[Coop] Impetuosity
Quote from Lpfreaky90 on December 28, 2011, 10:03 pmDjinndrache wrote:We finished the run now (as lpfreaky said). The video got a total size of 03:16 hours and 351 GB (not rendered yet).This will be less a playthrough video and more the personal failing compilation of lpfreaky90
She spent half the playing time ninjaing like a boss (*cough*) and hurting my balls in chamber 4
I only died half of a dozen? times....
Djinndrache wrote:So far: Still tons of cake for Nyskrte (if lpfreaky90 wouldn't have eaten all of it alone. She still owes me cake!!)ONLY if Portal Stories isn't out in January!
This will be less a playthrough video and more the personal failing compilation of lpfreaky90 She spent half the playing time ninjaing like a boss (*cough*) and hurting my balls in chamber 4
I only died half of a dozen? times....
ONLY if Portal Stories isn't out in January!
Quote from Lpfreaky90 on December 28, 2011, 10:09 pmtheprogram00 wrote:All the puzzles were original, first time in a long time since there's been a map without a repeated puzzle in it.100% agree
theprogram00 wrote:Map took us four hours to complete, enjoyed throughly. Map was good looking too, well textured and good athethics.Agree, a huge amount of time must have been invested in this map. This is probably THE biggest, baddest and interesting Coop map I've seen so far.
theprogram00 wrote:Obvious care has been made not to fustrate the players where nessicary with checkpoints.Ye, that paint was awesome, but I really really really missed some savepoints (and cake!) at puzzle 4 =(
theprogram00 wrote:Liked how after every puzzle there was a "minipuzzle" in the hub.Yes, but doing that fling over and over again is a bit boring
[spoiler]The "containment swap" puzzle was my personal favourite, it has the most "puzzle" like elements - requiring a great deal of thought as to who should be let free. Really liked the idea of holding the cube in place with the lightbridge[/spoiler]
Yes, that was really interesting![spoiler]The "lightbridge + paint" puzzle was pretty straight forward, but took us a while to get right. We had some pretty bad "mess ups" that set us back repeatedly.[/spoiler]
I are best Ninja ever![spoiler]The "final ball" puzzle ended up being my least favourite. It started well having to get each other to the buttons to drop the ball and get one player to the ball. But after that it was just very annoying. We'd get the the ball into the correct area, and then one of us would place an incorrect portal, and the ball would get destroyed and we'd have to start all over again. Maybe it was because we were tired at this point. Also we seemed to have to kill ourselves a lot in the puzzle, but maybe that was because we kept messing up. This one took us over 1.5 hours :/[/spoiler]
Yes, this one is very frustrating, possibly add a trigger where as both players get into the second part disable the fizzlers between part 1 and 2?theprogram00 wrote:Again, EXCELLENT map. Kudos5/5
Yep!
100% agree
Agree, a huge amount of time must have been invested in this map. This is probably THE biggest, baddest and interesting Coop map I've seen so far.
Ye, that paint was awesome, but I really really really missed some savepoints (and cake!) at puzzle 4 =(
Yes, but doing that fling over and over again is a bit boring
Yes, that was really interesting!
I are best Ninja ever!
Yes, this one is very frustrating, possibly add a trigger where as both players get into the second part disable the fizzlers between part 1 and 2?
5/5
Yep!
Quote from Nyskrte on December 29, 2011, 1:53 amtheprogram00 wrote:[spoiler]The "final ball" puzzle ended up being my least favourite. It started well having to get each other to the buttons to drop the ball and get one player to the ball. But after that it was just very annoying. We'd get the the ball into the correct area, and then one of us would place an incorrect portal, and the ball would get destroyed and we'd have to start all over again. Maybe it was because we were tired at this point. Also we seemed to have to kill ourselves a lot in the puzzle, but maybe that was because we kept messing up. This one took us over 1.5 hours :/[/spoiler]The only time suicide is required in this chamber is [spoiler]if neither player has access to a funnel and are on the opposite side of the double emancipation grids, even then only one player has to die if you've a plan to recover some of your progress.[/spoiler].
The only time suicide is required in this chamber is
(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)
Quote from PortalCombat on December 29, 2011, 5:50 amI really don't know how to rate this map, because I have so many different thinkings about it.
So just let me tell you about my thinkings:
- it was really hard to guess the puzzles and the "how to solve this room"-part was annoying
- exploring a map does not mean: "spending hours of searching for a solution"![]()
- the puzzles itself were well planed and as soon as we knew what to do, they were not to bad at all.
- but we started to use noclip very soon - not to bypass anything, but to avoid repeating the whole puzzles
- I would also suggest to split the map into 4 maps (+1 hub?), because of the huge playtime- design of the map was really good
- maybe it was a little bit to dark at some spots, but still looking good.- suicide of any player at anytime is NOT good. not even 1 time.
![]()
Rating:
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)
I really don't know how to rate this map, because I have so many different thinkings about it.
So just let me tell you about my thinkings:
- it was really hard to guess the puzzles and the "how to solve this room"-part was annoying
- exploring a map does not mean: "spending hours of searching for a solution"
- the puzzles itself were well planed and as soon as we knew what to do, they were not to bad at all.
- but we started to use noclip very soon - not to bypass anything, but to avoid repeating the whole puzzles
- I would also suggest to split the map into 4 maps (+1 hub?), because of the huge playtime
- design of the map was really good
- maybe it was a little bit to dark at some spots, but still looking good.
- suicide of any player at anytime is NOT good. not even 1 time.
Rating:
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)
Quote from Nyskrte on December 29, 2011, 1:28 pmPortalCombat wrote:Rating:
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)So your giving it a 3/5 only because its too big and difficult despite me warning that it would take at least 3 hours and would be extremely hard? There's like, 6+ checkpoints, several shortcuts and multiple ways of solving some areas, I would ask you reconsider.
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)
So your giving it a 3/5 only because its too big and difficult despite me warning that it would take at least 3 hours and would be extremely hard? There's like, 6+ checkpoints, several shortcuts and multiple ways of solving some areas, I would ask you reconsider.
(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)
Quote from ZeepaAan on December 29, 2011, 9:35 pmQuote:Rating:
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)How can it be 3/10 in difficulty? Is a lower number there a harder map?
Anyway, not the reason why I made this post. Me and my friend were doing this one (love it by the way) and we got to the fourth chamber. My friend died (he was P-Body) and got stuck in the pipe on the way down. Don't know what messed up but we had to quit and restart. We'll continue this masterpiece tomorrow!
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)
How can it be 3/10 in difficulty? Is a lower number there a harder map?
Anyway, not the reason why I made this post. Me and my friend were doing this one (love it by the way) and we got to the fourth chamber. My friend died (he was P-Body) and got stuck in the pipe on the way down. Don't know what messed up but we had to quit and restart. We'll continue this masterpiece tomorrow!
Quote from Nyskrte on December 29, 2011, 10:31 pmZeepaAan wrote:My friend died (he was P-Body) and got stuck in the pipe on the way down. Don't know what messed up but we had to quit and restart. We'll continue this masterpiece tomorrow!I'll look into this immediately.
EDIT: I can't replicate the error, can someone let me know if this happens again.

I'll look into this immediately.
EDIT: I can't replicate the error, can someone let me know if this happens again.
(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)
Quote from ZeepaAan on December 30, 2011, 5:44 amI believe I forgot to mention that it was [spoiler]the respawn infront of the ball puzzle[/spoiler]. Me and my friend are going to continue today and I'll let you know if it happens again.
I believe I forgot to mention that it was
Quote from choza321 on December 30, 2011, 2:43 pmI should start off by saying that this map is excellent. Played it with a friend last night, starting around midnight. Didn't log off until 3:30 AM. Unquestionably 5/5.
I would echo some of the comments here about the length of the map vs the inability to save in co-op mode. When my friend and I finished the first area, his internet glitched and we got disconnected. When we restarted, there was no way we were going to go through the chamber that we had just solved over again, so I noclipped to do a reset. Obviously if you split the map into different parts to avoid this, you'd have to [spoiler]move the excursion funnel in area 1 and the light bridge in area 2 outside into the "hub" once those areas were completed[/spoiler], which would take away what I think was a pretty good hidden aspect of the puzzle. But if you keep it the way it is then people like us have no choice but to re-do a puzzle we had just completed, or to noclip to do a reset. I suppose it's a matter of preference, and since it's your map, it's definitely your call whether you want to do that.
I liked all four of the puzzles-a pretty good mix of challenging but manageable problems. I'm not sure if you can fix this, but [spoiler]in the first part of the fourth puzzle, I discovered that you can touch the generators of the laser gates without being harmed, meaning that as long as your back is to the wall, you can strafe towards any of the laser gates and not get hurt, since the generators protrude into the playable area. This means that when you reach the 3/4 level opening, you can just jump up with your back against the wall, and the strafe towards the gate, hugging the edge of the wall on your back, and be 100% sure that you will not get hit by the laser. That way, you'll be able to guarantee that you make it through without getting hit. You can even stop going through halfway, and stand on top of one of the generators while you wait for your partner to make a new light bridge. The only way I could see this trick being fixed is if you put the generators of those lasers just slightly inside some steel grates, like you did with all of the portal surfaces in this part of the map. I'm not sure if the game engine will allow that or not, but I definitely felt like this was an unintended solution when we did it.[/spoiler]
Again, this map is awesome. All I can say is, keep em comin'!
I should start off by saying that this map is excellent. Played it with a friend last night, starting around midnight. Didn't log off until 3:30 AM. Unquestionably 5/5.
I would echo some of the comments here about the length of the map vs the inability to save in co-op mode. When my friend and I finished the first area, his internet glitched and we got disconnected. When we restarted, there was no way we were going to go through the chamber that we had just solved over again, so I noclipped to do a reset. Obviously if you split the map into different parts to avoid this, you'd have to
I liked all four of the puzzles-a pretty good mix of challenging but manageable problems. I'm not sure if you can fix this, but
Again, this map is awesome. All I can say is, keep em comin'!
Quote from Nyskrte on December 30, 2011, 3:11 pmchoza321 wrote:[spoiler]I discovered that you can touch the generators of the laser gates without being harmed, I definitely felt like this was an unintended solution when we did it.[/spoiler]Working as intended. [spoiler]Some of the harder aspects of the map have a hidden opt-out if players look for them.[/spoiler]
Working as intended.
(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)