[Coop] Kyo's Testing Enviroment
Quote from That Greek Guy on June 2, 2011, 4:42 pmoh man that was f***** awesome
oh man that was f***** awesome
Quote from Kyorisu on June 2, 2011, 6:50 pmZig wrote:[spoiler]it is not truly a coop map because the "hard" part is done by a single player, the other is just sitting on the button like a freaking cube[/spoiler]
[spoiler]Well you do have to help get the cube back and whilst you do only need one person to do the jump I'd hope people would want to do it
. Really it's setup like it is because everything was drawn on paper but played differently when actually in game.[/spoiler]
Quote from PortalCombat on June 4, 2011, 10:23 amHey there.
Thanks for sharing that map. Really good timing needed and it was fun for both of us.
thoughts
[spoiler]- nice puzzles, very good timing needed
- thats exactly the way how challenging co-op maps should be
- nice panel movement and using of the laser
- everything was clear and we knew how to do it... but needed good timing[/spoiler]
bugs
[spoiler]- some lights are to bright (like the first light on right side, when you enter)
- the fizzler at the fling place has unaligned textures=> last room, the moving panel has some 'see-trough' textures
- it's the panel where you have to get the cube back
- there are to much no-draw textures next to it[/spoiler]We enjoyed playin on this map and we played it 4 times, just to see how fast we can get trough.
Nice map, well done! Keep on the good work, please.![]()
Regards
PortalCombat
Hey there.
Thanks for sharing that map. Really good timing needed and it was fun for both of us.
thoughts
- thats exactly the way how challenging co-op maps should be
- nice panel movement and using of the laser
- everything was clear and we knew how to do it... but needed good timing
bugs
- the fizzler at the fling place has unaligned textures
=> last room, the moving panel has some 'see-trough' textures
- it's the panel where you have to get the cube back
- there are to much no-draw textures next to it
We enjoyed playin on this map and we played it 4 times, just to see how fast we can get trough.
Nice map, well done! Keep on the good work, please.
Regards
PortalCombat
Quote from xdiesp on June 4, 2011, 8:03 pmIt's all in the reflexes: three chambers based on spit-second portaling in mid air. Learning curve isn't really there, with the 2nd being the easiest while the 3rd requires heroics to be completed.
We managed to [spoiler]jump together from the same catapult[/spoiler], effectively a "one miss, you're out" situation which bordered on ridicule. That one's finale should be looked after.
Technically valid, chambers range from functional to sumptuous with only forgivable shortcomings.
It's all in the reflexes: three chambers based on spit-second portaling in mid air. Learning curve isn't really there, with the 2nd being the easiest while the 3rd requires heroics to be completed.
We managed to
Technically valid, chambers range from functional to sumptuous with only forgivable shortcomings.
Quote from smashy on June 4, 2011, 8:15 pmalthough not hard to figure out, adequately difficult to finish.
love this map - but i generally love shooting portals while being faithplated around :3
although not hard to figure out, adequately difficult to finish.
love this map - but i generally love shooting portals while being faithplated around :3
Quote from Kyorisu on June 4, 2011, 9:12 pmPortalCombat wrote:=> last room, the moving panel has some 'see-trough' textures
- it's the panel where you have to get the cube back
- there are to much no-draw textures next to itYeah whoops I managed to introduce those nodraw textures when adjusting the walls in that area. Yay for introduced bugs I feel like Notch
![]()
Uploaded a newer version to fix some issues.
For my first Portal map (lots of experience obviously just nothing ever gets finished) I'm rather happy with the results. Uploading a bug fix version. Adjusted the fizzler textures, fixed the nodraw and toned that light down a bit. And while I'm here have a screenshot of the second map, testing elements are hidden but have some pipes, everyone loves pipes. If anyone has any ideas on how to improve that third area to make it more coop like I'd like to hear it.
- it's the panel where you have to get the cube back
- there are to much no-draw textures next to it
Yeah whoops I managed to introduce those nodraw textures when adjusting the walls in that area. Yay for introduced bugs I feel like Notch
Uploaded a newer version to fix some issues.
For my first Portal map (lots of experience obviously just nothing ever gets finished) I'm rather happy with the results. Uploading a bug fix version. Adjusted the fizzler textures, fixed the nodraw and toned that light down a bit. And while I'm here have a screenshot of the second map, testing elements are hidden but have some pipes, everyone loves pipes. If anyone has any ideas on how to improve that third area to make it more coop like I'd like to hear it.
http://i34.photobucket.com/albums/d142/ ... 0000-1.jpg
Quote from ewart on June 7, 2011, 4:36 pmok so what did I think of this map?
well apart from the fact that IT WAS BLOODY AMAZING, i don't really know. I guess i just liked being flung in the air without a care in the world, whislt shooting a quick portal here and there, no biggy.
The visuals were great, the layout was great, the whole map was great ( me and my portal buddy were also great too
).
Keep up the good work, and create some more awesome portal 2 maps like this one!
Kudos
ok so what did I think of this map?
well apart from the fact that IT WAS BLOODY AMAZING, i don't really know. I guess i just liked being flung in the air without a care in the world, whislt shooting a quick portal here and there, no biggy.
The visuals were great, the layout was great, the whole map was great ( me and my portal buddy were also great too
).
Keep up the good work, and create some more awesome portal 2 maps like this one!
Kudos 
Quote from Djinndrache on July 5, 2011, 6:21 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:fySj6MBEL54
(Link: http://www.youtube.com/watch?v=fySj6MBEL54)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
fySj6MBEL54
(Link: http://www.youtube.com/watch?v=fySj6MBEL54)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from moreno on July 19, 2011, 2:40 amyeh this map is cool. had no problems with the fast movement stuff. that kind of thing is fun.
yeh this map is cool. had no problems with the fast movement stuff. that kind of thing is fun.
Quote from gamecrazed1 on July 22, 2011, 11:04 pmI liked the idea of the reflex portaling, unfortunatly, my partner couldn't fire a reflex shot (I don;t know how else to say it.) to save his life. So a map that could've taken about ten minutes took about an hour. made him feel "LIEK A BOSS" (as he puts it) when he finished it tho. Good map 5/5
I liked the idea of the reflex portaling, unfortunatly, my partner couldn't fire a reflex shot (I don;t know how else to say it.) to save his life. So a map that could've taken about ten minutes took about an hour. made him feel "LIEK A BOSS" (as he puts it) when he finished it tho. Good map 5/5 ![]()
