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Signleplayer co-op?

So, hi. I was thinking just now, and I had an idea, for which the title is perhaps a little misrepresentative. There is an entity that can detect pings in co-op, seen in the calibration course, right? Well, why couldn't that be utilised for a single player map? I know, there's no ping tool in SP, but the little hack would be that the player ss_maps the map, and then just shows one screen (the other player would probably have to be trapped in a box somewhere so that no alternate puzzle solutions could be found). So, do you think this could work? I can't actually think of any good puzzles that use this idea yet, but I think there could be a few... My main concern is that the average player doesn't even mess around with custom maps, let alone bother reading new instruction to play it, and so they might get confused. Thoughts?

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Well, what would the player use Ping for? Maybe activate stuff? I don't know.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

I am looking into an similar option (that would probably accomplish the same kind of things), trying to figure out a way to intercept portal gun particles to have objects that can respond to it abnormally. If anyone has any tips on this, they would be appreciated.
Thank You,
Sound Logic