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[Coop] Trust Bridges

Navigate a damaged test chamber with your partener in science.

This map includes hard light bridges, Pneumatic diversity vents, dynamic music that changes as you test, and Glados's famous reassembly machines. The test is medium hard and requires cooperative timing to solve.

Note:
This map was originally made for the second summer mapping contest at which point it was less than perfect due to a lack of time I had available. However since then I have been working hard on completing it and the map has now been updated to reflect that.

As this is my first ever community release I really hope you all enjoy it! Thanks for checking it out.

Screens:
https://www.dropbox.com/s/a3y7b38khjq1v ... v30006.jpg
https://www.dropbox.com/s/7pf9hiu3rx7e0 ... v30008.jpg
https://www.dropbox.com/s/6ib8u9e4juxoa ... v30012.jpg
https://www.dropbox.com/s/n0wumsq0a6ppo ... v30015.jpg

Workshop Link:
http://steamcommunity.com/sharedfiles/f ... =101442852

File Name: Trust Bridges.zip
File Size: 14.57 MiB
Click here to download Trust Bridges 1.1

I liked it, new challenging ideas, fun at the same time. felt like I was solving PUZZLEs which I like, and a nice re-assembly machine to boot



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

Iviv and LyLy here, and we played Trust bridges. We found this map very frustrating. We had several problems, like having to kill ourselves when we lost the cube to go get a new one. The fling test was extra problematic because our pings made us get quickly out of sync. It was near impossible to aim because of objects in the way. You might want to at least remove that lip that comes down by the button. We broke platform 1 of the fling test and it constantly stayed up. We found the hard way that the water in the second test actually didn't kill you near the walls and we had to enter the kill command in the console. Iviv said P-Body was incredibly shiny, but I was P-Body, so I couldn't see that. We've encountered that in other maps before. We were told it was a missing piece of code, but I'm not sure which, another mapper might can answer that.

The aesthetics were very nice, from a visual standpoint. It was quite a beautiful level. The animation and music cues were great and the re-assemblers were a nice touch. So all in all, the map looks nice, but that gets a bit lost with frustrations we got from it.

2Nightmaren Coop YouTube Channel
We play maps and break things!

My feedback:
Do not read if you are judge!

Spoiler
This was a pretty average map overall. There was a lack of ambience (it was very quiet) the details weren't anything special (such as lack of cameras and observation rooms), the cubemaps weren't built (of if they were, the map was renamed before uploading, that is a no-no) and the puzzle wasn't overly great either.

The cube on the lightbridge idea could have been done better. The most frustrating thing about it was the cube decided to fall off the bridge multiple times till we actually was able to get the cube.

Not sure if this was a bug or not, but the angled panels you were meant to use to fling at each other at the same time was on an angle which you could walk up to the exit. I assume you were meant to press a button each and then fling on the angled panels simultaneously.

Good effort though.

?????????????????????????????TWP Releases | My Workshop

I didn't have a partner, so you can assume I haven't got too far without god/noclip, but I was able to reportal out of the first room and jump to a beam. May want raise the trigger hurt there. Will upload a blindrun ASAP.
Cheers.

Edit: disregard the last comment, Solo misses a trigger. Now the biggest problem is the fact that if you hit the buttons more than once, it keeps rotating. I'll upload a solution using it later.
Last room was fun.
Can't get a blind run, but I'll upload (my) solution.

Anyone wishing to speedrun with me, feel free to PM me. I'm always open to new partners.
My steam profile: http://steamcommunity.com/id/tanger2b/
My speedrun and blind run filled youtube: http://www.youtube.com/user/portal2tenacious
I need maps to play and rate! Post links here: http://steamcommunity.com/groups/Portal2STUD

Hey everyone I really appreciate you all playing trough the map! At this point I am very unhappy with the map. There are quite a few short comings that I just couldn't solve before the deadline due to a busy schedule and I'd like to apologize to all of you who were disappointed as this truly is not an example of my best work. I am currently working hard on finishing and polishing this map and I hope that many of you who have already played through will take a second look. The update will include more puzzle and a few changes to make the current puzzles fresh. This truly isn't my best work and I will fix it.

UPDATE: This map has been updated since this post. All of the bugs listed have been fixed as well as a huge aesthetic overhaul. I hope you enjoy the updates.

Redunzl and I just gave up trying to finish this map. We found most of the problems others have mentioned. Having to suicide when you lose the cube is a pain. All our portals would vanish while we were trying to do the fling to meet in the middle. As always, we don't rate maps we can't finish, but this would have been a 3 at best.

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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]

I understand that re-spawning to retrieve the cube isn't that fun but the entire process of getting it doesn't take that long and as for the fling I have absolutely no idea why the portals were disappearing. This didn't show up in previous playtests but I assure you I'm working on pinpointing it. I'm sorry that the map frustrated you as I spent the past 4 months trying my best to make sure it could be solved.

Edit: The map has been updated and the disappearing portals bug should be fixed. If you find this is not the case I apologize the problem may be with the engine or a lag issue with multiplayer.

Ok so I did post up a big reply and then closed my browser tabs last night while playing coop and then forgot about it... I hope below is mostly the same response.

Overall I found that your map (which seemed to rise 40MB in size) was pretty much the same in every way from last time (except a few bugs ironed out and prettier).

  1. Getting the cube to not fall off the lightbridge into the goo was still a problem. If you had it so then the lightbridge covered the whole of the goo so it wasn't possible for it to fall off would have been better. This might break the puzzle and your partner may be able to reach it, but you could possibly have a fizzler enabled and then disabled once the partner on the other side of the laser field presses the button to activate the lightbridge. (Long sentence is long)
  2. Getting the cube not to fall off the next lightbridge was frustrating as well. Same as above, I would have made it so then the lightbridge only needs to cover over a slither so that way it won't fall off and have to do the whole puzzle again.
  3. The deathfield. It should really be deactivated when both players are over the other side. When we died when trying to do the flinging part, we would have had to do the whole puzzle again in order to get back to where we were. Never discourage progress.
  4. The angled panels puzzle. Smart teamwork to get both players to the spot they have to fling, however the actual fling involved ridiculous reactions.
    1. When we tried using a timer, of course zivi lives in germany and our flings were always not in sync.
    2. The buttons were incredibly hard to press and you had to spam constantly to get them to press. I want you to decompile mp_coop_fling_1 and look what Valve did.
    3. Placing a portal on the angled panels while falling, while trying to get both players not to fail at pressing the button was almost impossible! Portal 2 maps should not rely on ninja tactics, but smart solutions.
  5. The last puzzle with the lightbridge stairs is absolutely genius, and probably the best bit of the whole map. Zivi7 has his graphics set to low and got weird reflections in the water (both there and for the goo where you grab the cube). Small problem, but just wanted to tell you about it.
  6. The GLaDOS lines and chamber moving, plus the visuals were all great. This is what you did excellent.

I know this list seems mostly negative, however my response to this map is very neutral. I didn't vote it up or down on the workshop when we played it.

Benjamin Franklin wrote:
The definition of insanity is doing the same thing over and over and expecting different results.

I know in your description you mentioned that you spent a lot of time fixing it. I have a word of advice for you: if things aren't a complete success, move on to your next project. You probably have some better ideas and you definitely learned a few things from the creation of this map.

?????????????????????????????TWP Releases | My Workshop

Thank you for giving this map a second chance and for the complements on the aesthetics and scripted sequences (coming from you this truly does mean a lot). I was also happy to hear that you enjoyed the last room as that was the original idea that started the map in the first place. I have to agree with you that VERY quick reflexes are necessary to finish this puzzle and that is entirely my responsibility ; I had never even considered changing the size of the area that would press the button or a few other things that might make the puzzle more accomplishable. As you said I have learned quite a bit in making this map and I will take that knowledge with me into future maps. I simply wanted to make sure I completed my thought before I moved on.