[Coop] Tricky Triple
Quote from Snoogles on July 6, 2012, 10:35 pmThis was an excellent trio of maps. Especially loved part 3! Here's our playthrough.
http://www.youtube.com/watch?v=TZDYnIdefok
This was an excellent trio of maps. Especially loved part 3! Here's our playthrough.
http://www.youtube.com/watch?v=TZDYnIdefok
Quote from BEARD! on July 9, 2012, 5:22 pmMeeting a high visual standard (bar the lack of -staticproplighting), the map provides non-trivial puzzles, peaking in the middle in terms of difficulty. I'd describe it as easy to medium, and highly enjoyable - well worth a go.
First Puzzle
It was nice to start in a BTS area! The puzzle was a gentle introduction to the map, maybe just a tad too easy. Adding more portalable surfaces might disguise the solution a bit more (although I appreciate that's hard to do in a BTS zone). Strangely my partner managed to get stuck on the cube when he dropped to perform the fling (I think the physics just bugged out or something). While it was fun to solve cooperatively, it didn't feel like the puzzle was explicitely cooperative. After all, it only takes one person to [spoiler]move one portal from the funnel to the angled fling platform and hold a laser cube steady in a funnel[/spoiler].If you wanted to go extreme on the details, you could make the funnel be part of a derelict test chamber which is half-open to the players. [Similar to how Valve do it in the final chapter of the single player campaign]
Second Puzzle
We didn't seem to obtain the bouncing cube properly. Our solution was to use the drop pit to the left of the entrance. From this, one of us flung out of the highest wall panel, landing on the faith plate and grabbing the cube. [I suppose your intention was for us to make the angled panel horizontal and fling out of that]. The laser puzzle was well-made; I was never frustrated (which is often easy to do with lasers). It took a while for me and my partner to get used to all the different states (in particular I took ages to notice the button inside the glass room, and that we could simply PUT a cube inside the glass room). It was the hardest part of the map, and for us the most enjoyable.Third Puzzle
The faith plate indicator should have been cross/timer instead of cross/tick - just to emphasise the fact it was a timer (we didn't hear the tick tock sound). The crushers added further timing pressure and I liked how you continued that timing with the light bridge and the cube. Another gentle puzzle to finish the map.I noticed at the end of the map there were faith plate errors in the console. They were the ones about 'trajectory not transmitted to client' or whatever (I forget the specifics). To fix it, there's a flag on the trigger_catapult entities along the lines of 'broadcast to all clients' [I'm sure VDC or another poster will correct me here]. One final note: when we loaded up the next map our ping tools were disabled.
Meeting a high visual standard (bar the lack of -staticproplighting), the map provides non-trivial puzzles, peaking in the middle in terms of difficulty. I'd describe it as easy to medium, and highly enjoyable - well worth a go.
First Puzzle
It was nice to start in a BTS area! The puzzle was a gentle introduction to the map, maybe just a tad too easy. Adding more portalable surfaces might disguise the solution a bit more (although I appreciate that's hard to do in a BTS zone). Strangely my partner managed to get stuck on the cube when he dropped to perform the fling (I think the physics just bugged out or something). While it was fun to solve cooperatively, it didn't feel like the puzzle was explicitely cooperative. After all, it only takes one person to
If you wanted to go extreme on the details, you could make the funnel be part of a derelict test chamber which is half-open to the players. [Similar to how Valve do it in the final chapter of the single player campaign]
Second Puzzle
We didn't seem to obtain the bouncing cube properly. Our solution was to use the drop pit to the left of the entrance. From this, one of us flung out of the highest wall panel, landing on the faith plate and grabbing the cube. [I suppose your intention was for us to make the angled panel horizontal and fling out of that]. The laser puzzle was well-made; I was never frustrated (which is often easy to do with lasers). It took a while for me and my partner to get used to all the different states (in particular I took ages to notice the button inside the glass room, and that we could simply PUT a cube inside the glass room). It was the hardest part of the map, and for us the most enjoyable.
Third Puzzle
The faith plate indicator should have been cross/timer instead of cross/tick - just to emphasise the fact it was a timer (we didn't hear the tick tock sound). The crushers added further timing pressure and I liked how you continued that timing with the light bridge and the cube. Another gentle puzzle to finish the map.
I noticed at the end of the map there were faith plate errors in the console. They were the ones about 'trajectory not transmitted to client' or whatever (I forget the specifics). To fix it, there's a flag on the trigger_catapult entities along the lines of 'broadcast to all clients' [I'm sure VDC or another poster will correct me here]. One final note: when we loaded up the next map our ping tools were disabled.
Co-operative: Lightspeed Upstairs Downstairs
Quote from MrLate on August 4, 2012, 10:40 amThanks for the new replies! I'm glad that you enjoyed the map and I agree that there are some problems/bugs as well.
Thanks for the new replies! I'm glad that you enjoyed the map and I agree that there are some problems/bugs as well.
Quote from macko68 on August 8, 2012, 5:00 pmSolid map with second part being easly the best one. I wouldn`t call any of tests tricky but still it was a good ride. Many thanks for mapping 4/5 from me
Solid map with second part being easly the best one. I wouldn`t call any of tests tricky but still it was a good ride. Many thanks for mapping 4/5 from me
Quote from TeaCup on November 5, 2012, 7:35 amAll the gameplays in this thread are noticeably missing the panels in front of the area where the laser is supposed to enter the glass room (Part 2), a change which I assume was included in the most recent update.
My friend and I found that the addition of these panels made the map quite difficult; transforming it from a game of portal into a fucked up version of Jenga. Logic was forfeited in favor of trial-and-error/dumb luck.
It's possible we solved it in a round about way, but if this is the intended solution I think the panels should be removed (screenshots below):
All the gameplays in this thread are noticeably missing the panels in front of the area where the laser is supposed to enter the glass room (Part 2), a change which I assume was included in the most recent update.
My friend and I found that the addition of these panels made the map quite difficult; transforming it from a game of portal into a fucked up version of Jenga. Logic was forfeited in favor of trial-and-error/dumb luck.
It's possible we solved it in a round about way, but if this is the intended solution I think the panels should be removed (screenshots below):