[Coop] Variety Coop Tests #1
Quote from Jimbomcb on May 30, 2011, 10:20 pmThis map contains three unrelated coop tests, two "clean" style short easy chambers, and one larger slightly harder underground test.
This was primarily a personal experiment with different styles, I'm happiest with how the underground style turned out, not so much with the others.
Don't be surprised by any visual glitches in the second test, world portals aren't exactly willing to play ball most of the time.
Playthrough by coopcrowd:
File Name: mp_coop_varietycoop_1.zip
File Size: 19.19?MiB
Variety Coop Tests #1
This map contains three unrelated coop tests, two "clean" style short easy chambers, and one larger slightly harder underground test.
This was primarily a personal experiment with different styles, I'm happiest with how the underground style turned out, not so much with the others.
Don't be surprised by any visual glitches in the second test, world portals aren't exactly willing to play ball most of the time.



Playthrough by coopcrowd:
File Name: mp_coop_varietycoop_1.zip
File Size: 19.19?MiB
Variety Coop Tests #1
Quote from Calculator on May 31, 2011, 4:55 pmGreat map, the first two were pretty simple but nicely polished.
My buddy and I really liked the third test. We spend quite some time trying to reach the exit, we wanted to get fall momentum from the funnel and use that to fling out the sloped platform to the exit. We tried to do this with some ninja portal tricks: funnel my partner up to the ceiling, shut down the funnel and portalling to the button to finally place the other portal on the sloped platform. Only after several tries did we realize that [spoiler]by letting the funnel go through that sloped platform, the other end landed perfectly at the exit door[/spoiler]. Still, we had lots of fun flying to the top of those metal towers and walking on the gel tubes.
Great map, the first two were pretty simple but nicely polished.
My buddy and I really liked the third test. We spend quite some time trying to reach the exit, we wanted to get fall momentum from the funnel and use that to fling out the sloped platform to the exit. We tried to do this with some ninja portal tricks: funnel my partner up to the ceiling, shut down the funnel and portalling to the button to finally place the other portal on the sloped platform. Only after several tries did we realize that
Quote from Hayabusalvr on June 1, 2011, 10:00 amLoved it! Once again it was refreshing to have a map that's true to the game and provided enough challenge without seeming impossible to execute.
Loved it! Once again it was refreshing to have a map that's true to the game and provided enough challenge without seeming impossible to execute.
Quote from sentenza7p on June 1, 2011, 10:11 amWhat the above poster said. And excellent third map especially, the best custom one I've played so far.
Keep on the good work!
What the above poster said. And excellent third map especially, the best custom one I've played so far.
Keep on the good work!
Quote from Inouye on June 8, 2011, 3:30 pmWas really fun to play, wish you did more with the 1st 2 tests they were awesome.
http://www.youtube.com/watch?v=rtXMV-Cps9M
1st part is Tic-Tac-Toe after that is your map.
Was really fun to play, wish you did more with the 1st 2 tests they were awesome.
http://www.youtube.com/watch?v=rtXMV-Cps9M
1st part is Tic-Tac-Toe after that is your map.
Quote from xdiesp on June 19, 2011, 2:35 pmYou've got to be sorry that this one got buried under the onslaught of contest entries.
It's got 3 chambers and incredibly enough, each is a high point. Successful short rooms are based on a single winning idea: this one packs 3, for an overall medium lenght play. First room: cerebral states-based puzzle, small but stings. Second: the first ever worldportals based map to fit Valve's MO - tight and simple (I can't stress this enough: this piece is prizeworthy). Third: intriguing but more classic job in Old Aperture.
Difficulty is easy-medium, flow is fast - only the third chamber can take you some time. Possible fixes: the first 2 chambers look bland, could use some details; dotted lines for the buttons would help understanding what's happening to what. Rated: must play.
You've got to be sorry that this one got buried under the onslaught of contest entries.
It's got 3 chambers and incredibly enough, each is a high point. Successful short rooms are based on a single winning idea: this one packs 3, for an overall medium lenght play. First room: cerebral states-based puzzle, small but stings. Second: the first ever worldportals based map to fit Valve's MO - tight and simple (I can't stress this enough: this piece is prizeworthy). Third: intriguing but more classic job in Old Aperture.
Difficulty is easy-medium, flow is fast - only the third chamber can take you some time. Possible fixes: the first 2 chambers look bland, could use some details; dotted lines for the buttons would help understanding what's happening to what. Rated: must play.
Quote from Jimbomcb on June 19, 2011, 9:52 pmxdiesp wrote:You've got to be sorry that this one got buried under the onslaught of contest entries.It's got 3 chambers and incredibly enough, each is a high point. Successful short rooms are based on a single winning idea: this one packs 3, for an overall medium lenght play. First room: cerebral states-based puzzle, small but stings. Second: the first ever worldportals based map to fit Valve's MO - tight and simple (I can't stress this enough: this piece is prizeworthy). Third: intriguing but more classic job in Old Aperture.
Difficulty is easy-medium, flow is fast - only the third chamber can take you some time. Possible fixes: the first 2 chambers look bland, could use some details; dotted lines for the buttons would help understanding what's happening to what. Rated: must play.
Thanks man, appreciated.
Glad you enjoyed the second test, I feel it could have done a bit more work, I was originally not going to include it but felt two chambers weren't enough, that's why it feels incomplete. Not keen on releasing stuff until I'm totally happy with it but was running out of time to work on it so better released then than months down the line.
Glad that you enjoyed it and it's motivation enough knowing people enjoyed it to continue working on #2!
It's got 3 chambers and incredibly enough, each is a high point. Successful short rooms are based on a single winning idea: this one packs 3, for an overall medium lenght play. First room: cerebral states-based puzzle, small but stings. Second: the first ever worldportals based map to fit Valve's MO - tight and simple (I can't stress this enough: this piece is prizeworthy). Third: intriguing but more classic job in Old Aperture.
Difficulty is easy-medium, flow is fast - only the third chamber can take you some time. Possible fixes: the first 2 chambers look bland, could use some details; dotted lines for the buttons would help understanding what's happening to what. Rated: must play.
Thanks man, appreciated.
Glad you enjoyed the second test, I feel it could have done a bit more work, I was originally not going to include it but felt two chambers weren't enough, that's why it feels incomplete. Not keen on releasing stuff until I'm totally happy with it but was running out of time to work on it so better released then than months down the line.
Glad that you enjoyed it and it's motivation enough knowing people enjoyed it to continue working on #2!
