[Coop] Impetuosity
Quote from macko68 on February 17, 2012, 10:22 pmFor all those comments I expected something special. The feeling was magnified by your previous great coop release Orb Facility. Unfortunately I`m highly dissapointed. For me and my partner puzzles were relatively easy to figure out but difficult to execute. Part with lasers was especially irritating. Constant deaths were highly discouraging. For me Portal is not about agility and ninja skills. The only part that I liked was the triangle room. This chamber was really creative with fine ideas. Nyskrte don`t get me wrong your dedication to mapping is amazing and is difficult for me to give such harsh comment but playing difficult/brilliant maps from Jonatan or Chander this looks shallow in comparison.
For all those comments I expected something special. The feeling was magnified by your previous great coop release Orb Facility. Unfortunately I`m highly dissapointed. For me and my partner puzzles were relatively easy to figure out but difficult to execute. Part with lasers was especially irritating. Constant deaths were highly discouraging. For me Portal is not about agility and ninja skills. The only part that I liked was the triangle room. This chamber was really creative with fine ideas. Nyskrte don`t get me wrong your dedication to mapping is amazing and is difficult for me to give such harsh comment but playing difficult/brilliant maps from Jonatan or Chander this looks shallow in comparison.
Quote from Nyskrte on February 19, 2012, 10:46 pmmacko68 wrote:For all those comments I expected something special. The feeling was magnified by your previous great coop release Orb Facility. Unfortunately I`m highly dissapointed. For me and my partner puzzles were relatively easy to figure out but difficult to execute. Part with lasers was especially irritating. Constant deaths were highly discouraging. For me Portal is not about agility and ninja skills. The only part that I liked was the triangle room. This chamber was really creative with fine ideas. Nyskrte don`t get me wrong your dedication to mapping is amazing and is difficult for me to give such harsh comment but playing difficult/brilliant maps from Jonatan or Chander this looks shallow in comparison.
(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 untruehero on February 20, 2012, 10:55 amI created a user account just to let you know if I ever see you on the street I'm punching you int he face.
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In any case, that was really well done, it took us maybe 4hrs to finish the whole thing. I just wanted to add a couple things but I'll put it in spoilers in case someone hasn't finished the maps.
[spoiler]On the last section we figured out we could jump on top of the grate boxes so we could just jump on that little ledge and move from section to section which was easier then moving the bridge the whole way. Not sure if you indeed that. Also, at the very end we both some how managed to die jumping into the train by landing the on track. A big F you. This respawned us back in the Triangle chamber so we had to go back through it and get to the two red buttons. When we made it back there it took us forever to find a new spot to use a portal to get out since the middle thing had moved.[/spoiler]
Excellent work.
I created a user account just to let you know if I ever see you on the street I'm punching you int he face.
In any case, that was really well done, it took us maybe 4hrs to finish the whole thing. I just wanted to add a couple things but I'll put it in spoilers in case someone hasn't finished the maps.
Excellent work.
Quote from Nyskrte on February 20, 2012, 11:04 amuntruehero wrote:I created a user account just to let you know if I ever see you on the street I'm punching you int he face.I wouldn't blame you for doing so.

I wouldn't blame you for doing so.
(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 kokokaka on February 23, 2012, 6:24 pmVery good tests serie !!! My friend hate me for failing all the time,it took 6 hours to finish all the rooms !!!
[spoiler]For the square room, i think that if the discouragement field at the entry disabled when the room is completed,it would be easier to understand what we have to do next[/spoiler]
Thank you for this level, it was very funny to do it !! Need a portal gun IRL ^^
Bye !!
Very good tests serie !!! My friend hate me for failing all the time,it took 6 hours to finish all the rooms !!!
Thank you for this level, it was very funny to do it !! Need a portal gun IRL ^^
Bye !!
Quote from Spread.Love on March 5, 2012, 3:34 pmthis map is really really really difficult and amazing! love it! i did the first 2 chapters in about 1,5 hours
no idea if thats good but we had a really hard time to do it! keep it up 5/5 brilliant map!
this map is really really really difficult and amazing! love it! i did the first 2 chapters in about 1,5 hours no idea if thats good but we had a really hard time to do it! keep it up 5/5 brilliant map!
Quote from Tremer on March 10, 2012, 3:03 amAmazing map! This is of professional quality. Valve should hire you for Portal 3.
However, it was not as difficult as we were anticipating. We did it in about 2:30 hours. Most of the time was spent figuring out the puzzle, but once we did the execution for us was trivial.
Comments:
[spoiler]Square:
The new speed funnel was great. It's good to see new mechanics. Other than that this puzzle was very straightforward and easy to execute. We found there was "plenty" of time between moving from the accelerator button to the defizzler. We got this the first time.[/spoiler][spoiler]Triangle:
The "one at a time" mechanic was neat. The only caution is that when the solution is unseen only one player can really explore. Remote view is tiny so it's hard to see things.We didn't see any reason for 4 portal-able walls on the 1st level. We also didn't see a need for the "ceiling-floor" momentum textures on the 2nd level; it was not needed.
The anti-gravity was neat. We couldn't figure out what the portal-able area on the 3rd level floor (after light-bridging the cube) was for, so we didn't use it. After completing the chamber and pushing the button, the bulls-eye on the moving wall seems not needed. We didn't notice it until after the wall had already moved and it doesn't denote anything special. It is already obvious that the button has to be pushed and the exit is immediately visible.[/spoiler]
[spoiler]Turret level:
This was the easiest level. We saw the solution right away and zoomed through it. We thought the last turret was pointed the wrong direction.[/spoiler][spoiler]Low-gravity level:
The low-gravity once again was a welcome new mechanic. Other than that the level was straightforward and simple.It took a second to figure out that the orange gel served no other purpose than to get us to the next area faster. Usually its inclusion is because of a requirement of the puzzle.[/spoiler]
[spoiler]Funnel/ball level
One person could push both buttons to drop the ball. We assumed this wasn't intended or else it would just be one button.The button to open the door (in the room with the 4th laser button) is a little confusing. You only need to push the button once and the door stays open, but it depresses as if it is on a timer. This isn't consistent with the normal game mechanics. Since the button didn't stay pushed we assumed that one of us had to stay and push the button to let the other through the door. It didn't take long to realize the actual mechanics of it, but it seemed unnecessary.
What's the point of the grate at the end of the level? Why not just open a door like the others?
The train was neat. It reminded me of the beginning of half life 1.[/spoiler]
Overall we loved the new mechanics and thought the level played as if it could have been included in retail. None of the solutions were too obscure and progression through the map was steady and fun.
We'd love for you to release more maps just like this one!
Amazing map! This is of professional quality. Valve should hire you for Portal 3.
However, it was not as difficult as we were anticipating. We did it in about 2:30 hours. Most of the time was spent figuring out the puzzle, but once we did the execution for us was trivial.
Comments:
The new speed funnel was great. It's good to see new mechanics. Other than that this puzzle was very straightforward and easy to execute. We found there was "plenty" of time between moving from the accelerator button to the defizzler. We got this the first time.
The "one at a time" mechanic was neat. The only caution is that when the solution is unseen only one player can really explore. Remote view is tiny so it's hard to see things.
We didn't see any reason for 4 portal-able walls on the 1st level. We also didn't see a need for the "ceiling-floor" momentum textures on the 2nd level; it was not needed.
The anti-gravity was neat. We couldn't figure out what the portal-able area on the 3rd level floor (after light-bridging the cube) was for, so we didn't use it. After completing the chamber and pushing the button, the bulls-eye on the moving wall seems not needed. We didn't notice it until after the wall had already moved and it doesn't denote anything special. It is already obvious that the button has to be pushed and the exit is immediately visible.
This was the easiest level. We saw the solution right away and zoomed through it. We thought the last turret was pointed the wrong direction.
The low-gravity once again was a welcome new mechanic. Other than that the level was straightforward and simple.
It took a second to figure out that the orange gel served no other purpose than to get us to the next area faster. Usually its inclusion is because of a requirement of the puzzle.
One person could push both buttons to drop the ball. We assumed this wasn't intended or else it would just be one button.
The button to open the door (in the room with the 4th laser button) is a little confusing. You only need to push the button once and the door stays open, but it depresses as if it is on a timer. This isn't consistent with the normal game mechanics. Since the button didn't stay pushed we assumed that one of us had to stay and push the button to let the other through the door. It didn't take long to realize the actual mechanics of it, but it seemed unnecessary.
What's the point of the grate at the end of the level? Why not just open a door like the others?
The train was neat. It reminded me of the beginning of half life 1.
Overall we loved the new mechanics and thought the level played as if it could have been included in retail. None of the solutions were too obscure and progression through the map was steady and fun.
We'd love for you to release more maps just like this one!
Quote from Actorius on March 24, 2012, 7:43 amMy friend and i completed this just a few minutes ago. it was a very challenging map and we loved it.. was annoying however that there was no easy way to restart after finishing other than noclipping through the earlier stages. was very fun figuring out the puzzles. we did however run into one bug, one that has been mentioned previously... my friend, who lags when connecting to me at around 500ms+ and as peabody, would always glitch when jumping into horizontal funnels, but was fine when jumping into vertical ones. this often meant we would have to reload the map to fix him, as using the kill command would set him in the respawn tunnel but not falling. this bug happened most in the crusher/laser section, chamber 3 i think and in chamber 4
**Edit** Halfosity doesnt load the door that leads to the lit lights and glass above chamber 4, or the viewing chamber that leads to the turrets for chamber 3
My friend and i completed this just a few minutes ago. it was a very challenging map and we loved it.. was annoying however that there was no easy way to restart after finishing other than noclipping through the earlier stages. was very fun figuring out the puzzles. we did however run into one bug, one that has been mentioned previously... my friend, who lags when connecting to me at around 500ms+ and as peabody, would always glitch when jumping into horizontal funnels, but was fine when jumping into vertical ones. this often meant we would have to reload the map to fix him, as using the kill command would set him in the respawn tunnel but not falling. this bug happened most in the crusher/laser section, chamber 3 i think and in chamber 4
**Edit** Halfosity doesnt load the door that leads to the lit lights and glass above chamber 4, or the viewing chamber that leads to the turrets for chamber 3
Quote from Nyskrte on March 26, 2012, 5:16 pmNow that the map is well-known, could someone do me the honor of speedrunning this behemoth?
Now that the map is well-known, could someone do me the honor of speedrunning this behemoth?
(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)