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[Coop] Freefall

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A short, cooperative Wheatley themed puzzle that is the first half of two-map map pack I'm working on. The map includes excursion funnels, fizzlers, turrets, lasers and bottomless pits.

7/13/2011 Update:
Bug Fixes for v.1.2
-Fixed an exploit with the faith plate
-Modified the first puzzle to give more incentive towards intended solution
-Added decals to emphasis the reverser button

Screenshots:
http://imageshack.us/photo/my-images/71 ... 00002.jpg/
http://imageshack.us/photo/my-images/51 ... 00003.jpg/
http://imageshack.us/photo/my-images/94 ... 00004.jpg/
http://imageshack.us/photo/my-images/84 ... 00005.jpg/

File Name: mp_coop_freefall_v1.2.rar
File Size: 5.47 MiB
Click here to download Freefall

Enjoyable and professionally built, we found the puzzles particularly well done and accessible. The brainy kind, with all elements stated openly so you are always on the ball and in the end you feel smart for mastering it.

Kind of like a shorter, easier (in Course 3's range) version of Alternative 2: same level of Wheatley vistas, plus states & funnels based puzzles. Suggested to all, particularly newcomers.

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

Thank you xdiesp for the thoughtful review and the kind words. I'm glad that you and your partner enjoyed it. This has certainly been a learning experience for myself.

A couple of notes: someone might not understand the reason why the turrets can't be picked up, reaching into the split of the glass - a metal grid in the midst might ensure no one does even try, assuming the turrets can shoot through it.

And check the video below: those square structures at the dead end of the cube funnel can be crouched over. Not only, see how Orange shoots 2 portals connecting the start with the laser interior - that's actually a very possible scenario, should one try to pick up the cube manually.

gTO2cEMEg-0

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

Thank you xdiesp. Those are easy fixes. I'll get an updated upload up soon. :thumbup:

Edit: Upload updated. Bug fixes included in the readme and the original post.

I've played it, completed it using a method that I'm *pretty* sure was not the intended way, given that I didn't use the cube in any way.

_kuoF8VNZjo

Salamandra,

A few things. I have listed the intended solutions below, so if you gentlemen do want to solve the puzzle correctly rather than using an exploit (which you have), then you may.

Spoiler
The intended solution for the room with the fling and the panels is that one player is supposed to place the funnel on the flat panel and bring up the other player to the ceiling where the bullseye is. I will be lowering that platform (the fling platform) to prevent the first exploit you guys passed with, although you were getting the basic idea.

Spoiler
The second exploit is...wow. A lot more complicated than the actual solution. What you were supposed to do is use the laser to destroy the turrets, press the button (it's a reverser), retrieve the cube, replace a player with the cube, and use the reverser motion to fling across.
I will be making some changes to prevent the second exploit and get an uploaded version up soon. I award you for discovering such an interesting exploit.

Thank you for the recording. It was fun watching two players decipher my map and I now know what I need to emphasize and fix to make the map clearer and more fun.

EDIT: Updated upload! Bug fixes included in original post and in the readme. Thank you Salamandra for the helpful information.

I'm partly blaming it on it being really late and I'm really tired and thus not really thinking with portals, but a lot of this map seemed really tedious. Looks were up to par, there was a bit of nodraw brushes visible down in the death pit but that's not entirely uncommon (though that doesn't excuse it).

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The mechanic with

Spoiler
"passing" things like the laser and the excursion funnel through the spike plate room
was pretty neat.

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster
msleeper wrote:
I'm partly blaming it on it being really late and I'm really tired and thus not really thinking with portals, but a lot of this map seemed really tedious. Looks were up to par, there was a bit of nodraw brushes visible down in the death pit but that's not entirely uncommon (though that doesn't excuse it).

I'll take a look and see if I can clean those up. I was trying to make sure that the bottomless pit area ran as smoothly as it could for people whose computers were not superior. Thank you for pointing that out.

As for the "tedious" part, I suppose I was providing an easy experiencing that was similar to the cooperative missions found in Valve's campaign, so I used a few elements found there. I apologize if that wasn't what you were interested in; some people liked the puzzles (xdiesp and a few others) and then some people, such as yourself, weren't too impressed. I'll take your thoughts into consideration for my next map.

Out of curiosity, which parts seemed tedious? There shouldn't have been any times where you had to repeat the same puzzle (except of course, to get both players to the end). Maybe you solved it in a way I didn't intend?

And thank you, Hober. I'm glad you liked that idea. ^^

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