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[Coop] Square of Lah

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Hard map based on strictly logical puzzles, difficulty in particular is like defusing a bomb: all over the place and prone to deadly spikes, requiring to start over. For nasty it may be (the air portaling), we found it sound even when the deathsbacktracking involved for those "reboots" were growing exponentially sour. Style was as functional as necessary, no objections there.

Bugs: when opened, the panel-bridges seem to have odd hit detection around (try opening the one at the start, then approach it by sliding on the wall to the left); those invisible walls were really a nuisance. Specifically:

- Above the black structure at the beginning, which has no purpose now: was it done to prevent accessing the funnel easily? Because you still can, by either throwing the cube or jumping on it (imho, just have players jump on the thing);
- Around the hole at the beginning where the funnel passes through: I imagine it being there to prevent players to pass through, but a red laser field would require no dealings with the invisible.

the hills are alive... with the sound of music
xdiesp wrote:
Hard map based on strictly logical puzzles, difficulty in particular is like defusing a bomb: all over the place and prone to deadly spikes, requiring to start over. For nasty it may be (the air portaling), we found it sound even when the deathsbacktracking involved for those "reboots" were growing exponentially sour. Style was as functional as necessary, no objections there.

Bugs: when opened, the panel-bridges seem to have odd hit detection around (try opening the one at the start, then approach it by sliding on the wall to the left); those invisible walls were really a nuisance. Specifically:

- Above the black structure at the beginning, which has no purpose now: was it done to prevent accessing the funnel easily? Because you still can, by either throwing the cube or jumping on it (imho, just have players jump on the thing);
- Around the hole at the beginning where the funnel passes through: I imagine it being there to prevent players to pass through, but a red laser field would require no dealings with the invisible.

The black structure was meant to prevent pressing button 1 and running trough the door yourself. So is the invisible wall you are talking about. When you approach the door from the left you are usually trying to do that. It seemed like the best solution to me.

It is fine if you access the funnel, but the player clip wall in the

Spoiler
hole should indeed prevent players from flying to the fourth room.

Ill try out your idea with the laser as wall, thanks for the feedback! :)

Invisible walls and bumps is not the way. :1dn:

You don't want people to jump on the black structure? Make it high enough for the normal jump not to work, or the panel door faster. Because as it is, everyone will try to discover what's on top since it's right there. As for the invisible hit zone around the panels: something this rough I would have never expected to be a fix, really bad stuff. Again, either speed up the panels or remove that white wall.

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

Played your Map yesterday...

We "accidently" found another way to skip the

Spoiler
"Air-Portal-Solution"

How we got the Cube in the First Room:

Spoiler
I tool the left path, my friend the right path.
My partner opened the Door 2 and I took the Cube with me.
I put the cube down near the corner before the last room, jumped on the Cube and jumped a little bit on the cube to snipe on the top white Surface of the first room.
Then my partner opened the door again.
I shot my second portal into the side and went through.

How we got the Funnel into the First Room:

Spoiler
I replaced my First-Room Portal to the Bottom right surface. My partner shot 1 portal to the Left bottom surface and one to the Top. Jumped through the portal and sniped a portal onto the Funnelsurface as he left the top Portal. (Sometimes he even jumped onto the Invisible Cube-Throw-Avoid-Wall.) Then he went through the Portal inside the Funnelroom to replace the Portal and aquire the Funnel.

How we got the Cube into the Last Room:

Spoiler
The Funnelpartner took my still existing Portal inside the Catapult-Room.
After that I went the right path. My partner opened the Door 3 and I proceeded to the last Room to Catch he cube. After that it wasn't that hard to deal with the laser becouse my partner allready hat an active portal in the First room and allready stood in the left Room.

My Portal 2 Maps:
1 , 2 , 3
Domathan wrote:
Played your Map yesterday...

We "accidently" found another way to skip the

Spoiler
"Air-Portal-Solution"

...

Thanks a lot :D i'm patching those problems atm and i'll release a new version of the map soon. Man, you all are inventive... or my map is just very broken :p

There is a mirrored texture for the tick in the latest version. Also, we still solved it by throwing the cube and getting the funnel through not jumping. We only jumped for portals twice in the level.

Some of my Portal 2 maps || Mini-Faith || Careful Cube || Vertical Reach ||

|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||

My brother and I played this splitscreen on a PC with PS3 controllers (emulating XBox 360s), and found it quite difficult. Firing portals while flying is very difficult to do with a controller; it is an order of magnitude more difficult than with a mouse.

It is so difficult for us, in fact, that we had to use the ex fu flying glitch to solve it. We probably placed portals in the same places as the intended solution, perhaps in a different order.

We know there are a bunch of pimply-faced kiddies with ninja reflexes who would like to tell us to stop whining. We appreciate that some people want to make maps to challenge even the most skillful players. Just say so in the description so we ham-fisted old farts don't spend three hours trying to solve a map before resorting to cheats just to get through it.

I'm hoping that someday soon Valve will update the PS3 version to accommodate custom maps. However, if and when they do, a map like this one will be nearly unplayable for most players. We don't know whether you tested this map playing with a gamepad or not. If you did and you still found it playable, then bless your fast-twitch self.

Overall, we liked the puzzle design. It was just too difficult for us to execute the maneuvers required. That doesn't mean it's a bad map; it does mean that we think not many people will enjoy playing it.

We give it a 4/5, since it's not your fault we can't play well enough.

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KennKong wrote:
We know there are a bunch of pimply-faced kiddies with ninja reflexes who would like to tell us to stop whining.

He, these aren't the Steam forums! :-o What stopped you is the joypad, see if you can switch one player to mouse & keyboard next time.

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

Playing with keyboard + mouse is really the intended way. It really shouldn't be expected that custom maps are appropriately difficult with controllers given that they're PC-exclusive, without difficulty settings and almost no one here would use controllers.

Besides which, while I can appreciate that doing the map with a controller is difficult (I am absolutely terrible at aiming with a controller), this map is really far from one of the worst offenders regarding reflex & aiming requirements (see chamber 2 of Secleratus).

KennKong wrote:
My brother and I played this splitscreen on a PC with PS3 controllers (emulating XBox 360s), and found it quite difficult. Firing portals while flying is very difficult to do with a controller; it is an order of magnitude more difficult than with a mouse.

It is so difficult for us, in fact, that we had to use the ex fu flying glitch to solve it. We probably placed portals in the same places as the intended solution, perhaps in a different order.

We know there are a bunch of pimply-faced kiddies with ninja reflexes who would like to tell us to stop whining. We appreciate that some people want to make maps to challenge even the most skillful players. Just say so in the description so we ham-fisted old farts don't spend three hours trying to solve a map before resorting to cheats just to get through it.

I'm hoping that someday soon Valve will update the PS3 version to accommodate custom maps. However, if and when they do, a map like this one will be nearly unplayable for most players. We don't know whether you tested this map playing with a gamepad or not. If you did and you still found it playable, then bless your fast-twitch self.

Overall, we liked the puzzle design. It was just too difficult for us to execute the maneuvers required. That doesn't mean it's a bad map; it does mean that we think not many people will enjoy playing it.

We give it a 4/5, since it's not your fault we can't play well enough.

Thanks for your feedback, but the map was indeed meant to be played with keyboard and mouse because you can only play it on a computer. I know you can use gamepads on a computer as well, but I don't think that's very commonly done.
IMO there are certain things (like the fling thing) that you can barely do with a controller, but make the map much more fun when playing with keyboard+mouse, which most people use. I also think that the main way to play first-person perspective games is not with a PS3 controller, so I didn't really consider trying it with one. But if there are indeed so many people using it, i'll mention it in the description like you sayd.

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