[Coop] Alternative Maps #1 #2

by r1corix · Uploaded May 22, 2011

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File Size: 25.32 MB

Downloads: 8354

Rating: (15 votes)

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RELEASE DATE: 06.06.2011 WATCH TRAILER: http://youtu.be/lUMgJLoTH-g Maps in valve style(i hope), medium difficult. If you already have alternative #1, replace it from this release. Thx for playing my maps ;]

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r1corix • May 22, 2011 • #42355
90 posts

RELEASE DATE: 06.06.2011
Watch Trailers ALTERNATIVE #1 #2:

KBSgMt7Y5BQ
lUMgJLoTH-g

Maps in valve style(i hope), medium difficult.
If you already have alternative #1 or #2, replace it from this release.
Thx for playing my maps ;]

File Name: ALTERNATIVE-1-2.rar
File Size: 25.32?MiB
ALTERNATIVE Co-op Maps - #1 #2

xdiesp • May 22, 2011 • #42356
1,078 posts

Does 1 still require walking on a vertical lightbridge? And has 2 anything like that?

Quovatis • May 22, 2011 • #42357
47 posts

2 is a big improvement. Well done.

msleeper • May 23, 2011 • #42358
4,095 posts • Member

This was definitely a big improvement over Alternative 1. You really love the big open rooms, but the puzzle worked and was acceptably difficult. Me and Hober had a couple of derp moments but I think that was mostly due to it being so late at night.

And hey, no walking on the side of a hard light bridge!

r1corix • May 23, 2011 • #42359
90 posts

xdiesp wrote:
Does 1 still require walking on a vertical lightbridge? And has 2 anything like that?

Nope
I already fixed it in update ALTERNATIVE #1

msleeper • May 23, 2011 • #42360
4,095 posts • Member

Oh one thing I forgot to mention in my previous post. There is an issue with the faith plate out in the exposed area with the girders and catwalks. It does not seem to be setup to accept physics objects properly. You can test this by throwing just the cube on the other faith plate in the room with the cube dropper. It goes through the fling as expected, but when it hits the faith plate out in the BTS area, it just hits the ceiling nearly straight above the plate and falls down into the pit.

xdiesp • May 23, 2011 • #42361
1,078 posts

r1corix wrote:
I already fixed it in update ALTERNATIVE #1

Well done! I will try it as soon I'm home.

r1corix • May 23, 2011 • #42362
90 posts

msleeper wrote:
Oh one thing I forgot to mention in my previous post. There is an issue with the faith plate out in the exposed area with the girders and catwalks. It does not seem to be setup to accept physics objects properly. You can test this by throwing just the cube on the other faith plate in the room with the cube dropper. It goes through the fling as expected, but when it hits the faith plate out in the BTS area, it just hits the ceiling nearly straight above the plate and falls down into the pit.

You need fly together with cube

msleeper • May 23, 2011 • #42363
4,095 posts • Member

No I realize that, and that's how we beat the puzzle. I'm just saying that the faith plate should, in theory, operate properly with just physics objects on it. You need to calibrate the faith plate to operate properly with physics objects vs. just the player.

r1corix • May 23, 2011 • #42364
90 posts

ok, next time I will fix it ;P

Hober • May 23, 2011 • #42365
1,180 posts

So, to follow on what msleeper was saying: I have found it's a very useful trick to test faith plates, especially chains of faith plates, with easily replaceable physics objects instead of yourself. Especially in co-op, where there are no quicksaves, it's preferable to see what the faith plate does to a cube rather than a player and then have to spend time recovering from a player death.

KotBasil • May 23, 2011 • #42366
9 posts

Cool maps, good work. Have found one glitch with the second map: There is a dispenser with two refraction cubes placed in it. If you press a button near the dispenser before taking cubes from the dispenser, the cubes will disappear, and you will not get any cubes from the dispenser

r1corix • May 23, 2011 • #42367
90 posts

KotBasil wrote:
Cool maps, good work. Have found one glitch with the second map: There is a dispenser with two refraction cubes placed in it. If you press a button near the dispenser before taking cubes from the dispenser, the cubes will disappear, and you will not get any cubes from the dispenser

i know, this is my fail ;]
Also, you can jump and take one of stuck cubes.

mickyficky • May 23, 2011 • #42368
46 posts

Okay, the second map is nice.
The first map doesn't look very nice, and we couldn't beat it. Maybe we missed something, but with the very finite portlable walls I don't think so.

The solution seemed fairly obvious, but didn't work.
I guess you have to get the cube by using timing and catapulting. We did that. We got the light bridge, and we used it on the inclined panel to the left of where you get into the room, so that we could use it to bounce off after jumping through the catapult and the portals in front of the catapult and to the right of it (on the appropriate panels). But that didn't work. The inclination of the bridge seems too obtuse and therefore all that happend was a lot of falling into crushers.

If there is some other way, plz let me know.

r1corix • May 24, 2011 • #42369
90 posts

walkthrough alternative #1
http://www.youtube.com/watch?v=6WUA3izWzSo

r1corix • May 24, 2011 • #42370
90 posts

walkthrough alternative #2 Part 1
http://www.youtube.com/watch?v=ZXU7vXNE5fA

Shwan • May 25, 2011 • #42371
1 posts

I was working on alt2 and we found out that the orange goo could be placed on the black floor, and needed to be to solve the puzzle. The thing is in the story that sort of thing can't happen and it would be a even greater map if that was changed. i rated it 5/5 stars me and my friend had a blast.

r1corix • May 25, 2011 • #42372
90 posts

Shwan wrote:
I was working on alt2 and we found out that the orange goo could be placed on the black floor, and needed to be to solve the puzzle. The thing is in the story that sort of thing can't happen and it would be a even greater map if that was changed. i rated it 5/5 stars me and my friend had a blast.

thx for comment, i will fix it ;]
Also, walkthrough alternative #2 Part 2 http://youtu.be/lobOsn6dcO8

infernet89 • May 26, 2011 • #42373
174 posts

Really nice map, but we found an alternate solution on #2:
in the second part you can easily skip all the puzzles with gel and laser by use the "portal loop glitch" to gain the height needed to reach and open the final door. Maybe open that door only if you activated the laser receiver can help to skip just the final gel jump?

r1corix • May 26, 2011 • #42374
90 posts

infernet89 wrote:
Really nice map, but we found an alternate solution on #2:
in the second part you can easily skip all the puzzles with gel and laser by use the "portal loop glitch" to gain the height needed to reach and open the final door. Maybe open that door only if you activated the laser receiver can help to skip just the final gel jump?

:O lol
Sorry, but i don't have a time for it ;(
I will leave all as is it ;P

xdiesp • May 27, 2011 • #42375
1,078 posts

Just tried Alternative 2: fluid, fast, was really enjoyable after certain difficulty dreadnaughts. Impressively how better than the old Alternative 1.0. Score for the external vistas, wow.

r1corix • May 27, 2011 • #42376
90 posts

thx ;]

mickyficky • May 29, 2011 • #42377
46 posts

r1corix wrote:
walkthrough alternative #1
http://www.youtube.com/watch?v=6WUA3izWzSo

This is precisely how we tried to do it (minus a lot of clumsily falling to death). How to get the cube and what to do with it was obvious and easily performed.
We also wondered about a lot of the portal panels being seemingly useless, same goes for the companion cube.
The final jump with bouncing of the bridge into the then opened place was quite obvious too. But we tried like 10 times with different placings of the bridge and the jumping portals, we just didn't land in there. Maybe we still did something wrong (although we basically did the same thing as in the video). Maybe change it in a way that doesn't depend on pixel-perfect portal placement and luck.

r1corix • May 30, 2011 • #42378
90 posts
msleeper • May 30, 2011 • #42379
4,095 posts • Member

That's because I made it a Spotlight map because it's one of the better Coop maps we have uploaded.

xdiesp • May 30, 2011 • #42380
1,078 posts

Grats!

r1corix • May 30, 2011 • #42381
90 posts

thx

Salamandra • May 31, 2011 • #42382
65 posts

r1corix wrote:
walkthrough alternative #1
http://www.youtube.com/watch?v=6WUA3izWzSo

Oh, didn't notice that you linked my playthrough of Alternative #1, thanks

Played through #2, will have a video of the playthrough of that up soon. Was pretty good, although the grating to look down through next to the exit is apparently quite difficult to see.

http://www.youtube.com/watch?v=JNG7bWlBzp0&feature=channel_video_title

r1corix • Jun 01, 2011 • #42383
90 posts

Salamandra wrote:
r1corix wrote:

walkthrough alternative #1
http://www.youtube.com/watch?v=6WUA3izWzSo

Oh, didn't notice that you linked my playthrough of Alternative #1, thanks

Played through #2, will have a video of the playthrough of that up soon. Was pretty good, although the grating to look down through next to the exit is apparently quite difficult to see.

http://www.youtube.com/watch?v=JNG7bWlBzp0&feature=channel_video_title

Nice;)
Lol, 41 minutes xD

Salamandra • Jun 01, 2011 • #42384
65 posts

About ~13 minutes of that was us not noticing the grating. Also a bit of time was wasted because he pressed the button to get the cube again 12 minutes in, making it respawn when it had already been on the button for several minutes.

r1corix • Jun 12, 2011 • #42385
90 posts

Update 06.06.2011 Alternative #2 - added 3rd testchamber.
Can anyone test it? pls

r1corix • Jun 14, 2011 • #42386
90 posts

0OFfhzUSU4k
3rd testchamber
thx coopcrowd for walkthrough ;]

Salamandra • Jun 14, 2011 • #42387
65 posts

I've done the third chamber now, will have a video up shortly.

My only complaint would be that the portal-able surface that becomes available after you pass the crushers blends in rather too well with the rest of the unportal-able surfaces, since I didn't see the surface flip over I didn't realize for a while how I could get out.

r1corix • Jun 14, 2011 • #42388
90 posts

Salamandra wrote:
I've done the third chamber now, will have a video up shortly.

My only complaint would be that the portal-able surface that becomes available after you pass the crushers blends in rather too well with the rest of the unportal-able surfaces, since I didn't see the surface flip over I didn't realize for a while how I could get out.

i maked some arrows on walls for help ;]

Salamandra • Jun 14, 2011 • #42389
65 posts

r1corix wrote:
Salamandra wrote:

I've done the third chamber now, will have a video up shortly.

My only complaint would be that the portal-able surface that becomes available after you pass the crushers blends in rather too well with the rest of the unportal-able surfaces, since I didn't see the surface flip over I didn't realize for a while how I could get out.

i maked some arrows on walls for help ;]

Yeah, I saw the arrows, but still didn't notice that the surface was portal-able for quite a while.

Anyway:
PvsZLiHROns

r1corix • Jun 15, 2011 • #42390
90 posts

Well done :]

xdiesp • Jun 21, 2011 • #42391
1,078 posts

I don't know if you fixed these already, but we had problems with the newest chamber: in one spot, the flying player seemed to be hitting an invisible wall or more problably getting stuck in front of one of the spike plates on the floor; in another, the plate was high enough to damage him - but he kept flying up so it didn't kill him. I marked those spots:

http://i212.photobucket.com/albums/cc12 ... -20-33.jpg

Salamandra • Jun 21, 2011 • #42392
65 posts

I had the problem with getting damaged while going past the spikes at the end, but it didn't last for long enough to actually kill me anyway.

r1corix • Jun 21, 2011 • #42393
90 posts

xdiesp wrote:
I don't know if you fixed these already, but we had problems with the newest chamber: in one spot, the flying player seemed to be hitting an invisible wall or more problably getting stuck in front of one of the spike plates on the floor; in another, the plate was high enough to damage him - but he kept flying up so it didn't kill him. I marked those spots:

http://i212.photobucket.com/albums/cc12 ... -20-33.jpg

thx for report ;]
about the plate was high enough - i have made it specially
about the flying player seemed to be hitting an invisible wall or more problably getting stuck in front of one of the spike plates on the floor - stuck and can't move?

xdiesp • Jun 21, 2011 • #42394
1,078 posts

Stopped in mid air while riding the funnel, like he was hitting the side of the next spide plate. We had to noclip through that one step, as it happened below a crusher.

r1corix • Jun 22, 2011 • #42395
90 posts

Very Strange.. I made player clip here (when crusher turn down - clip turn on, when crusher turn up - clip turn off.

Djinndrache • Jun 27, 2011 • #42396
1,442 posts

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

bcNO-wAihsc
(Link: http://www.youtube.com/watch?v=bcNO-wAihsc)

Also note the video description for more feedback and my signature for additional project information.

PS: so far its only the first map in the video

r1corix • Jun 28, 2011 • #42397
90 posts

Djinndrache wrote:
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

bcNO-wAihsc
(Link: http://www.youtube.com/watch?v=bcNO-wAihsc)

Also note the video description for more feedback and my signature for additional project information.

PS: so far its only the first map in the video

Nice, also, i think next part will take more time ;]

Djinndrache • Jun 28, 2011 • #42398
1,442 posts

Indeed the second part is longer, roughly 3 times as long as the first part. I'll see when I can upload it, my major update for today is done (uploaded almost 40 GB, phew!)


edit:
Just wanna hint out that here is the second part:

9CEAt3b3Fyg
(Link: http://www.youtube.com/watch?v=9CEAt3b3Fyg)

r1corix • Jun 30, 2011 • #42399
90 posts

Nice, but its old version of my map, 3rd testchamber already exist, try it ;]

Lostprophetpunk • Aug 04, 2011 • #42400
409 posts

Just played through your two maps with a friend. Very nice maps indeed. However, in the second map, in the second chamber there is a huge shortcut. This means the laser, cubes and even gel aren't needed within the second chamber. All you need to do is to go through the grid that is past the gel room, portal up and then on the floor you can use the portal jump glitch to get up to the exit to gain access to the third room

The first room had me and my partner thinking for quite a bit. We even managed to find the hidden musical companion cube. At first when I put the box in the button, I didn't notice it disabled the grids at first, and me and my partner spend ten minutes trying to work out a way to get them up xD.

KennKong • Aug 12, 2011 • #42401
942 posts

It's not a good thing that these two maps are in one download, because in my opinion they deserve different ratings.

Alternative #1 was very obvious and simple, although executing the move to the exit required a bit of fiddling with portal positions. My brother and I would give it just a 3/5.

Alternative #2 was much better in the puzzle department, although the maze was not very original in concept. We never made it past the first horizontal smash plate, we kept getting stuck on the spike plate behind it and getting smashed. We had to noclip past it. Despite this annoying flaw, we actually enjoyed the challenge this puzzle presented. If that glitch were fixed, we would definitely give it a 4/5.

We decided that taken together, they only deserve a 3/5. We also felt that based on the second map, you are quite capable of producing great maps, so we hope to see more from you.

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