mp_coop_chickentest_3

by ChickenMobile · Uploaded Jun 05, 2011

Screenshot 1

File Size: 3.08 MB

Downloads: 3191

Rating: (20 votes)

Description

Behold! These puzzles include a couple of original puzzle ideas! My third co-op map creation which I thoroughly enjoyed making it (even though I had an error for about half the time which was fixed by deleting a bad brush doh!). I'm not expecting much for releasing this but I wanted people to experience a different type of puzzles from the original Valve-like style ones. Also I would like for you judges to have fun Some screens of my map: Looking forward for your input guys, ChickenMobile Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Make sure both you and your partner have downloaded it. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_chickentest_3" in the console (which is activated by the ` key under ESC).

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ChickenMobile • Jun 05, 2011 • #43859
2,460 posts

Behold! These puzzles include a couple of original puzzle ideas! My third co-op map creation which I thoroughly enjoyed making it (even though I had an error for about half the time which was fixed by deleting a bad brush doh!).

I'm not expecting much for releasing this but I wanted people to experience a different type of puzzles from the original Valve-like style ones. Also I would like for you judges to have fun

Some screens of my map:


Looking forward for your input guys,
ChickenMobile

Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Make sure both you and your partner have downloaded it. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_chickentest_3" in the console (which is activated by the ` key under ESC).

File Name: mp_coop_chickentest_3 v2.7z
File Size: 3.08?MiB
mp_coop_chickentest_3

Djinndrache • Jun 05, 2011 • #43860
1,442 posts

Aw.. the ONLY day my coop mate is not at home, you must release this. You hate me

Pete • Jun 05, 2011 • #43861
52 posts

So uh, is that catwalk up the panel stairs SUPPOSED to be non-solid?
Or was that just me?

Djinndrache • Jun 05, 2011 • #43862
1,442 posts

Pete wrote:
So uh, is that catwalk up the panel stairs SUPPOSED to be non-solid?
Or was that just me?

Seems to be a glitch, had to noclip over that bridge. Rest worked fine though. I/we love the ideas in this map ^_^ Recorded it as always, upload whenever I got the time for it.

ChickenMobile • Jun 06, 2011 • #43863
2,460 posts

Pete wrote:
So uh, is that catwalk up the panel stairs SUPPOSED to be non-solid?
Or was that just me?

Thanks for the quick reply guys, I did put playerclip over the catwalk but it must have been hidden when I compiled it. Recompiling now.
This also means that you can walk through the wall in a certain spot outside the map too.

Djinndrache • Jun 07, 2011 • #43864
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=awaI9-4chgI

ChickenMobile • Jun 07, 2011 • #43865
2,460 posts

Thanks again for playing Djinn

Pete • Jun 07, 2011 • #43866
52 posts

chickenmobile wrote:
Pete wrote:

So uh, is that catwalk up the panel stairs SUPPOSED to be non-solid?
Or was that just me?

Thanks for the quick reply guys, I did put playerclip over the catwalk but it must have been hidden when I compiled it. Recompiling now.
This also means that you can walk through the wall in a certain spot outside the map too.

I guess its a bit late now but I feel I should mention that there seems to be two versions of every walkway model- one is a cheap, no collide version for distant walkways, and one is a high-detail, collision enabled version for walkways you actually walk on.

ForbiddenDonut • Jun 08, 2011 • #43867
142 posts

Wow. All the elements in that map were intricate and well-designed. It was awesome playing labyrinth and pipes on such a large scale. And the first puzzle was very creative.

However, I wanted to ask: is the final puzzle randomized? All I did was change two pipes and my partner didn't even change any and the ball made it. Just curious.

Lot of fun, though. And beautifully crafted.

5/5

ChickenMobile • Jun 08, 2011 • #43868
2,460 posts

ForbiddenDonut wrote:
I wanted to ask: is the final puzzle randomized? All I did was change two pipes and my partner didn't even change any and the ball made it. Just curious.

I tried to make you and your partner rotate as many pipes as possible in order to solve it though there probably are a million ways to do it... so you probably found one of the easiest solutions, lol. And no, it is not randomized, though I could have made some kind of entity that did.
I'm glad you liked it and thank you for playing it!

msleeper • Jun 10, 2011 • #43869
4,095 posts • Member

The "scoop" flinging mechanism is interesting and a change of pace from the typical infinite fall setups.

Labyrinth was a little frustrating, I'm not sure if it's because of how many fail conditions there were (the holes + falling off the edge) or that it was just so damned large that failing near the end made us want to give up. I think it took us 3 tries to get it done. PS - I fucking hate Labyrinth.

The pipe minigame was really neat though, and god damn that room is huge. I got a visual glitch where the pipe models would render on top of the glass; I don't think there's anything you can do about that, but it does suck.

My only real negative thing was the Labyrinth game. I love the idea, I just don't think it really works that well in execution.

ChickenMobile • Jun 10, 2011 • #43870
2,460 posts

msleeper wrote:
The "scoop" flinging mechanism is interesting and a change of pace from the typical infinite fall setups.

Labyrinth was a little frustrating, I'm not sure if it's because of how many fail conditions there were (the holes + falling off the edge) or that it was just so damned large that failing near the end made us want to give up. I think it took us 3 tries to get it done. PS - I fucking hate Labyrinth.

The pipe minigame was really neat though, and god damn that room is huge. I got a visual glitch where the pipe models would render on top of the glass; I don't think there's anything you can do about that, but it does suck.

My only real negative thing was the Labyrinth game. I love the idea, I just don't think it really works that well in execution.

Thanks for playing MSleeper!

I hope that the labyrinth puzzle didn't make you completely dislike the map When I tested it with other people, the labyrinth was one of the things they enjoyed the most. Your opinion I guess

The pipes took a while to make it look less glitchy as using a func_detail for the glass made it look terrible. So I had to change the glass to a brush, and I thought it looked decent enough to release.

Again, A huge thank you to you for creating this competition!

ddrkhat • Jun 12, 2011 • #43871
8 posts

Me and my partner (Lazarus_guy , not registered here afaik) had great fun going through this. The ball maze was great fun and we got it on our first try. The pipe maze was also quite interesting, it took us a bit to solve it and I think in total we pressed around 8-9 buttons.
Although we didn't figure out the first chamber until it came to the lightbridge version. We thought the ball had to do an infinite fall and kept getting stuck and assumed it was a bug, so instead I managed to cheat and using forwards movement threw the ball through the top hole and it goes close enough to the recepticle to activate the door.
I think from now on we're both gonna record demo files and get videos uploaded of us doing testchambers, because i believe it'd be nice to give video feedback on them.

ChickenMobile • Jun 12, 2011 • #43872
2,460 posts

ddrkhat wrote:
Me and my partner (Lazarus_guy , not registered here afaik) had great fun going through this. The ball maze was great fun and we got it on our first try. The pipe maze was also quite interesting, it took us a bit to solve it and I think in total we pressed around 8-9 buttons.
Although we didn't figure out the first chamber until it came to the lightbridge version. We thought the ball had to do an infinite fall and kept getting stuck and assumed it was a bug, so instead I managed to cheat and using forwards movement threw the ball through the top hole and it goes close enough to the recepticle to activate the door.
I think from now on we're both gonna record demo files and get videos uploaded of us doing testchambers, because i believe it'd be nice to give video feedback on them.

Thanks for playing ddrkhat! I would love to see a demo of the map to see how you solved it. It's great to see how different people have different views/different ways to solve the tests. And it always makes me laugh when you fail...

Your not the first person to have problem with the 'ball ramp' as a person who posted a video of them playing it also cheated by throwing the ball through the hole. I am slightly annoyed that this can happen because I did put vphysics clip over the window. (a coop bug?)

Anyhow I'm glad you liked it! Hope you get to play the next one when I get around to it

P.S. You did a very good job on placing the edgeless safety cube into the receptical. To celebrate I have a surprised for you:

ddrkhat • Jun 13, 2011 • #43873
8 posts

I reckon there just needs to be some kind of indication that a player is meant to go through the slope, I didn't expect "surf" mechanics to be used in Portal so that's why I didn't see the solution. If perhaps there was a sign next to the slope (Ya'know maybe the orange gel one?) it might suggest "Hey, a player has to do this" looking forward to the next one though!

xdiesp • Jun 14, 2011 • #43874
1,078 posts

I knew somebody would have converted one of those old style flippers into a ball maze, sooner or later. On our part, we were ready to dismiss the first puzzle as bugged until we realized the ball and the player behaved differently in it: gratz on your physics, Valve!

Probably the most original coop map yet - no hyperbole here, just too far away from the usual drag of alternating steps of a flings\lightbridges\funnels in other maps. Personally I welcome these changes: as long as they are fun, everything is fair - beyond the point of what a portal should or should not be (...enjoyable imho).

Retroengineering the labyrinth didn't take us long, instead the aforementioned old flipper was difficult to coordinate without voicecom. If I may suggest, those rough cutouts of walls might look better as glass.

ChickenMobile • Jun 15, 2011 • #43875
2,460 posts

xdiesp wrote:
Insert some text here

Thanks for your input man! It's good to see you enjoyed the old-style puzzles, and I guess it would be a bit hard to indicate to your partner in a room that large. Spam the ping tool I say! That always works

When the judging is over I need to fix the first puzzle to make it a bit more obvious what to do, even make the player have to go on it to grab the ball or something.

Flaming lemons!

xdiesp • Jun 16, 2011 • #43876
1,078 posts

Closing comments: in this map, you can do this.

ChickenMobile • Jun 16, 2011 • #43877
2,460 posts

xdiesp wrote:

IRL that would probably make them speed up too violently and throw them off into the air on the bump. Or cane his ass. Looks fun!

coopcrowd • Jun 22, 2011 • #43878
45 posts

Wow, that was AWESOME! What a level, out of your 3 chicken tests I would definitely say this is the best, it is so unconventional and original with the mini-games being a part of the puzzle to finish the level, brilliant. Keep it up chickenmobile (oh and we didn't see your emblem this time, is it there?).

Thoroughly enjoyed playing this map and really hope that the next map you make is just as awesome as you are setting the bar here in the co-op maps we have had the pleasure of playing. (The video below is a play through so do not watch if you haven't played the level yet).

zD6h_TT1pu8

ChickenMobile • Jun 22, 2011 • #43879
2,460 posts

Hoorah! I was waiting patiently for you guys to get around to playing my map Let the lol's begin.

coopcrowd wrote:
oh and we didn't see your emblem this time, is it there?.

Technically I couldn't put any custom textures in for the competition, so I had to leave it out.

aandw • Jun 22, 2011 • #43880
5 posts

Got through playing this a while ago. Awesome job! Very orginal. Although the final pneumatic tube puzzle was a bit anticlimatic.

But I loved the middle tilter puzzle. My friend absolutely hated it XD. Took awhile for him to wrap his head around it. Was a funny experience. Anyways, some really original and great stuff. Hope to see more in the future.

2called-chaos • Jul 09, 2011 • #43881
5 posts

Does anybody tried this map on a Mac? The game crashes if one of the two players put a portal on the wall which is shown in the middle of the 3rd screenshot (v-lightbridge).

I already send a bug report to Steam but maybe I'm the only one with this problem.


Chaos

ChickenMobile • Jul 09, 2011 • #43882
2,460 posts

2called-chaos wrote:
Does anybody tried this map on a Mac? The game crashes if one of the two players put a portal on the wall which is shown in the middle of the 3rd screenshot (v-lightbridge).

I had a massive problem with that room where it kept on crashing where if the second player looked towards the back of the room. I just randomly deleted some stuff and it didn't crash anymore, so I thought it was fine.

Obviously I don't own a Mac and I don't know anyone who does so I didn't test on that platform.
(And for your information Steam isn't going to care about you crashing in a custom map. If you crashed inside one of their official maps then surely they would.)

If you really wanted to play it, try using a windows emulator to run it.

2called-chaos • Jul 10, 2011 • #43883
5 posts

chickenmobile wrote:
And for your information Steam isn't going to care about you crashing in a custom map. If you crashed inside one of their official maps then surely they would.

Hmm I thought it is a problem with the Mac version as the windows versions seems to work. Let's hope the best
Did you analyzed any of these crashes? I did but I'm not so good at it but it seems to be an memory adressing failure. Maybe it's a engine problem?

chickenmobile wrote:
If you really wanted to play it, try using a windows emulator to run it.

I actually have native Windows 7 running on my Mac. Maybe I try it sometime but for now I'm to lazy to download Portal 2 again with my crappy internet connection. It takes ages! Or I just try to skip the room.

Here is the interesting part of one of the crashes...

Quote:
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x000000001dca64d0
Crashed Thread: 6

Thread 6 Crashed:
0 com.googlecode.google-breakpad 0x007b0571 google_breakpad::ExceptionHandler::UninstallHandler(bool) + 133
1 com.googlecode.google-breakpad 0x007b1572 google_breakpad::ExceptionHandler::WaitForMessage(void*) + 406
2 libSystem.B.dylib 0x969ce259 _pthread_start + 345
3 libSystem.B.dylib 0x969ce0de thread_start + 34

It looks like that your map will generate an error message as I got them hundred of times on each map even on the official ones and the handler can't handle one of them.

Chaos

ChickenMobile • Jul 10, 2011 • #43884
2,460 posts

2called-chaos wrote:
Here is the interesting part of one of the crashes...

```
Exception Type:  EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x000000001dca64d0
Crashed Thread:  6

Thread 6 Crashed:
0   com.googlecode.google-breakpad   0x007b0571 google_breakpad::ExceptionHandler::UninstallHandler(bool) + 133
1   com.googlecode.google-breakpad   0x007b1572 google_breakpad::ExceptionHandler::WaitForMessage(void*) + 406
2   libSystem.B.dylib                0x969ce259 _pthread_start + 345
3   libSystem.B.dylib                0x969ce0de thread_start + 34
```

It looks like that your map will generate an error message as I got them hundred of times on each map even on the official ones and the handler can't handle one of them.Chaos

That's why you don't play games on a Mac

hirami • Oct 10, 2011 • #43885
5 posts

just played the map through...
Thanks, it was awesome! <3
Not really hard, but really REALLY fun. I always loved those ball labyrinths 8D
So I hope there will be another map?

coopinitiative • May 01, 2012 • #43886
4 posts

Wow, really fantastic map! It takes classic Portal concepts and mixes them up in a new and interesting way. The gameplay flow feels very natural which is an added plus.
Before we started playing the map we didn't know anything about it, but now that we went through it, we are glad that we picked it amongst all the others to be the first one we recorded.

AH3xCstEj7c

KennKong • May 17, 2012 • #43887
942 posts

Redunzl and I played this. We only had trouble with the labyrinth because we're uncoordinated gits. However, the lightbridge chute took us quite a while to figure out the mechanics. The panels in the ceiling misled us for a while, as we tried to use them for flings. Then we tried jumping up and shooting the bridge under ourselves, but it kept knocking us out of the way. We did eventually figure it out, and had a blast doing so. The tube puzzle was a bit of a let down after all the really good stuff before it, but it was still a neat idea. 4/5 from us.

ChickenMobile • May 17, 2012 • #43888
2,460 posts

KennKong wrote:
...still a neat idea. 4/5 from us.

No recording? I is disappoint

redunzl • May 19, 2012 • #43889
58 posts

chickenmobile wrote:
No recording? I is disappoint

Well, we did start recording, but we were so horrible at the labyrinth that we had to stop because (a) it was embarrassing and (b) there was a very real possiblity of running out of disk space before we finished. Only true masochists would have wanted to sit through all of that, anyway.

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