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[Coop] Room Of Raco

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A challenging map that involves some things that require inventive ways of using familiar game mechanics, impossible to explain without spoiling the puzzle :D.

I hope you enjoy my map! Please leave some feedback on the topic as well.

The installation instructions are put in the rar file itself, but they are the same as the ones for most other co-op maps.

Special thanks to NxSG for letting me use his awesome portal 2 themed music. This map features the track called 'Gravitation Field'. Be sure to check out his channel on youtube if you like it!
//Composer & Producer: Alexander Linhart/NxSG
//Track: Portal 2 Soundtrack (Gravitation Field)
//YouTube: http://www.youtube.com/user/NxSGMusic

////Changes////
1.1: PLEASE tell me if this version doesn't work o.0, doesn't let you hear the music or see the custom textures :D
-Changed the test sign, it now shows the correct test icons
-Added an exit sign at the exit
-Added a moon sign at the 'moon door'
-Prevented some unintended solutions
-Prevented standing on some walls sticking out

Videos featuring Room of Raco (and contailing some big spoilers, even in the thumbnails :D):

File Name: Room of Raco.zip
File Size: 8.35 MiB
Room Of Raco

File Name: Room of Raco.zip
File Size: 35.04 MiB
Click here to download Room Of Raco

Very good, a couple of variations on things which I haven't seen before. The only (very minor) problem I noticed was that the upward-facing surface is really... weird. Pointed the portals in completely random directions.

juSGsSAFhIo

Salamandra wrote:
Very good, a couple of variations on things which I haven't seen before. The only (very minor) problem I noticed was that the upward-facing surface is really... weird. Pointed the portals in completely random directions.

Do you mean the floor right unerneath the hard light? Because it should place them correctly as long as you shoot it from the right angle. I've tried to fix it, but even with placement helpers it didn't work :(.

JonVD wrote:
Salamandra wrote:
Very good, a couple of variations on things which I haven't seen before. The only (very minor) problem I noticed was that the upward-facing surface is really... weird. Pointed the portals in completely random directions.

Do you mean the floor right unerneath the hard light? Because it should place them correctly as long as you shoot it from the right angle. I've tried to fix it, but even with placement helpers it didn't work :(.

I mean the white floor below the glass floor.

Salamandra wrote:
JonVD wrote:
Salamandra wrote:
Very good, a couple of variations on things which I haven't seen before. The only (very minor) problem I noticed was that the upward-facing surface is really... weird. Pointed the portals in completely random directions.

Do you mean the floor right unerneath the hard light? Because it should place them correctly as long as you shoot it from the right angle. I've tried to fix it, but even with placement helpers it didn't work :(.

I mean the white floor below the glass floor.

0.o didn't see that one yet. I'll look into it and i'll fix it if I can
Thanks a lot!

Medium sized COOP in Clean style, looks daunting at first but gets surprisingly approachable and streamlined as you keep going. We thought it was well done, an interesting mix of beginner's difficulty and frequent exchanges.

What limits the map may have, it counterbalances by doing few things but right: buttons, bridges - keeps things focused and material. Still you could probably add some detail (like Hall of Dodoen), to make the place less maze-like.

Note: we solved the moon button puzzle by portaling and jumping around a corner, then flinged at the weighted cube place. I guess both should have been done with bridges.

the hills are alive... with the sound of music
xdiesp wrote:
Medium sized COOP in Clean style, looks daunting at first but gets surprisingly approachable and streamlined as you keep going. We thought it was well done, an interesting mix of beginner's difficulty and frequent exchanges.

What limits the map may have, it counterbalances by doing few things but right: buttons, bridges - keeps things focused and material. Still you could probably add some detail (like Hall of Dodoen), to make the place less maze-like.

Note: we solved the moon button puzzle by portaling and jumping around a corner, then flinged at the weighted cube place. I guess both should have been done with bridges.

You're right, you should've used the bridges there... How exactly did you fling to the cube place? Did you use one of the angled surfaces or the ones next to the door?

Just finished the map - my partner and I really enjoyed it - I particularly liked sliding down the light bridge to the laser area - tons of fun!
Liked the clean style as well - great job and keep them coming!

OnePortalizedGal wrote:
Just finished the map - my partner and I really enjoyed it - I particularly liked
Spoiler
sliding down the light bridge to the laser area
- tons of fun!
Liked the clean style as well - great job and keep them coming!

Glad you liked it, thanks a lot :D

JonVD wrote:
You're right, you should've used the bridges there... How exactly did you fling to the cube place? Did you use one of the angled surfaces or the ones next to the door?

Sorry, missed the reply. We set the output portal at the lowermost slated panel at the cube's place, and the input one on the floor of the nearby room (conveniently close to a small step to jump from).

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