[Coop] Lessons Learned
Quote from Insomnautik on April 3, 2012, 5:42 amIn this single test chamber, it will test your ability to maintain your portals. This test does not require quick timing or any advanced portaling techniques. However, it will take good team work to make it to the exit.
I meant for this to be a quick build and release rather then attempting to spend weeks on the details. I have other maps I'm working on for that. So for now, enjoy this quick chamber.
Screenshots:
http://www.nautikdesign.net/portal2maps ... ize_01.jpg
http://www.nautikdesign.net/portal2maps ... ize_02.jpg
http://www.nautikdesign.net/portal2maps ... ize_03.jpg
http://www.nautikdesign.net/portal2maps ... ize_04.jpgVideo Playthrough (No Death):
http://youtu.be/MWgaWh8AnSY?hd=1Changelog:
v0.1
- Releasev0.2
- Re-Arranged some testing elements so indicator light paths don't overlap.
- Modified Lighting, Added extra observation room.
- Fixed ending door to use Coop Cameras instead of two buttons to open door.
- Replaced Window Frame brushes with actual models.
- Lowered Part of ceiling for easier indicator line visibility.File Name: mp_coop_lessonslearnedv0.2.zip
File Size: 10.2 MiB
Click here to download [Coop] Lessons Learned
In this single test chamber, it will test your ability to maintain your portals. This test does not require quick timing or any advanced portaling techniques. However, it will take good team work to make it to the exit.
I meant for this to be a quick build and release rather then attempting to spend weeks on the details. I have other maps I'm working on for that. So for now, enjoy this quick chamber.
Screenshots:
http://www.nautikdesign.net/portal2maps ... ize_01.jpg
http://www.nautikdesign.net/portal2maps ... ize_02.jpg
http://www.nautikdesign.net/portal2maps ... ize_03.jpg
http://www.nautikdesign.net/portal2maps ... ize_04.jpg
Video Playthrough (No Death):
http://youtu.be/MWgaWh8AnSY?hd=1
Changelog:
v0.1
- Release
v0.2
- Re-Arranged some testing elements so indicator light paths don't overlap.
- Modified Lighting, Added extra observation room.
- Fixed ending door to use Coop Cameras instead of two buttons to open door.
- Replaced Window Frame brushes with actual models.
- Lowered Part of ceiling for easier indicator line visibility.
File Name: mp_coop_lessonslearnedv0.2.zip
File Size: 10.2 MiB
Click here to download [Coop] Lessons Learned

Quote from josepezdj on April 3, 2012, 7:07 amMan, to be a map in which you say you didn't put so much time on detailing, it looks awesome!! and well detailed so far. Can't wait to play it!
Man, to be a map in which you say you didn't put so much time on detailing, it looks awesome!! and well detailed so far. Can't wait to play it!
Quote from Stephenishere on April 3, 2012, 1:54 pmI've got to warn you all, this is a tricky map... It isn't like his first with the lightning fast reflexes, it'll make even experienced portalers think for a while though.
The video play through has finally finished uploading.
Solution video: http://youtu.be/MWgaWh8AnSY?hd=1
I've got to warn you all, this is a tricky map... It isn't like his first with the lightning fast reflexes, it'll make even experienced portalers think for a while though.
The video play through has finally finished uploading.
Solution video: http://youtu.be/MWgaWh8AnSY?hd=1
Quote from Insomnautik on April 3, 2012, 5:27 pmjosepezdj wrote:Man, to be a map in which you say you didn't put so much time on detailing, it looks awesome!! and well detailed so far. Can't wait to play it!And I can't wait for you to play it. I'm glad you like what you see so far, the extremely clean design seems to look alright with decent lighting and allows for me to build levels in a couple of days rather then a couple weeks.
Anyone who does manage to get through the test let me know what you think. I am interested in seeing how apparent the final solution is for blind run partners (or rather any exploits I may not have realized). Anyone able to make a blind run video would be awesome.
And I can't wait for you to play it. I'm glad you like what you see so far, the extremely clean design seems to look alright with decent lighting and allows for me to build levels in a couple of days rather then a couple weeks.
Anyone who does manage to get through the test let me know what you think. I am interested in seeing how apparent the final solution is for blind run partners (or rather any exploits I may not have realized). Anyone able to make a blind run video would be awesome.

Quote from josepezdj on April 4, 2012, 2:42 amInsomnautik wrote:And I can't wait for you to play it.I'll try to play this evening without delay. In the case I don't find a good companion I'll test it alone, k? I'll post my comments.
I'll try to play this evening without delay. In the case I don't find a good companion I'll test it alone, k? I'll post my comments.
Quote from Lpfreaky90 on April 4, 2012, 2:57 amjosepezdj wrote:Insomnautik wrote:And I can't wait for you to play it.I'll try to play this evening without delay. In the case I don't find a good companion I'll test it alone, k? I'll post my comments.
Choose me?
I'll try to play this evening without delay. In the case I don't find a good companion I'll test it alone, k? I'll post my comments.
Choose me?

Quote from ChickenMobile on April 4, 2012, 7:15 amLiked the visuals in the map, and the layout was very good. A lot of the puzzle was thought out very well and was executed well, however bad things follow...:
Getting the cube back through the room and trying not to hit the laser otherwise the cube would fizzle was silly. I would suggest putting 2 doors here, one for where the laser goes through and one for the player to walk through.
We didn't know how to get both of us through to the exit AND keep the laser on. Then we realised you had to put the laser on the button and point it semi-diagonally through the door. This was a completely unexpected solution that seemed hacky. Change this and the chamber would have been much better.P.S. What was the pit of goo for?
Well done 4/5
Liked the visuals in the map, and the layout was very good. A lot of the puzzle was thought out very well and was executed well, however bad things follow...:
Getting the cube back through the room and trying not to hit the laser otherwise the cube would fizzle was silly. I would suggest putting 2 doors here, one for where the laser goes through and one for the player to walk through.
We didn't know how to get both of us through to the exit AND keep the laser on. Then we realised you had to put the laser on the button and point it semi-diagonally through the door. This was a completely unexpected solution that seemed hacky. Change this and the chamber would have been much better.
P.S. What was the pit of goo for?
Well done 4/5

Quote from josepezdj on April 4, 2012, 7:45 amlpfreaky90 wrote:Choose me?I will be a real pleasure maddam. We've got a date!
What time? (please between 19:00h and 21:00h Spanish time)

I will be a real pleasure maddam. We've got a date!
What time? (please between 19:00h and 21:00h Spanish time)
Quote from Insomnautik on April 4, 2012, 2:31 pm[spoiler]If you don't know what the pit of goo was for then you did better then i expected[/spoiler]. You can get your self stuck in that room up there if you do a good job lol. [spoiler]Also, avoiding the laser while bringing the cube back and redirecting the laser through the door[/spoiler] are all part of the intended solution. Although i suppose they probably didn't have to be, I didn't really want the solution to be all that obvious too.
Anyways, thanks for the comment about visuals, i guess clean levels are more popular then I thought. I would have expected to get bashed for it being too under detailed.
Anyways, thanks for the comment about visuals, i guess clean levels are more popular then I thought. I would have expected to get bashed for it being too under detailed.
Quote from Lpfreaky90 on April 4, 2012, 3:28 pmJosepezdj and I just played this map: it's a really nice job.
[spoiler]It took us some time to get one player to the other side.
Then a bit more time to get two players to the other side.
Then even more time to get two players and one cube to the other side
Adn finally it took even more time to get two players to the other side in such a way we could actually solve it.[/spoiler]
We both really enjoyed this map: It's clean, it's clever and it is really portal 2 coop!
Eggcelent job 5/5 (starting easter mood, sorry)
ps: woot my 1000th post here
Josepezdj and I just played this map: it's a really nice job.
Then a bit more time to get two players to the other side.
Then even more time to get two players and one cube to the other side
Adn finally it took even more time to get two players to the other side in such a way we could actually solve it.
We both really enjoyed this map: It's clean, it's clever and it is really portal 2 coop!
Eggcelent job 5/5 (starting easter mood, sorry

ps: woot my 1000th post here