File Size: 9.33 MB
Downloads: 13558
Rating: (21 votes)
Description
A coop testchamber with 6 seperated tests. Typical testchamber design and a lot of details. You will have to work with lasers, panels, lightbridges, gel, turrets, cubes and pneumatic diversity vents. The tests will need good timing and some time to find the solution. Use your zoom and: Think with portals! Difficulty: easy to difficult Playtime: ~25 Minutes (depends on your skill) How To to play the map in coop is in the zip file! - Contest submission Screenshots in the forum thread!
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theres an exploit where you can take the laser cube and use it to unlock the last door to the dissambling machine
Agree with the above poster. That feeling when you went from the cramped chambers to the huge expansive one was awesome. And the randomized stepping panels across the water was great.
One of my favorite co-op maps to date.
I loved the previous version, and I'd like to see a full change log. But regarding the "outside the testing course", you changed it and now it sucks. I'm not sure if we were thinking with portals or thinking with derp, but the solution felt a lot less "aha!" and more "wow I can't believe that worked.
I really liked the new test 6th chamber, the usage of diversity vents was actually subtle and really well done.
My previous response to the earlier version, for the record:
msleeper wrote:
Amazing map, one of my favorite coop maps I've played so far. I absolutely love the use of panels, and the wide open view after the 4th puzzle (with the moving test chamber) looked amazing. Great job on that.The first puzzle with the laser cubes was excellent, a great example of a coop map that doesn't require one person to stand around while the other plays the game. The bridge section was fun, we found it a little frustrating that some times it would keep 2 panels down and effectively force a restart, but at least it wasn't too long to get back into position.
The third puzzle was probably the easiest, I would have put that at the beginning personally. The glass ceiling above the laser catcher causes a very weird bug where you appear to be hopping up and down. You could try putting a player clip brush over the surface and that might stop it from happening.
The forced death at the end of the second to last chamber (with the orange gel) was hilarious, but again the puzzle after it seemed fairly simple compared to the others.
Overall, A+ release, would definitely recommend it to friends.
Hehe you got me. Looks like I made a mistake with removing the jump-from-the-bridge-solution in the outside part. It don't suprise me that you criticize that. The solution is really hard because the slant you have to use is not highlighted. It's more testing than thinking. But I had no solution for this problem.
So, I made a mistake everyone makes. I will pay attention to similar situations in further maps 
Oh and thanks for the good replay. I thought the last chamber could get a critic point because it's so easy to solve.
Easy is not necessarily bad. I know in my original review I said that the 4th "outside" chamber was easy, but that by no means meant I didn't enjoy it. Either way it's an excellent map.
I wouldn't call any of the 1.0 chambers easy, especially the random bridge one got grating on us after randomly assembling enough 2 panels long (impossible) jumps. Which spoiled the fun for the big one, the outer underground - however this time, we were fresh minded enough to see how grand it looks. Rest assured no visual works are less than stellar, it's just we don't really notice much out of flow and difficulty in these coops.
So we tried it again, since we're testing the competition entries from the heaviest (electrophobia, 67 megs - then this) to the lightest. Compared to the other leviathan, progress follows the same lesson in alternative easy and hard passages, but differently it has the approach of stopping you in your tracks when you make mistakes: closing wall, death by water, end of run and respawn. It still is lenghtier and more varied though.
As for the new finale: brilliant and short - I bet Valve had something like this in the sack, not just mindless turrets sucking. We had actually expected to be required to stop the cube being spit out again, by rotating the portals which brought out the gel. It also bugged on us the first time. We started getting lag (soundscapes? in the exit room, it disappeared) and there was no orange gel from the button.
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:
-qgexC1KOTs
(Link: http://www.youtube.com/watch?v=-qgexC1KOTs)
Also note the video description for more feedback and my signature for additional project information.
This was a good map, I especially liked the use of diversity vents.
The puzzle with hard light bridge and sloped surfaces (33:30 in the video) got us stumped for a long time before we decided to look on this forum for a walkthrough video. We would never discover that solution... 
Your idea to record your first run is really great. The problem of testing the map: I always know the solution. If some others playtest it, they sometimes cant discribe their solutions or problems corret. The Video is a good solution for this. Thanks!
Its true, the solution for the hardlight bridge is hard and not enough visible.
Very creative map. No problems until the randomized stepping panels. That was very frustrating, and took forever. It didn't help that sometimes two in a row were missing. I had to do it twice, too, once for my eight-year-old partner who couldn't manage it. She liked it though.
Then we got stuck on the diagonal light bridge thing.. I was thinking you had to jump. Yeah, I know it's way too far. We used a youtube video to show us how to do it. Even then it took a while. Frustrating, but I mostly blame my partner who wouldn't follow directions. When I used both controllers myself, I finally got it.
The last part left me with a good feeling though.. A great map, nice job.
pfalstad wrote:
Very creative map. No problems until the randomized stepping panels. That was very frustrating, and took forever. It didn't help that sometimes two in a row were missing.
I'll still stick up for this puzzle. Even failing it probably a dozen times between my partner and I the first time, it's so quick to retry and so comical that I found it a really fun part of the map.
Even if 2 panels in a row are not appearing, duckjump will solve the problem. Just if there are 3 panels in a row not appearing it becomes impossible.
Oh and that idea for the fast bridge came after I looked at a lot of old interactive children TV series 
Hober wrote:
pfalstad wrote:Very creative map. No problems until the randomized stepping panels. That was very frustrating, and took forever. It didn't help that sometimes two in a row were missing.
I'll still stick up for this puzzle. Even failing it probably a dozen times between my partner and I the first time, it's so quick to retry and so comical that I found it a really fun part of the map.
It's a great idea, but it would have been nice to have a little more time at the end, and to not have two in a row missing.
Thanks for giving me a fun evening with my coop partner. I don't think I've laughed that hard in ages.
But those platforms... 
Map was awesome! My friend and I loved it. Took us a while to figure out some the laser bit near the end and especially the bit outside the test area 
I agree with the panels being random was a bit annoying.
Also, in the room after that bridge, I got stuck in the stairs as they came out the ground once and had to kill myself via console (then having to do the bridge again!).
The first chamber seemed to break for me and my mate.
You're supposed to open the flamevent/laser hole in the very first room by pressing both buttons at once, right?
Hi! Me and my friend really liked this map. It was quite fun. Here some feedback for the tests:
1st test - good one, thinking and timing + some creativity in use of laser cubes. Really liked that.
2nd test - "a running floor". Man, that was fun. Although my friend had some trouble with "random gaps", watching Atlas repeatedly falling to water and swearing was pretty funny. More agility and less thinking - why not?
3rd test - we didn't like this one. It was too obvious, and still took us too many tries just because of bad aiming.
4th test - BEAUTIFUL. When you go outside the clastrophobic room in test 3 and find yourself in the middle of the void - this is overwhelming. The use of lightbridge was creative, though we did it with a bit of "random shooting at random surfaces until something happens". Still, the riddle was clever. The second part of the test was nothing special, but still enjoyable.
5th test - standard one, nothing exciting. The way to remove the fizzler is somehow chaotic and unclear for me. Lighting up the relays was, again, a struggle with aiming. But putting them on the ceiling was tricky.
6th test - I think I know what it was about - put the lightbridge under the cube, cover the cube somehow with gel so it goes down to the tube below and falls of the tube near the button. The thing is - we did it totally different, and I guess that you should somehow fix it [we didn't use the gel for the solution so I guess it was unintended]. We put the lightbridge in the room with gel pipe (using purple and blue portals) so it was shooting at the opposite portalable wall. Then using red/yellow portals I was able to get on the lightbridge (just placed the red one above the bridge and yellow at the wall). Standing on the bridge, I placed the yellow portal to the wall where the bridge was ending and managed to replace the purple portal with my red portal so I was still standing on the bridge. Then my friend just put the blue one on the wall opposite to my yellow so I could pass through it and the purple one to where the box was. The box stopped at the bridge and I could just walk through the portal and take it with no big effort. I still have no idea how to get this done using gel, but we did it without it. But, if what I suspect to be the right solution to this test is correct, then it's another clever test.
Anyway, as I said - we enjoyed the map, so thanks for giving us the entertainment 
Here's a video my friend and I made about this map!
rK57d_jwY8g
Most of it is pretty straightforward but you may want to check out the last chamber, I think we broke it quite a bit.
Oh yes you broke it more than a bit 
I really like it to see videos of players. So I can see how you are thinking and what I didn't think off. The point you had to use noclip in the outside chamber was not new for me. I really did a bad job marking the right surface where to put the bridge on.
In the last chamber you just have to put the gel into the vent, not the player. It was never made for players because they could stuck (whats a big problem).
Reviving this topic to ask if it is possible to release this on the Portal 2 workshop. The workshop now allows for Coop maps to be uploaded. Just before I replied to this thread, I searched and nothing came up.
I already had this in mind. Because I removed some Instances I used in this map I wanted to recreate them a while ago. Seems like I forgot about that 
Good you remember me about that. I also wanted to add additional help in the outside area so people don't get frustrated because they don't see some slight difference that makes the whole test.
A coop testchamber with 6 seperated tests. Typical testchamber design and a lot of details.










You will have to work with lasers, panels, lightbridges, gel, turrets, cubes and pneumatic diversity vents.
The tests will need good timing and some time to find the solution. Use your zoom and: Think with portals!
Difficulty: easy to difficult
Playtime: ~25 Minutes (depends on your skill)
How To to play the map in coop is in the zip file!
- Contest submission
File Name: mp_coop_fast_bridge_contest.7z
File Size: 9.33 MiB
[Coop] Fast Bridge
Screenshots: