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[Coop] Overgrown Clap Documentation

A CO-OP map that requires more thinking then usual. Has been tested with several different playtesters. All said that it was been rewarding to finally figure out the solution and that the map was not to hard to solve. Combine this with the excellent attention to detail, you get a map that is extremely fun to play. And you can play this with one of your friends.

Map name: mp_coop_lz-3
Have been compiled with final settings.

VIDEO PREVIEW (SOLUTION NOT GIVEN)
[youtube]http://www.youtube.com/watch?v=XQvw1vQn4ag[/youtube]

Please use the console to disconnect once the screen fades to black in the end of the map. Thanks!

File Name: mp_coop_lz-3.rar
File Size: 15.47?MiB
[Coop] Overgrown Clap Documentation

We are both standing in front of the exit door, but it is not opening. Is it broken or are we missing something?

Hey there.

thoughts

Spoiler
=> map design and level of details are amazing :thumbup:
- all the plants and stone-pieces... it looks really great!
- but you should add some collision to the enviroment
- we were able to stand in your decoration on the floor

=> blue gel was a little bit tricky
- it flow out of the portal with an strange angle...

=> the sound of the crushers was really annoying
- why the hell, are they enabled all the fuckin' time?
- it is hard to think clear when you have this sound blocking your thoughts
- we were very happy when we finished the map, and could leave the crusher sound alone!


shortcut
Spoiler
=> in the room on the left side - we did not use the 2 buttons to disable the fizzler
- I just jumped down to the catapult and used it to save the cube
- and btw: we did not really figured out how to get to the buttons at all

We really enjoyed your map design and the puzzle was fun and interesting.
Thanks for sharing that map.

Regards
PortalCombat

[back on TWP since 08. July 2017]
Steam: DrFauli

With maps of this quality, you can't help but be frustrated by no draw surfaces in plain view (check the left room). But I cannot ignore the splendid amount of destruction everywhere, the place looks like it was bombed with waste everywhere.

Difficulty is medium, both antechambers get you busy while not so demanding - yet the right one can be soloed, and the left one gets horribly broken with a well executed jump. Unless you consider that an alternate solution, which I respect.

All of this went on pretty fast, then we spent a disproportional amount of time covering in gels the final walkway: both the gel trajectory and the available surfaces seemed off, which had us spamming gel forever. For a menial task like that, it took too long: I suggest to break up the walkway to suggest you're not doing it wrong, or just normalize the blue shower.

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

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:

1t-I1dR8_bw
(Link: http://www.youtube.com/watch?v=1t-I1dR8_bw)

Also note the video description for more feedback and my signature for additional project information.

Hello everyone!

First of all I would like to thank you for all of your feedback!
Secondly I would like to say that I am aware of alternative solutions to the puzzles which was discovered by my playtesters.

I decided to leave some since only one solution puzzles are no fun and are harder to solve for the player.

But there is also solutions I did not know of such as you showed in the video how you and your friend combined the two laser cubes to turn on the orange gel. This does not matter for me since the intended solution was infact right infront of your eyes and easier to pull off. But your mind was not set for it and therefor you did not see it.

For me the biggest mistake I did in this map was simply put, the blue gel. The angle of it and that I let it stay in the map, even though playtesters complained that it was tricky.
I thought the technique was cool to have to use a special portal placement to get the blue gel on the bridge. But this had never been introduced to portal players before and I did go against my own rules of just that. Mostly because some testers did eventually figure out that the portal placed on the floor needed to be upside down, since the gel would fly up the sky if it was placed normally.

I've also noticed that its possible to make the last jump even tho the gels aren't placed as I intended to and that is also a problem.

But all in all you have to solve both chambers to the right and left to make it to the exit so there is no major loss and that gives you a very dynamic gameplay from person to person. And thats a big bonus even though it was not intended.

I learned something from making this map and getting your feedback. Thanks!

:notwant: The test is over.

http://www.youtube.com/watch?v=Yt_B0bIR4O0
Yt_B0bIR4O0

Fun Complex (sorta) map the aesthetics are amazing and it makes good use of the test elements good job!
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Maps are played blind unless stated otherwise this means i have no idea what i am walking in to and if i am doing them correctly. their may be bits where i stop to think.
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CLICK FOR YOUTUBE VIDEO AND DOWNLOAD LINK - V1.6 Was Released On The 05/05/2012
[spoiler]TWP Download Link or ForgottenCoders Download Link! (Usually Updated Quicker)
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