[Coop] Joint Potential - Act 2

by Skotty · Uploaded Aug 05, 2012

Screenshot 1

File Size: 16.09 MB

Downloads: 1796

Rating: (5 votes)

Description

JOINT POTENTIAL - Act 2 (by Skotty) An entry for the Heavy-duty super-mapping super-contest -[ thinkingwithportals.com ]- Two medium-sized puzzles, featuring energy balls and light-bridges. Note: This is part 2 of a set of 2. It is highly recommended that you download 'Joint Potential - Act 1' by Moth [Coop] Joint Potential - Act 1 Thanks to Moth for instances. Installation Instructions: ------------------------------------- Place the BSP file in the following folder: steam/steamapps/common/portal2/portal2/maps start a new cooperative game, and from the lobby, type the following console command: changelevel mp_coop_joint-potential_Act-2

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Skotty • Aug 05, 2012 • #46084
671 posts

JOINT POTENTIAL - Act 2 (by Skotty)

An entry for the Heavy-duty super-mapping super-contest
-[ thinkingwithportals.com ]-



Two medium-sized puzzles, featuring energy balls and light-bridges.


Note: This is part 2 of a set of 2. It is highly recommended that you download
'Joint Potential - Act 1' by Moth

[Coop] Joint Potential - Act 1


Thanks to Moth for instances.







Installation Instructions:
-------------------------------------

Place the BSP file in the following folder:

steam/steamapps/common/portal2/portal2/maps

start a new cooperative game, and from the lobby, type the following
console command:

changelevel mp_coop_joint-potential_Act-2

File Name: mp_coop_Joint-Potential_Act-2.7z
File Size: 16.09?MiB
Click here to download [Coop] Joint Potential - Act 2

Jepp • Aug 05, 2012 • #46085
134 posts

0 downloads
5/5 rating
1 vote

I see what you did there

wstrika • Aug 09, 2012 • #46086
200 posts

Here's my playthrough:

_UU6FLGngGk

BEARD! • Aug 15, 2012 • #46087
169 posts

Sorry I don't have time to flesh out a report, so here's some brief notes.

Aesthetics: Portal 1 metal textures felt out of place. Reflections on the glass and tubes looked weird. Otherwise it seemed fine. Liked the array of panel-moving arms; shame they didn't have panels on them. Projected lighting onto the moving lift looked great.

Difficulty: I'd label it as easy-to-medium: it felt more straightforward than act one, a little more to think about would have been nice. Didn't have to mess about getting portal placements right, just had to think about where to put them.

Gameplay: Getting the timing right a) between ourselves and b) with the energy ball not killing the fling-ee was good. Speeding along a light bridge to escape death is always fun. Enjoyed extending the light bridges for energy ball control. In the first puzzle apparently you have to send the ball through portals to replenish its remaining lifetime. I never knew about that mechanic for what it's worth, but Vordwann seemed to be aware of it.

Skotty • Aug 16, 2012 • #46088
671 posts

The Portal 1 textures were a test, but as you see, the style isn't perfect yet.
The reflections are bad because I set the cubemap point at a bad position, was made in rush at the end of the contest. This mechanic to reset the lifetime of energy balls was taught in Portal 1, so I thought it would be known

BEARD! • Aug 16, 2012 • #46089
169 posts

Where was it taught? I've certainly don't recall using it anywhere!

Skotty • Aug 16, 2012 • #46090
671 posts

In Portal 1, one of the first chambers, but the effect was taught subtile. I guess the player had something else in view.

Test Subject #54067 • Jan 04, 2013 • #46091
77 posts

If you played Rexaura by Mevious, he directly teaches you that portaling an energy ball increases its lifespan. I don't remember it from the original game.

FelixGriffin • Jan 04, 2013 • #46092
2,680 posts

I used it in the chamber with the Companion Cube, I don't know if you needed to or not. I just caught the ball in an infinite loop to keep it from vanishing.

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