[Coop] Three Companions
Quote from doubledispatch on October 28, 2011, 3:03 pmTake Atlas, P-Body, and the Companion Cube (come on, s/he is sentient, right?) through two main testchambers (plus additional gameplay) meant to really challenge you both as you rely on timing and various applications of the cube to progress.
Just don't leave the cube behind. ~Ashley (doubledispatch)
UPDATE: I've fixed the issue with getting stuck in panels and made the area beyond the second chamber an actual (if brief) puzzle of its own. I've also made a few more improvements here and there, including making the second testchamber brighter.
File Name: mp_coop_threecompanions.zip
File Size: 4.19 MiB
Click here to download [Coop] Three Companions
Take Atlas, P-Body, and the Companion Cube (come on, s/he is sentient, right?) through two main testchambers (plus additional gameplay) meant to really challenge you both as you rely on timing and various applications of the cube to progress.
Just don't leave the cube behind. ~Ashley (doubledispatch)
UPDATE: I've fixed the issue with getting stuck in panels and made the area beyond the second chamber an actual (if brief) puzzle of its own. I've also made a few more improvements here and there, including making the second testchamber brighter.
File Name: mp_coop_threecompanions.zip
File Size: 4.19 MiB
Click here to download [Coop] Three Companions
Quote from moah2 on October 29, 2011, 4:08 pmthis map was certainly chalenging in test chamber 2, some clever ideas
I liked how [spoiler]the lasers were used in test chamber 2 bc i it makes the test more fun than one would expect from lasers[/spoiler]
tbh the last bit wasn't so much challenging as it was easy to make a mistake but otherwise there were some pretty good design elements and i liked the visual style - particually in the second room.
if there was one criticism it would be that i personally wanted more but then perhaps thats a good thing since the test interested me to make me think that so overall, excellent work. had you have added some holes leading to the outside and more panels that dont relate to the actual test it might almost seem the kind of thing valve would make (withtou glades of course)
this map was certainly chalenging in test chamber 2, some clever ideas
I liked how
tbh the last bit wasn't so much challenging as it was easy to make a mistake but otherwise there were some pretty good design elements and i liked the visual style - particually in the second room.
if there was one criticism it would be that i personally wanted more but then perhaps thats a good thing since the test interested me to make me think that so overall, excellent work. had you have added some holes leading to the outside and more panels that dont relate to the actual test it might almost seem the kind of thing valve would make (withtou glades of course)
Quote from doubledispatch on October 30, 2011, 4:50 amThankyou for your feedback. If anyone else has anything to say about what was good or could have been improved or wants to know how to do something i.e. you're stuck), please do go ahead and say.
Thankyou for your feedback. If anyone else has anything to say about what was good or could have been improved or wants to know how to do something i.e. you're stuck), please do go ahead and say.
Quote from choza321 on October 30, 2011, 9:14 pmI just played this map with my friend, and it was a lot of fun. However, [spoiler]in part 2 of the test chamber, my friend and I were able to get the portal surface gel into it, and it wound up making the entire chamber pretty easy (since we got it under the light bridges, the rest of the chamber was moot). I don't have any experience making maps, but if its possible I'd recommend you have the map turn that gel off once you enter the second chamber.[/spoiler]
Otherwise, really enjoyed it; thanks for posting!
I just played this map with my friend, and it was a lot of fun. However,
Otherwise, really enjoyed it; thanks for posting!
Quote from MutatedTurret on October 30, 2011, 10:53 pmNicely laid out level, though [spoiler]me and my partner also managed to break the second and last chamber with white gel.[/spoiler]
[spoiler]
[/spoiler]
Interestingly we found the elevator area itself had portable surfaces around it...so thus managed to reach the dissemblers by going in from the roof.
We also brought the companion cube! ...but then dropped it under the elevator...![]()
[spoiler]
[/spoiler]
This should be averted by just making the black walls in the transition room glass as well, as it was the ability to send gel in through the door by funnel onto the black tile behind the fizzler that let the abuse come through.
Nicely laid out level, though

Interestingly we found the elevator area itself had portable surfaces around it...so thus managed to reach the dissemblers by going in from the roof.
We also brought the companion cube! ...but then dropped it under the elevator...


This should be averted by just making the black walls in the transition room glass as well, as it was the ability to send gel in through the door by funnel onto the black tile behind the fizzler that let the abuse come through.
Quote from doubledispatch on October 31, 2011, 1:01 pmIf that's the only bug people found, then I'm not too worried and yes I'll turn off the gel once you get through and otherwise do my best to fix the exploit. Thanks for playing and posting and bringing this to me attention.
EDIT: Okay, I've now set the [spoiler]white gel to turn off the moment the cube touches the button that opens the second door and it will refuse to turn on again even if you re-hit its activating button. This should prevent the white gel exploit. I've also replaced my portalable surface around the elevator (can't bloody believe I missed that) with the usual pitch blackness found in Valve's maps.[/spoiler]
If that's the only bug people found, then I'm not too worried and yes I'll turn off the gel once you get through and otherwise do my best to fix the exploit. Thanks for playing and posting and bringing this to me attention.
EDIT: Okay, I've now set the
Quote from Tzupi on November 2, 2011, 5:52 pmMore exploit with the gel.
I didn't remember how exactly, but the door remained open and the gel flowed when we passed the door and the field. We was able to shoot a portal through the little window to the gel.Anyway it was a great level!
More exploit with the gel.
I didn't remember how exactly, but the door remained open and the gel flowed when we passed the door and the field. We was able to shoot a portal through the little window to the gel.
Anyway it was a great level!
Quote from doubledispatch on November 3, 2011, 2:07 pmTzupi wrote:More exploit with the gel.
I didn't remember how exactly, but the door remained open and the gel flowed when we passed the door and the field. We was able to shoot a portal through the little window to the gel.Anyway it was a great level!
I'm not really worried about that since at least you can't get any more gel through the given portal. Still, I'll make the wall not portalable (even with gel) just to be on the safe side.
Anyway, thankyou for playing.
I didn't remember how exactly, but the door remained open and the gel flowed when we passed the door and the field. We was able to shoot a portal through the little window to the gel.
Anyway it was a great level!
I'm not really worried about that since at least you can't get any more gel through the given portal. Still, I'll make the wall not portalable (even with gel) just to be on the safe side.
Anyway, thankyou for playing.
Quote from mbruck on November 4, 2011, 8:35 pm[spoiler]We brought in the funnel from the first room and essentially circumvented most parts of the second room by going straight to the button receptacle that activates the blue goo.[/spoiler]
Quote from doubledispatch on November 5, 2011, 12:57 pmmbruck wrote:[spoiler]We brought in the funnel from the first room and essentially circumvented most parts of the second room by going straight to the button receptacle that activates the blue goo.[/spoiler]I've fixed this in my latest version.
I've fixed this in my latest version.