[Coop] Portal Combat 01 - catapults
Quote from PortalCombat on June 6, 2011, 7:46 amThis is a Portal 2 custom map based on some catapult puzzles.
Features:
- custom co-op spawn and respawn rooms
- big rooms with catapult based puzzles, including a cube
- rotating and moving panels
- support panels to prevent player death in case of wrong timing
- overlays to help players with the puzzles
- scripted event on end of mapPuzzles:
- all puzzles are based on catapults, flinging and a cube.
- you will need good teamwork and nice timing for the puzzles
- these puzzles will challenge you and your partnerscreenshots
[spoiler]click on the images for higher resolution (1920x1200)
[/spoiler]
video of complete map solving
[spoiler]tnn2eAc6lyA[/spoiler]Change Log:
=> v1.1: (09.06.2011)
- added some Indicators to make it easier
- added timer sound for the buttons
- realigned some textures
- new script at end of map
- fixed the cube catching bug=> v1.2: (13.06.2011)
- added missing light model
- removed catapult target overlay at 2nd floor
- fixed the support panel triggersFile Name: mp_coop_PortalCombat_01.rar
File Size: 3.18?MiB
Portal Combat 01 - catapults
This is a Portal 2 custom map based on some catapult puzzles.
Features:
- custom co-op spawn and respawn rooms
- big rooms with catapult based puzzles, including a cube
- rotating and moving panels
- support panels to prevent player death in case of wrong timing
- overlays to help players with the puzzles
- scripted event on end of map
Puzzles:
- all puzzles are based on catapults, flinging and a cube.
- you will need good teamwork and nice timing for the puzzles
- these puzzles will challenge you and your partner
screenshots
video of complete map solving
Change Log:
=> v1.1: (09.06.2011)
- added some Indicators to make it easier
- added timer sound for the buttons
- realigned some textures
- new script at end of map
- fixed the cube catching bug
=> v1.2: (13.06.2011)
- added missing light model
- removed catapult target overlay at 2nd floor
- fixed the support panel triggers
File Name: mp_coop_PortalCombat_01.rar
File Size: 3.18?MiB
Portal Combat 01 - catapults
Quote from That Greek Guy on June 10, 2011, 7:01 pmhehe.
um im gonna flat out say it. We cheated. Not with any codes but we cheated to solve this. Not that it was too hard to figure out, just too hard to pull off. If it makes you feel any better it looked REALLY good and we had a ton of fun with the catapults
hehe.
um im gonna flat out say it. We cheated. Not with any codes but we cheated to solve this. Not that it was too hard to figure out, just too hard to pull off. If it makes you feel any better it looked REALLY good and we had a ton of fun with the catapults ![]()
Quote from PortalCombat on June 10, 2011, 7:39 pmthanks for you comment.
A friend and me had a lot of fun in testing the map while it was in development...
The first time, we were just jumping around with the catapults for some minutesI know this map is really difficult, if you try it the first time.
But if you know how, it is some kind of easy but still fun.
thanks for you comment.
A friend and me had a lot of fun in testing the map while it was in development...
The first time, we were just jumping around with the catapults for some minutes ![]()
I know this map is really difficult, if you try it the first time.
But if you know how, it is some kind of easy but still fun.
Quote from PortalCombat on June 14, 2011, 7:39 pmSch?n das dir die Map gef?llt.
Wir hatten auch schon viel Spa? auf dieser Map.
---
english:
glad that you like my map. We also had much fun on it.
Sch?n das dir die Map gef?llt. ![]()
Wir hatten auch schon viel Spa? auf dieser Map.
---
english:
glad that you like my map. We also had much fun on it.
Quote from xdiesp on June 18, 2011, 2:29 pmFrom the insipid looks of it, you would never guess the amount of animations and pixel-perfect gameplay this map can vaunt. The catapults paths were so honed that's it's actually hard to die: idiot-proof insurance design, while fully flinging for dear life.
Catapults are normally home to empty gigamaps with banal scripted jumps: this one manages to save through fizzler conditions and mid-fly acrobatics. And enough guidance to enjoy it, instead of dying at every mistake as it could have been. Well done, but think of the monotone boxy rooms too.
From the insipid looks of it, you would never guess the amount of animations and pixel-perfect gameplay this map can vaunt. The catapults paths were so honed that's it's actually hard to die: idiot-proof insurance design, while fully flinging for dear life.
Catapults are normally home to empty gigamaps with banal scripted jumps: this one manages to save through fizzler conditions and mid-fly acrobatics. And enough guidance to enjoy it, instead of dying at every mistake as it could have been. Well done, but think of the monotone boxy rooms too.
Quote from Salamandra on June 21, 2011, 4:13 pmThe first chamber was good.
I didn't like the second chamber very much. The idea was good, but I'm still not entirely sure how I was supposed to do it. [spoiler]We could have done it by passing each other the cube back and forth, hence bypassing the emancipation grill, while flying past each other in the air, except we seemed to be too far apart. If we tried to edge towards each other, we still had problems with grabbing the cube as the person with the cube seemed to automatically grab it back after a fraction of a second for some reason. Tried some things with dropping the cube in mid-air as well. It's either overly fiddly, or my... not very satisfying method was approximately the correct one.[/spoiler]
Here's the playthrough:YWJZgCrDGWc
The first chamber was good.
I didn't like the second chamber very much. The idea was good, but I'm still not entirely sure how I was supposed to do it.
Here's the playthrough:YWJZgCrDGWc
Quote from PortalCombat on June 22, 2011, 6:43 amSalamandra wrote:The first chamber was good.I didn't like the second chamber very much. The idea was good, but I'm still not entirely sure how I was supposed to do it.
Hey there.
Thank you very much for that awesome playthrough. Nice to see how people try to solve it.
I really like the way you guys thinking about solving the first puzzle. Well done.Now, about the 2nd room: (spoiler warning)
portal 2 cube catching bug
[spoiler]- the way to solve the 2nd room, is to give the cube to your partner twice
- the way you have tried it the first few times in the video was the correct way
- so I know you guys tried it already, but it is difficult, because there is a portal 2 bugI dont know how to prevent it, but Portal 2 keeps catching the cube back from your partner at some time.
Like you have said: You have it, but only for some milliseconds.That was really annoying when I tested the map while in development.
So I decided to put the players more away from each other.
This prevented the automatic catching at most times, and also increased difficulty,
because you would have to find the correct angles to look at.I know it is not perfect, but I dont know how to prevent it completly
[/spoiler]
I will create a video of complete map solving, too.Regards
PortalCombat
I didn't like the second chamber very much. The idea was good, but I'm still not entirely sure how I was supposed to do it.
Hey there.
Thank you very much for that awesome playthrough. Nice to see how people try to solve it.
I really like the way you guys thinking about solving the first puzzle. Well done.
Now, about the 2nd room: (spoiler warning)
portal 2 cube catching bug
- the way you have tried it the first few times in the video was the correct way
- so I know you guys tried it already, but it is difficult, because there is a portal 2 bug
I dont know how to prevent it, but Portal 2 keeps catching the cube back from your partner at some time.
Like you have said: You have it, but only for some milliseconds.
That was really annoying when I tested the map while in development.
So I decided to put the players more away from each other.
This prevented the automatic catching at most times, and also increased difficulty,
because you would have to find the correct angles to look at.
I know it is not perfect, but I dont know how to prevent it completly ![]()
I will create a video of complete map solving, too.
Regards
PortalCombat
Quote from Darkylight on June 22, 2011, 6:59 amI cant see your screenshots because my nod32 antivirus blocked it. Can you upload for another site? Please.
I cant see your screenshots because my nod32 antivirus blocked it. Can you upload for another site? Please.
Quote from PortalCombat on June 22, 2011, 8:55 amDarkylight wrote:I cant see your screenshots because my nod32 antivirus blocked it. Can you upload for another site? Please.Iam using this site for years now, and I know the person who owns it.
There is no virus, its just the 'exec' Server-command in the URL, which freakz out your anti-virus-stuff.My video of my map solving:
video of complete map solving
[spoiler]tnn2eAc6lyA[/spoiler]
Iam using this site for years now, and I know the person who owns it.
There is no virus, its just the 'exec' Server-command in the URL, which freakz out your anti-virus-stuff.
My video of my map solving:
video of complete map solving
