[Coop] SPLIT
Quote from baca25 on June 24, 2011, 2:47 amThis is my second map that I have ever created, for anything. It separates each partner from each other, and they must help each other out to advance through the map. It is not the most challenging map because this was mostly to test new things I am learning in the editor, and this is me trying to implement them into my maps.
Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to downloaded the map. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_split" in the console (which is activated by the ` key under ESC.
File Name: mp_coop_split25.rar
File Size: 2.92 MiB
Click here to download SPLIT
This is my second map that I have ever created, for anything. It separates each partner from each other, and they must help each other out to advance through the map. It is not the most challenging map because this was mostly to test new things I am learning in the editor, and this is me trying to implement them into my maps.
Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to downloaded the map. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_split" in the console (which is activated by the ` key under ESC.
File Name: mp_coop_split25.rar
File Size: 2.92 MiB
Click here to download SPLIT
Mapping Since May 21, 2011
Quote from infernet89 on June 24, 2011, 11:04 amI'll just add a note:
-DON'T PLAY THIS IF YOU ARE EPILEPTIC!
I'll just add a note:
-DON'T PLAY THIS IF YOU ARE EPILEPTIC!
(I'll stop recording if i die.)
Quote from xdiesp on June 24, 2011, 11:24 amWhile the map requires a good amount of exchanges between the player, other issues keep it pinned down badly. They span across all 3 chambers and outro, but can be dealt with.
1st room: the labyrinth looks atrocious and I doubt people will love a pure labyrinth in Portal (I'm neutral). 2nd room: the orange funnel is misaligned and stutters, this only makes things worse when it stops working, and you can't outright say if this is intended or not. 3rd room: increasingly over the 2nd room at least, the enviroment starts getting really heavy on the eyes - it is actually difficult to set apart surfaces, with all that glass and fizzlers one after the other. Outro: if you want to make it surrealist, good for you - nonetheless, without proper P2 looks this descent-thing looks like a seizure-inducing Quake corridor.
So: poor first impression, possibly bugged test, confusing one, doubtful finale. My suggestions: either cut or normalize labyrinth and outro, streamline the looks of the inner chambers and check that player-activated puzzles have logical consequences.
While the map requires a good amount of exchanges between the player, other issues keep it pinned down badly. They span across all 3 chambers and outro, but can be dealt with.
1st room: the labyrinth looks atrocious and I doubt people will love a pure labyrinth in Portal (I'm neutral). 2nd room: the orange funnel is misaligned and stutters, this only makes things worse when it stops working, and you can't outright say if this is intended or not. 3rd room: increasingly over the 2nd room at least, the enviroment starts getting really heavy on the eyes - it is actually difficult to set apart surfaces, with all that glass and fizzlers one after the other. Outro: if you want to make it surrealist, good for you - nonetheless, without proper P2 looks this descent-thing looks like a seizure-inducing Quake corridor.
So: poor first impression, possibly bugged test, confusing one, doubtful finale. My suggestions: either cut or normalize labyrinth and outro, streamline the looks of the inner chambers and check that player-activated puzzles have logical consequences.
Quote from baca25 on June 24, 2011, 8:57 pmxdiesp wrote:While the map requires a good amount of exchanges between the player, other issues keep it pinned down badly. They span across all 3 chambers and outro, but can be dealt with.1st room: the labyrinth looks atrocious and I doubt people will love a pure labyrinth in Portal (I'm neutral). 2nd room: the orange funnel is misaligned and stutters, this only makes things worse when it stops working, and you can't outright say if this is intended or not. 3rd room: increasingly over the 2nd room at least, the enviroment starts getting really heavy on the eyes - it is actually difficult to set apart surfaces, with all that glass and fizzlers one after the other. Outro: if you want to make it surrealist, good for you - nonetheless, without proper P2 looks this descent-thing looks like a seizure-inducing Quake corridor.
So: poor first impression, possibly bugged test, confusing one, doubtful finale. My suggestions: either cut or normalize labyrinth and outro, streamline the looks of the inner chambers and check that player-activated puzzles have logical consequences.
Thanks for the comments and I agree that it is a little hard to realize that there are fizzers in that third room, but I dont know how to darken them up, so I can't fix that right now, but I'll look into it. I'm also going to see if that room looks better if i just turn the glass that is going down the middle of the room into a wall. I'm also going to take out the fast flashing lights because of infernet's post. I am a little confused by what you mean when you say the orange funnel is misaligned and stutters. I tested the game and it is not stuttering for me, only thing I saw was a grey patch on the bottem right of it that I just fixed.
*EDIT*
I changed the fizzler into the darker underground ones, they are much easier to see, but have a strange flicker to them that I do not care for. I didn't change the glass because it made the room look weird. I changed the strobe lights into a strong pulse. I changed the grey texture under the orange funnel. I am keeping the labyrinth because I made it to fill the empty room I had, and I figured it was an interesting way to make someone run in a circle and maybe cause a laugh, like how I was rolling when I followed my friend through it.
1st room: the labyrinth looks atrocious and I doubt people will love a pure labyrinth in Portal (I'm neutral). 2nd room: the orange funnel is misaligned and stutters, this only makes things worse when it stops working, and you can't outright say if this is intended or not. 3rd room: increasingly over the 2nd room at least, the enviroment starts getting really heavy on the eyes - it is actually difficult to set apart surfaces, with all that glass and fizzlers one after the other. Outro: if you want to make it surrealist, good for you - nonetheless, without proper P2 looks this descent-thing looks like a seizure-inducing Quake corridor.
So: poor first impression, possibly bugged test, confusing one, doubtful finale. My suggestions: either cut or normalize labyrinth and outro, streamline the looks of the inner chambers and check that player-activated puzzles have logical consequences.
Thanks for the comments and I agree that it is a little hard to realize that there are fizzers in that third room, but I dont know how to darken them up, so I can't fix that right now, but I'll look into it. I'm also going to see if that room looks better if i just turn the glass that is going down the middle of the room into a wall. I'm also going to take out the fast flashing lights because of infernet's post. I am a little confused by what you mean when you say the orange funnel is misaligned and stutters. I tested the game and it is not stuttering for me, only thing I saw was a grey patch on the bottem right of it that I just fixed.
*EDIT*
I changed the fizzler into the darker underground ones, they are much easier to see, but have a strange flicker to them that I do not care for. I didn't change the glass because it made the room look weird. I changed the strobe lights into a strong pulse. I changed the grey texture under the orange funnel. I am keeping the labyrinth because I made it to fill the empty room I had, and I figured it was an interesting way to make someone run in a circle and maybe cause a laugh, like how I was rolling when I followed my friend through it.
Mapping Since May 21, 2011
Quote from xdiesp on June 25, 2011, 6:43 ambaca25 wrote:orange funnel is misaligned and stutters. I tested the game and it is not stuttering for me, only thing I saw was a grey patch on the bottem right of it that I just fixed.Could be something related to my machine, but it stuttered as in changing the flux graphics back and forth very fast.
Could be something related to my machine, but it stuttered as in changing the flux graphics back and forth very fast.
Quote from coopcrowd on June 29, 2011, 1:49 pmI think that this is a great improvement since you released Mind Lock and it is good to see that you take on the communities comments, so hopefully you will continue to get better and better. I agree with xdiesp in that at some points you get confused about what's glass and what's not (when we played it I spent a short while shooting as some glass expecting it to shoot through). But overall the level has been constructed to a much higher standard and my partner in science and I really quite enjoyed this map.
Really hope you continue to make maps and look forward to see where you go from this
(The video below is a play through so do not watch if you haven't played the level yet).
I think that this is a great improvement since you released Mind Lock and it is good to see that you take on the communities comments, so hopefully you will continue to get better and better. I agree with xdiesp in that at some points you get confused about what's glass and what's not (when we played it I spent a short while shooting as some glass expecting it to shoot through). But overall the level has been constructed to a much higher standard and my partner in science and I really quite enjoyed this map.
Really hope you continue to make maps and look forward to see where you go from this
(The video below is a play through so do not watch if you haven't played the level yet).
Quote from Salamandra on June 30, 2011, 6:46 pmGood map, although the slits seemed a bit narrow and/or an awkward height for the guy on the top. The excursion funnel stuttering was rather noticeable, but it didn't cause any problems.
Also was that first maze-like part there for a reason? It took us about 10 seconds.
[spoiler]Nice ending![/spoiler]
Here's another playthrough to add to the previous playthrough!
Good map, although the slits seemed a bit narrow and/or an awkward height for the guy on the top. The excursion funnel stuttering was rather noticeable, but it didn't cause any problems.
Also was that first maze-like part there for a reason? It took us about 10 seconds.
Here's another playthrough to add to the previous playthrough!
Quote from baca25 on July 1, 2011, 12:57 amI don't know why that funnel messes up for some people. It's fine on my screen and others. I like watching the videos.
*EDIT*
I am updating the top right glass, that everyone seems to try to shoot through.
I don't know why that funnel messes up for some people. It's fine on my screen and others. I like watching the videos.
*EDIT*
I am updating the top right glass, that everyone seems to try to shoot through.
Mapping Since May 21, 2011
Quote from Djinndrache on July 12, 2011, 5:58 amI'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:4ZHn2ykLU5g
(Link: http://www.youtube.com/watch?v=4ZHn2ykLU5g)Also note the video description for more feedback and my signature for additional project information.
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:
4ZHn2ykLU5g
(Link: http://www.youtube.com/watch?v=4ZHn2ykLU5g)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from baca25 on July 12, 2011, 6:47 pmHaha Djinndrache, when I first started watching I was like what the heck is going on... That shouldn't be there and why isn't that working and... ohh this was my first version of my map. Sorry you had to get put through those glass rooms without the new version.
Haha Djinndrache, when I first started watching I was like what the heck is going on... That shouldn't be there and why isn't that working and... ohh this was my first version of my map. Sorry you had to get put through those glass rooms without the new version.
Mapping Since May 21, 2011
