File Size: 1.22 MB
Downloads: 3967
Rating: (12 votes)
Description
This is a Tower Defense Coop Map with Portal 2 game elements. I've added a ingame tutorial to let you see how it works. Special thanks to BlumCoLe for playtesting and suggestions. Updates: v1.01: - fixed missing text - fixed missing hint in "easy" mode Screenshot: Trailer: 0WYJaA7Rzrc
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So yeh i'm playtesting this with a friend - and its a fun idea 
We're having some issues with remembering which button does what - the normal blue/yellow dots would greatly help with that
and also: we're wondering what the "explosion" does - we're playing on easy, and the balls and 2 lightbridges make sense, but we cant figure out when to use the explosion.
If you could clarify some of that, that'd help!
Enjoying it so far.
bruzag wrote:
So yeh i'm playtesting this with a friend - and its a fun idea
Thank you. Hope you guys have fun. 
bruzag wrote:
We're having some issues with remembering which button does what - the normal blue/yellow dots would greatly help with that
It's part of the map to remember which button you have to press.
I don't want these Indicator Light Dots for this map, because it's kind of difficult without them.
Even if you get at higher difficulty it's hard to remember. That's why there are no indicator lights.
bruzag wrote:
and also: we're wondering what the "explosion" does - we're playing on easy, and the balls and 2 lightbridges make sense, but we cant figure out when to use the explosion.
The Explosion is needed when some of the platforms take the short path.
You will notice it, when they do that. Just try around a little bit.
bruzag wrote:
Enjoying it so far.
Nice to hear that. Thanks. 
We figured the buttons out and the explosions aswell, we managed to clear easy and medium once we knew what everything did, and assigned platforms.
Then we tried expert, to die very quickly - so yeh, theres a challange in that, nice 
Are the paths random, or would it be possible to plan out how to deal with expert by knowing which platforms go where?
We'll probably go for hard and expert later, gonna do some SC2 now
bruzag wrote:
We figured the buttons out and the explosions aswell, we managed to clear easy and medium once we knew what everything did, and assigned platforms.
Yep, that's the way I was thinking about, too.
bruzag wrote:
Then we tried expert, to die very quickly - so yeh, theres a challange in that, nice
I tried to let the "expert" mode be as difficult as possible. 
This mode was tested, edited and planned over and over again, until it was well enough. 
bruzag wrote:
Are the paths random, or would it be possible to plan out how to deal with expert by knowing which platforms go where?
They are random. Would be boring if each round would be the same.
Awesome idea. My partner and I had fun trying to get through easy level last night and will try medium this evening. Everything works really well. It's very tough to press a button knowing the exact right time, so it was a lot of fun to have my partner look at the cube in question while you press the appropriate button. Turns chaotic when you start missing a few cubes. Thanks for mapping. Cheers! rated 5/5 
mvmishler wrote:
Awesome idea. My partner and I had fun trying to get through easy level last night and will try medium this evening. Everything works really well. [...]
Thanks for mapping. Cheers! rated 5/5
Thank you! Glad you like it. 
mvmishler wrote:
It's very tough to press a button knowing the exact right time, so it was a lot of fun to have my partner look at the cube in question while you press the appropriate button.
Yep, BlumCoLe and me had also much fun with this part while playtesting.
mvmishler wrote:
Turns chaotic when you start missing a few cubes.
Yeah that's right, but wait for higher difficulty to talk about that point again. 
So yeh we just played hard aswell - and managed 
Really liked it for a go trough or 2, but i dont think we will be hitting it for more.
I like the concept though, and perhaps theres more stuff you can do with the idea - what we especially hoped when we downed the map was that, maybe, we could use the portals for something cool aswell... Here we just place our portals at the start and dont ever place them elsewhere anymore, is a missed oppurtinity, although actually using your portals... i dont know how to implement that in a map, so no blame 
Overall: since it's the first map of its kind i rated you a 5/5, as its highly playable, but there is more stuff that can be done with this, hoping either you or some1 else will go on with the concept
bruzag wrote:
[...] I like the concept though, and perhaps theres more stuff you can do with the idea - what we especially hoped when we downed the map was that, maybe, we could use the portals for something cool aswell... Here we just place our portals at the start and dont ever place them elsewhere anymore, is a missed oppurtinity, although actually using your portals...
Thanks for your feedback - I will think about a solution for some usage of the portals.
bruzag wrote:
Overall: since it's the first map of its kind i rated you a 5/5, as its highly playable, but there is more stuff that can be done with this, hoping either you or some1 else will go on with the concept
I really like Tower Defense games at all, and playing this map is so much fun for me, too.
So I think I will work on a 2nd map with hopefully more interesting ideas and more stuff to use.
Nice to know, you would enjoy another map like this, too. 
btw: I've created a trailer for my map! (see first post of this thread)
We like the originality of the concept, but the game itself wasn't much fun. We never saw any evidence that the sphere cannons worked. Also, we played this splitscreen, which was a little confusing.
We suggest you put the sphere cannons on the other side of the room. A+ for originality, C- for playability. We gave it a 3/5.
KennKong wrote:
We like the originality of the concept, but the game itself wasn't much fun. We never saw any evidence that the sphere cannons worked.We suggest you put the sphere cannons on the other side of the room. A+ for originality, C- for playability. We gave it a 3/5.
We playtested this map for many hours and the sphere canons can hit up to 3 cubes at once
with the correct timing. (talking about hard/expert mode)
The sphere canons do their job very well, you just have to figure out the best timing!
I would suggest you to try it again, because when you figured out the timing, you will enjoy the fun. 
The only thing I do not understand is:
- Why should I place them on the other side of the Room?
- It would still be the same affect - wrong timing = no cube-hit.
KennKong wrote:
Also, we played this splitscreen, which was a little confusing.
Yeah, I can understand it is confusing with splitscreen, but it's not a map problem at all.
It's just a problem of splitscreen. -.-'
KennKong wrote:
I was left with a feeling of extreme aggravation. Just 3/5 from me.KennKong wrote:
The puzzle part would get this a 4, but the visual shortcomings drag it down to a 3 for us.KennKong wrote:
A+ for originality, C- for playability. We gave it a 3/5.KennKong wrote:
Just 3/5 from me.KennKong wrote:
I'm only giving this a 3 because it's so short and simple.KennKong wrote:
If more had been done with that concept, this would have gotten more than 3/5 from me.KennKong wrote:
3/5 from us, because we wanted more candy.KennKong wrote:
I would give this map a 3 for it's mixed up looks and easy puzzle, but I'll reward your creativity for the new mechanic with a 4.KennKong wrote:
We give it a 3/5. Good work, keep 'em coming.
M-m-m-m-m-m-m-Monster-Kill-Kill-Kill...
Finally finished it on expert tonight. It's pretty hard - random sometimes can kill you (if 3 or 4 cubes "cut" in a row, instead of going the usual path, it can be hard to recover). Great map though
I played ur map with Raidix yesterday on expert and recorded a video:
lIjzbZi2X24
Our impressions of this map: Great concept, but the graphics are a bit weak especially for a map u play more than once. Furthermore there should be more ways to destroy the cubes and some combinations(to work together with ur partner) for doublekills.
5/5 We had lots of fun, but it could really look better.
biosith wrote:
I made a video of this with my friend, hope you don't mindNerzl wrote:
I played ur map with Raidix yesterday on expert and recorded a video
thank you for posting your videos, guys!
Nerzl wrote:
Our impressions of this map: Great concept, but the graphics are a bit weak especially for a map u play more than once. Furthermore there should be more ways to destroy the cubes and some combinations(to work together with ur partner) for doublekills.5/5 We had lots of fun, but it could really look better.
Thanks for your feedback, I know what you mean.
I am glad that you had fun on my map.
Tower Defense 2 is already finished and we are currently playtesting it.
I think I will upload it within the next 24 hours.
new Features of Tower defense 2:
- better design
- larger map
- more stuff to use
- harder difficulty
I really hope you guys want to play the new map, too.
Would enjoy videos of it, too. 
Really cool map! It's so surprisingly different and coop at its best.
We still play this sometimes (between testing the map that I'm currently working on
).
Well, visuals could be better - it looks proper but a little boring, but who cares...
All in all definitely one of those maps that no one should miss.
5/5 for gameplay
Raidix wrote:
Really cool map! It's so surprisingly different and coop at its best.
We still play this sometimes... All in all definitely one of those maps that no one should miss.
5/5 for gameplay
Thanks for your feedback, Raidix!
When I was playing Tower Defense games on my Browser I started thinking of Tower Defense coop.
So I was thinking about Portal 2 coop, too. After trying out some stuff I decided to create this map. 
We also enjoy playing it between other maps or just for fun.
Raidix wrote:
Well, visuals could be better - it looks proper but a little boring, but who cares...
Yeah, you are right.
This was my first Tower Defense map, so I was more focusing on the gameplay.
As you already know, my 2nd Tower Defense map got an better design. 
Raidix wrote:
between testing the map that I'm currently working on.
Send me a private message and tell me more about it, please! 
Hello
Guy's please help, what is the command to see my coop all the time without pressing the TAB on this map is the command, as anyone knows please help 
lpfreaky90 wrote:
type in "+remote_view"(binding doesn't work, that's what tab does
)
binding does work if you use this command:
bind r "-remote_view;+remote_view"

PortalCombat wrote:
lpfreaky90 wrote:type in "+remote_view"
(binding doesn't work, that's what tab does
)
binding does work if you use this command:
bind r "-remote_view;+remote_view"
awesome 
This is a Tower Defense Coop Map with Portal 2 game elements.


I've added a ingame tutorial to let you see how it works.
Special thanks to BlumCoLe for playtesting and suggestions.
Updates:
v1.01:
- fixed missing text
- fixed missing hint in "easy" mode
Screenshot:
Trailer:
0WYJaA7Rzrc
File Name: mp_coop_tower_defense_v1-01.rar
File Size: 1.22?MiB
Tower Defense