File Size: 25.32 MB
Downloads: 8354
Rating: (15 votes)
Description
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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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!
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
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.
r1corix wrote:
I already fixed it in update ALTERNATIVE #1
Well done! I will try it as soon I'm home.
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 
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.
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.
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
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.
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.
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.
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
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?
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
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 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.
That's because I made it a Spotlight map because it's one of the better Coop maps we have uploaded.
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
Salamandra wrote:
r1corix wrote:walkthrough alternative #1
http://www.youtube.com/watch?v=6WUA3izWzSoOh, 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
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.
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.
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 ;]
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
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
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.
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:
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?
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.
Very Strange.. I made player clip here (when crusher turn down - clip turn on, when crusher turn up - clip turn off.
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
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 ;]
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)
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.
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.

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