mp_coop_chickentest_1

by ChickenMobile · Uploaded May 09, 2011

Screenshot 1

File Size: 1.21 MB

Downloads: 6828

Rating: (20 votes)

Description

This is my first Co-op map for Portal2! It is a puzzle that involves deadly water, turrets and a light bridge. Be creative, functional or crafty because there is more than 1 way you can solve this test. I will allow decompiling of this map, for strictly finding how I made the entities etc. However I will not tolerate whole parts of the test chamber being copied. Note: There is a good chance that these will be a series as I already put a command to change to chickentest_2. Madeby: Chicken Mobile 2011 Cant solve the test? Post a comment below.

Comments

Sign in to comment.

ChickenMobile • May 09, 2011 • #43820
2,460 posts

This is my first Co-op map for Portal2!
It is a puzzle that involves deadly water, turrets and a light bridge. Be creative, functional or crafty because there is more than 1 way you can solve this test.

To play: start a co-op game in the usual way and whoever is host (the blue robot) has to open the console (` key, but first enable it by going into keyboard/advanced/enable dev console) and type in 'changelevel mp_coop_chickentest_1'.

I will allow decompiling of this map, for strictly finding how I made the entities etc. However I will not tolerate whole parts of the test chamber being copied.

Note: There is a good chance that these will be a series as I already put a command to change to chickentest_2.

Madeby: Chicken Mobile 2011

Cant solve the test? Post a comment below.

File Name: mp_coop_chickentest_1.7z
File Size: 1.21?MiB
[release] mp_coop_chickentest_1

BenB • May 09, 2011 • #43821
25 posts

7z, cool!

ChickenMobile • May 09, 2011 • #43822
2,460 posts

BenB wrote:
7z, cool!

I just put the map inside a zip so then it would be smaller for you guys to dl. 7zip is freeware and you can dl it on their website.

PortalCombat • May 09, 2011 • #43823
306 posts

hey there.

Thanks for sharing that great map.
It was not too hard to solve it and it was fun.

Keep up the good work and please make some longer maps.


Regards
PortalCombat

ChickenMobile • May 09, 2011 • #43824
2,460 posts

PortalCombat wrote:
Keep up the good work and please make some longer maps.

As you know this is my first map. This was more of a test for me rather than anything. Though a friend who helped me test said that I should post it here so I did.
Thanks so much for playing it!

Azkoyen • May 09, 2011 • #43825
7 posts

Thanks chickenmobile, it took myself and my brother about 15 minutes to stop being retards and solve the damn thing. Much of that time was spent swimming :p

ChickenMobile • May 10, 2011 • #43826
2,460 posts

Azkoyen wrote:
Thanks chickenmobile, it took myself and my brother about 15 minutes to stop being retards and solve the damn thing. Much of that time was spent swimming :p

Lol, I did the same thing too. Though at the time none of the team triggers were working and we were using the end chutes to make us fling into the water.

Sulfaras • May 10, 2011 • #43827
67 posts

one of the best coop maps till now. not to easy but solveable cause you can try some things. very nice

IlleTheFirst • May 10, 2011 • #43828
11 posts

Very nice map.
Seems Chickenmobile Maps have some high potential.

Looking forward for some more maps from you guys

ChickenMobile • May 10, 2011 • #43829
2,460 posts

IlleTheFirst wrote:
Very nice map.
Seems Chickenmobile Maps have some high potential.

!

IlleTheFirst wrote:
Looking forward for some more maps from you guys

?

BenB • May 10, 2011 • #43830
25 posts

I wasn't being ironic, 7z is the bollocks. It should be mandatory. We could save so much bandwidth with it. Very rarely have I found 7z making something bigger.

ChickenMobile • May 10, 2011 • #43831
2,460 posts

Too tru bro. Not every1 has super fast internet that dl's maps in 1 second. I found that when I zipped it, it became about 5x smaller.

Chewbacha007 • May 10, 2011 • #43832
25 posts

My friend and I discovered an easy way of beating it, which I'm assuming is not what you were going for.

Once you make it to the opposite end of the area (past the turrets) and get the block, instead of making our way back through the turrets, we just took the block back through the portal to the 2nd floor area and then left it there. We then killed ourselves, spawning back at the start (past the turrets). The block remained 'upstairs' and was easily retrievable.

Maybe that's how you wanted us to do it, but I highly doubt it.

Cool map otherwise though, keep it up!

BenB • May 10, 2011 • #43833
25 posts

Those turrets were hugely annoying, we finally got lucky and ricochet them to death using the cube, after that it was more of a puzzle than being randomly hit in to the water all the time. The puzzle was good though, we liked it.

If we had a button at the end which crushed the crap out of them it would be really satisfying tho!

ChickenMobile • May 10, 2011 • #43834
2,460 posts

Chewbacha007 wrote:
My friend and I discovered an easy way of beating it, which I'm assuming is not what you were going for.

Actually if you're smart enough you can completely skip the turrets by putting a portal at the last turret wall and jumping round the corner. Then using your method to get back. I did think of every possible solution
P.S. PORTAL 2 SDK! WOOOT! Now I can remove the 5 extra GB of copied portal textures in my alien swarm folder!

xdiesp • May 13, 2011 • #43835
1,078 posts

Just did this. Died several times mostly for being stuck: something which curiously didn't happen often in Valve's maps. In the end it came together nice and difficult.

One note: the turrets exploded by themselves the first time we loaded the map. To see if we were doing it wrong, we reloaded and they were fine this time.

Pops • May 14, 2011 • #43836
9 posts

fun map...we took the regular way down there and I think a shortcut back. Dodging the turrets was kinda hard.. had to jump or else get shot off

ChickenMobile • May 14, 2011 • #43837
2,460 posts

Pops wrote:
fun map...Dodging the turrets was kinda hard.. had to jump or else get shot off

Exactly, I noticed that when I was first testing it and thought it would be an element that people could eventually find out.

Djinndrache • May 18, 2011 • #43838
1,442 posts

I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.

Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=7m4GtziKqPQ

ChickenMobile • May 18, 2011 • #43839
2,460 posts

Djinndrache wrote:
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=7m4GtziKqPQ

This is great! Thanks for making that video bro. Now you can play my second one

Djinndrache • May 18, 2011 • #43840
1,442 posts

chickenmobile wrote:
Djinndrache wrote:

Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=7m4GtziKqPQ

This is great! Thanks for making that video bro. Now you can play my second one

We already did that yesterday (with recording). I'll upload it as soon as I can and let you know in the thread of the other map Just this to say so far: Make more! Besides the "colour"-series you are one of our favourite-coop-map-makers (the 2nd was rly great! but now enough about the other map :p)

ChickenMobile • May 18, 2011 • #43841
2,460 posts

Djinndrache wrote:
Make more! Besides the "colour"-series you are one of our favourite-coop-map-makers

I would hate for people to compare me to the Colours series as They have already made 4-5 good maps and I've just made 2. I am truly a perfectionist and my maps sometimes take weeks to get to my standards where I could just leave it be.

I'm hoping that you guys will enjoy the next one cause I'm making something totally different

Djinndrache • May 18, 2011 • #43842
1,442 posts

chickenmobile wrote:
Djinndrache wrote:

Make more! Besides the "colour"-series you are one of our favourite-coop-map-makers

I would hate for people to compare me to the Colours series as They have already made 4-5 good maps and I've just made 2. I am truly a perfectionist and my maps sometimes take weeks to get to my standards where I could just leave it be.

I'm hoping that you guys will enjoy the next one cause I'm making something totally different

I'm not ranking/comparing the mapmakers, just said you are one of our favourites

We're totally looking forward for more! I'm already curious about what "totally different" might mean
(but don't spoiler me, I wanna find out!)

eggfillet • May 18, 2011 • #43843
13 posts

I think this was a good idea for a team building puzzle, but it had a few errors that were somewhat unbearable.

The one issue that really bugged me, is that the bridge that protects you is horizontal. Meaning that if you were to veer even an inch off the middle of the bridge you get shot and fall into the slime straight away.

The second issue I have with this map is that it repeats the same idea about three times. Standing on the button to keep the shield on is an satisfying task to execute, but after the first time me and my co-op partner just got bored when it worked and frustrated when it didn't (because we had to restart each time it failed). Also having one person responsible for the walking bridge meant that (me) the initiator didn't have anything much to do for most of the puzzle.

Also, there is almost no lateral thinking required to complete this test. That might make it a good map for a trust-building exercise, but other than that it is simply and a boring, repetitive and frustrating map.

coopcrowd • May 21, 2011 • #43844
45 posts

This map was thoroughly enjoyable and allowed for a lot of laughs with the robots shooting us off the edges, we also managed to find your avatar easter egg hidden away

Hope you continue to make more maps, can't wait to see what you come up with, also we definitely took the most obvious route to completing this level, wish we had figured out some of the cooler methods But we are simple!

If you want to check out our play through and hear what we thought and how we coped with the copious amount of robots it is below (You probably don't want to watch this if you haven't completed this map yet).

gGRc_dtW2V8

KennKong • Mar 29, 2012 • #43845
942 posts

There were turrets in this map? Really? You won't see them in our playthrough:
Chickentest v1Chickentest v1
_-Z5PTttXbkSorry, but we don't have any suggestions for what to do if you want to force the players to deal with the turrets. This was your garden-variety coop portal-swapping exercise to us. It looks and is constructed well enough to earn a 4, but the fact that major elements are skippable by klutzes like us pulls it down to 3/5.

ChickenMobile • Mar 29, 2012 • #43846
2,460 posts

Thanks for playing KennKong. I know that you could skip the turrets altogether (I made this before the Portal 2 SDK came out within a couple of days). Not going to edit this map whatsoever because it is 3/4 of a year old now.

Play the series! please?