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[Coop] Upstairs Downstairs

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A coop map featuring four puzzles, set in an abandoned Old Aperture test sphere. The puzzles get progressively more difficult. None of them require ninja moves or reflexes - you simply need to have a good think together!

Click the thumbnails to see full screenshots:
[url=http://i.imgur.com/Zip5K.jpg][img]http://i.imgur.com/Zip5Ks.jpg[/img][/url] [url=http://i.imgur.com/ppMpJ.jpg][img]http://i.imgur.com/ppMpJs.jpg[/img][/url] [url=http://i.imgur.com/sKquQ.jpg][img]http://i.imgur.com/sKquQs.jpg[/img][/url] [url=http://i.imgur.com/J5I7O.jpg][img]http://i.imgur.com/J5I7Os.jpg[/img][/url]

TODO:
* Rethink the laser puzzle - optional extra??

REVISION 4:
* Added PTI entities for workshop compatibility. Map is now hosted on the Workshop.
* Added indicators for the exit button in Chamber 2.
* Added some more detail (pipes) and attempted to tidy up visleafs.

REVISION 3:
* Fixed several 'hardcore' exploits, found by BlumCoLe and PortalCombat.

REVISION 2:
* A few minor aesthetic fixes
* Fixed the reflecto-cube resupply button

REVISION 1:
General fixes and detailing, including:
* Fixed the airlock doors not opening (trouble with instance proxies there - my apologies again!).
* Moved the reflecto-cube dispenser to a different location and re-themed it to be consistent with the underground style.
* Added detailing throughout the map.
* Prevented several unintended solutions (hopefully everything is accounted for now).

As always, feedback is very welcome.

Test for msleeper debugging the bbcode

Spoiler
Bold Italians underline
[url=http://www.example.com]url[/url]

Quote:
quotation station

Code: Select all
1337 c0d3z

[img]http://forums.thinking.withportals.com/dl_mod/thumbs/2270_image1.jpg[/img]
irritating font size
pretentious colouring
strike
http://www.youtube.com/watch?v=DSR9OueYG6Y

Click here to download [Coop] Upstairs Downstairs

Nice map but we (djinn and me) encountered some serious things, our fastest solution was less then a minute. Skipping all but the final puzzle ;)

Spoiler
with the reflectocube

For some reason we also weren't able to open the door after the first checkpoint. this whole checkpoint didn't work. We did solve room 1 and 3 in a way we think is at least somewhat the intended way.

I liked the theme, the map looked good but there has to be some work done before releasing it as a final release. I hope Djin can upload our unintended run soon and also our blind playthrough a bit later.

The room with

Spoiler
the reflectocube
felt a bit hidden and I don't think that modern style fits. Though I have no idea how you can make this look natural ;)

how we skipped puzzle 1-3

Spoiler
player 1 goes down, places a portal on the wall and one near the exit. Walk to the exit, press the button, go back, let player 2 grab the cube, get the cube down as done in puzzle one, then aim the laser through the portal already placed, get both players to the exit and then place the laser so it activates the exit.

For now I'd say it's a 3/5, good but needs work. If you fix the issues I mentioned before and do a bit more decoration I'm sure this map has potential to be a 5/5 map. Keep up the good work :thumbup:. I know what a pain a very open level can be ;)

Thanks for the feedback - I hope to have an updated version out by the weekend. I'm also looking forward to seeing the videos you mentioned!

Regarding the

Spoiler
reflecto-cube: there are actually two (one hidden in the second chamber in the same manner).
Rather than hiding them, would it be preferable to have them supplied as you press the button? (Perhaps via the dissasembler).

I speedran it solo in 56 seconds. Needs some serious work ;)

We played the map as intended, and it was thought provoking that's for sure. Going back and forth and then the funnel puzzle - interesting concept. I agree about the reflector cube hidden room area - it looked out of place with the rest of the map by using the clean style. Don't get me wrong, the overall look of the map was great, that just stood out.
You definately had to cooperate - which is what it is all about. Thanks for making - keep it up! We need all the coop maps we can get!

Very exploitable. lpfreaky90 and I did solve it without using much of an intended solution... After that we also exploited it even more with some extreme shortcuts.

Here is our blindrun:

VUFPqLPZeuk
(Link: http://www.youtube.com/watch?v=VUFPqLPZeuk)

Also note the second run we did, starting at ~31:55 minutes

Thanks for the upload. My thoughts:
1. The way you got the cube onto the button wasn't intended, but is perfectly valid! (I suppose that means there's multiple solutions). A shame that the airlock door didn't open - I can only apologise
2. It seems I need to make doubly sure that you can't portal improperly between puzzles.

Spoiler
Frustratingly, being that's part of the laser puzzle

3. It seems switches number 2 gave you plenty to think about. Again, it wasn't my intended solution but the two of you certainly seemed to be thinking (together) with portals, which is always good to see!
4. That portalable surface in the first chamber is a liability. I'll have to remove it, that completely destroys the final puzzle.

Thanks to the two of you for testing - you've certainly given me plenty to think about!

I uploaded a fixed version last night. Unfortunately I didn't change the filename, so it wasn't downloadable. I'm re-uploading now with a new filename.

If you get the chance to test the map again I'd be grateful!

I poked Djin and hopefully we'll be able to try it again later today :D

I guess you never got the chance to test again - I hope you get that chance soon! I've posted another version with some minor fixes - nothing that massively changes the game-play though.

I'd consider this version ready for 'full' release - what's the best way to do that? (Reupload?)

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