[Coop] Quickchambers
Quote from MrLate on July 29, 2011, 2:10 pmUPDATE ON 25.8.2012
Now you can play the map through the Steam WorkshopChanges in 1.1 (1.8.2011)
-Edited chamber 3 a bit.
-Changed ceiling texture
-Added missing texture
-Other small changes and tweaksA map containing three chambers! First two are quite short but the last one is little longer
. Featuring also deadly laser fields!
Special thanks to Xdiesp for testing and being supportive!
Installing: Put the map file to portal 2/portal2/maps
More screenshots!
http://dl.dropbox.com/u/3300848/portal/ ... _00005.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00006.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00007.jpg
UPDATE ON 25.8.2012
Now you can play the map through the Steam Workshop
Changes in 1.1 (1.8.2011)
-Edited chamber 3 a bit.
-Changed ceiling texture
-Added missing texture
-Other small changes and tweaks
A map containing three chambers! First two are quite short but the last one is little longer . Featuring also deadly laser fields!
Special thanks to Xdiesp for testing and being supportive!
Installing: Put the map file to portal 2/portal2/maps
More screenshots!
http://dl.dropbox.com/u/3300848/portal/ ... _00005.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00006.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00007.jpg
Quote from MrLate on July 29, 2011, 2:13 pmScreenshots!
http://dl.dropbox.com/u/3300848/portal/ ... _00005.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00006.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00007.jpgE: There is a missing texture in the start. I forgot to add a fix for speed paint sign to the .bsp
Screenshots!
http://dl.dropbox.com/u/3300848/portal/ ... _00005.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00006.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00007.jpg
E: There is a missing texture in the start. I forgot to add a fix for speed paint sign to the .bsp
Quote from xdiesp on July 29, 2011, 4:04 pmThree-parter scenario in canonical Clean, comprises two short chambers introducing a bigger third. Those were quick affairs, each just a single movement puzzle; CH3 felt instead more fleshed out, lasting and built better with several item interactions and testing elements involved.
Much player exchange and some screw-ups bagged us some 15 mins. If I may suggest, those walls as gray as the floorsceilings could use more contrast (black, or emboss): also consider a cube overquest for those fly-by first two chambers. Overall, good job.
Three-parter scenario in canonical Clean, comprises two short chambers introducing a bigger third. Those were quick affairs, each just a single movement puzzle; CH3 felt instead more fleshed out, lasting and built better with several item interactions and testing elements involved.
Much player exchange and some screw-ups bagged us some 15 mins. If I may suggest, those walls as gray as the floorsceilings could use more contrast (black, or emboss): also consider a cube overquest for those fly-by first two chambers. Overall, good job.
Quote from MrLate on August 1, 2011, 6:46 amChanges in 1.1 (1.8.2011)
-Edited chamber 3 a bit.
-Changed ceiling texture
-Added missing texture
-Other small changes and tweaksChamber 3 is now slightly more complex
Didn't add "a cube overquest" yet, maybe another map!
Changes in 1.1 (1.8.2011)
-Edited chamber 3 a bit.
-Changed ceiling texture
-Added missing texture
-Other small changes and tweaks
Chamber 3 is now slightly more complex
Didn't add "a cube overquest" yet, maybe another map!
Quote from ForbiddenDonut on August 4, 2011, 12:49 amAn interesting and refined selection of easy maps, visually appealing and thought out.
[spoiler]The first chamber is an enjoyable time trial that involves using the propulsion gel in two ways at once (as a horizontal velocity changer as well as a vertical). My only criticism for the first chamber is that it's mostly a single player puzzle that is simply taking advantage of the two extra portals from player two.[/spoiler]
[spoiler]The second chamber was very similar to chamber one, except we're now racing against a laser wall. The moveable laser wall is a unique addition to the assortments of "penalty" devices the game already contains. The most interesting part of this chamber is how player one has to listen to the moving wall when transporting the left behind player, rather than see the actual device.[/spoiler]
The last chamber was the most developed in terms of complexity and map design, but losing the redirection box can be a pain and tedious due to its puzzle set-up. Otherwise, a nice chamber and puzzle.Keep up the good work.
An interesting and refined selection of easy maps, visually appealing and thought out.
The last chamber was the most developed in terms of complexity and map design, but losing the redirection box can be a pain and tedious due to its puzzle set-up. Otherwise, a nice chamber and puzzle.
Keep up the good work.
Quote from Salamandra on August 4, 2011, 9:42 pmLiked the map, first chamber was very good for it's fairly rarely used mechanics ([spoiler]although the button seemed a little bit high for the speed at which you come out the portal[/spoiler]), second chamber was a bit finicky but still quite reasonable, third took us about 3 minutes longer than it should have due to us stupidly not noticing something.
Playthrough:
vOGBhq2n-s8
Liked the map, first chamber was very good for it's fairly rarely used mechanics (
Playthrough:
vOGBhq2n-s8
Quote from mbruck on September 5, 2011, 8:38 pmNice map overall. A small glitch: I got stuck in the movable glass plate in the first chamber, had to use noclip.
Nice map overall. A small glitch: I got stuck in the movable glass plate in the first chamber, had to use noclip.