically) kicked ourselves.
The final exit door was open as soon as we got there. I suspect the final receiver was triggered by accident earlier aand the door stayed open. Probably best to make that door a coop-checkpoint, so that both players have to be nearby AND the receiver needs to be active.
At the end, what I assume was a transition the to second map failed. Here's some console gibbish for you.
Console Gibberish
[spoiler]SAVEGAME: 1250.3kb, 417.4kb used by 1150 entities (mp_coop_link_portal_test1)
SAVEGAME: 37.5kb, 20.3kb used by 269 entities (mp_coop_link_portal_test1)
Loading game from //DEFAULT_WRITE_PATH/SAVE/76561198024952474/mp_coop_link_portal_test2.HL1...
ERROR: couldn't open.
exec: couldn't exec skill1.cfg
Executing listen server config file
exec: couldn't exec listenserver.cfg
exec: couldn't exec skill1.cfg
==== calling mapspawn.nutLevel transition ERROR
Can't find connection to mp_coop_link_portal_test1 from mp_coop_link_portal_test2
Falling back to 'map' command...prop_weighted_cube at (-1632.000, 960.000, 1688.000) has no model name!
prop_weighted_cube at (-1056.000, 2624.000, 1048.000) has no model name!
-> Reservation cookie 0: reason netsupport
Dropped [BRO] Yuki from server (Server shutting down)
Terminate 1100001027f0436
Destroyed NS_SERVER connection to 1100001027f0436
Dropped [BRO] BEARD! from server (Server shutting down)
maxplayers set to 2
---- Host_NewGame ----
Host_NewGame on map mp_coop_link_portal_test2
exec: couldn't exec skill1.cfg
Executing listen server config file
exec: couldn't exec listenserver.cfg
exec: couldn't exec skill1.cfg
==== calling mapspawn.nut
prop_weighted_cube at (-1632.000, 960.000, 1688.000) has no model name!
prop_weighted_cube at (-1056.000, 2624.000, 1048.000) has no model name!
Disconnect: Server shutting down.
Disconnect: Server shutting down.[/spoiler]
A fresh concept but (at least for us) troubled with a few technical problems. Despite that, this first map serveed as gentle training for the single linkage concept. In our playthrough, my partner had a terrible internet connection, so that may be to blame for his problems; nevertheless I thought they should be reported. No problems visually - clean style executed without any trouble. The best part of the single-linkage setup is that every portal placement becomes a co-operative task, which is the whole point of Portal 2 multiplayer. Highly enjoyable.
Technical Problems
For some reason, after one of us died, we would place different colour portals. Sometimes it was the rebuilt robot who changed colour; other times it was the survivor. At one point, we managed to have three portals active.
Playthrough Report
The biggest concept that the map teaches you is that fizzlers take on a seriously reduced role. Because they
Having clocked how fizzlers worked, we immediately
The final exit door was open as soon as we got there. I suspect the final receiver was triggered by accident earlier aand the door stayed open. Probably best to make that door a coop-checkpoint, so that both players have to be nearby AND the receiver needs to be active.
At the end, what I assume was a transition the to second map failed. Here's some console gibbish for you.
Console Gibberish
SAVEGAME: 37.5kb, 20.3kb used by 269 entities (mp_coop_link_portal_test1)
Loading game from //DEFAULT_WRITE_PATH/SAVE/76561198024952474/mp_coop_link_portal_test2.HL1...
ERROR: couldn't open.
exec: couldn't exec skill1.cfg
Executing listen server config file
exec: couldn't exec listenserver.cfg
exec: couldn't exec skill1.cfg
==== calling mapspawn.nut
Level transition ERROR
Can't find connection to mp_coop_link_portal_test1 from mp_coop_link_portal_test2
Falling back to 'map' command...
prop_weighted_cube at (-1632.000, 960.000, 1688.000) has no model name!
prop_weighted_cube at (-1056.000, 2624.000, 1048.000) has no model name!
-> Reservation cookie 0: reason netsupport
Dropped [BRO] Yuki from server (Server shutting down)
Terminate 1100001027f0436
Destroyed NS_SERVER connection to 1100001027f0436
Dropped [BRO] BEARD! from server (Server shutting down)
maxplayers set to 2
---- Host_NewGame ----
Host_NewGame on map mp_coop_link_portal_test2
exec: couldn't exec skill1.cfg
Executing listen server config file
exec: couldn't exec listenserver.cfg
exec: couldn't exec skill1.cfg
==== calling mapspawn.nut
prop_weighted_cube at (-1632.000, 960.000, 1688.000) has no model name!
prop_weighted_cube at (-1056.000, 2624.000, 1048.000) has no model name!
Disconnect: Server shutting down.
Disconnect: Server shutting down.
Co-operative: Lightspeed Upstairs Downstairs
Quote from TheNightmaren on July 24, 2012, 3:21 pmIviv and LyLy here, and we played Freaky Chicken's Portals of Doom and Friendship. We really love the idea behind this. It works really well and was fun. Near the end of the video I (LyLy) was having some visual errors with the lasers not showing and portals causing me to spaz around and get disoriented. Iviv was recording, so I don't have video of it, sadly. Just my complaining about it.
Iviv and LyLy here, and we played Freaky Chicken's Portals of Doom and Friendship. We really love the idea behind this. It works really well and was fun. Near the end of the video I (LyLy) was having some visual errors with the lasers not showing and portals causing me to spaz around and get disoriented. Iviv was recording, so I don't have video of it, sadly. Just my complaining about it.
Quote from Zambonifofex on August 25, 2012, 5:28 pmmake the players have two colors of portal: p1=blue/green p2=orange/yellow the blue portal connect to the orange, and the green, connect to the yellow (sorry for my english, i'm brazilian, and my english isnt perfect)
make the players have two colors of portal: p1=blue/green p2=orange/yellow the blue portal connect to the orange, and the green, connect to the yellow (sorry for my english, i'm brazilian, and my english isnt perfect)

Quote from ChickenMobile on August 25, 2012, 11:05 pmZambonifofex wrote:make the players have two colors of portal: p1=blue/green p2=orange/yellow the blue portal connect to the orange, and the green, connect to the yellow (sorry for my english, i'm brazilian, and my english isnt perfect)This has been mentioned before and I believe that this over complicates things terribly. Plus because portals like to link to the opposite ID: the portals would have to link to one player's secondary and other player's primary.
This has been mentioned before and I believe that this over complicates things terribly. Plus because portals like to link to the opposite ID: the portals would have to link to one player's secondary and other player's primary.