File Size: 3.63 MB
Downloads: 3377
Rating: (14 votes)
Description
This is my first map ever, and I made it to test my skills and yours. This is a fairly hard map to figure out, so if you and your partner are looking for a challenge then this is the map for you. Special thanks to my test dummy XIRES. Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to downloaded the map. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_mindlock" in the console (which is activated by the ` key under ESC. If you find any bugs with the map, or need help figuring it out then let me know. P.S. When you complete the map, it wont stop loading, so just exit out to the lobby. I have finally updated this map, and fixed the problems with it. May 27, 2011.
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I just noticed that a wall is missing in the red room, and I am going to update it now.
Sorry but this is the worst map i have ever played.
the textures are stretched and dont match the surfaces, the portable panels are just messy indistinguishable shapes and the puzzles are put together so lazy that aren't even worth commenting.
You should remove this map NOW and spend the next 2 weeks making it look at least decent because it looks like * ![]()
ouch, not nice. Can you be specific what you dont like about the puzzle and texture areas because I don't see problems. Keep in mind i have never opened a hammer editor before in my life or any map editor, and i put this together in 2 days.
Me and my friend really liked this map because the puzzle took us a while to figure out. You have to do the puzzles just right to advance. Nice job for your first map, I think I'm going to give making a map a shot.
Didn't really like this map. I appreciate good visuals, but can live without them if the rest makes up for it. But this map is downright ugly. Stretched textures, bulky blocks, strange glass effects, weird fizzlers. Has the kind of look I'd expect from an old level for Doom or Duke Nukem 3D, only bigger. There even seems to be a leak in the second chamber just before you get the cubes... Good visuals can greatly enhance the playing experience, but the visuals here dampened the fun.
It's your first map, and I myself have never made one (thus I have no idea of the difficulties of making one) so who am I to judge, but some things could be improved with little work I guess.
The puzzles were weird. I don't know if you solved 'em right, but it didn't feel like it. I also still haven't got a clue what the glass thing in the first chamber is for. If you manage the fling where you fall down, you have no option of getting up again (if you die, you land right at that place again) and I couldn't get my partner in science to me no matter how often I pressed that button (as I said, no idea what the glass thing is for). Used noclip in the end.
Why make it a shaft you fall down, and not just some platform where you land and can still see the other player? if you absolutely want to stop them from making portals out of it, use glass around it or something.
In the second chamber it seemed to be some kind of weird flinging puzzle where (after you got the funnel going with a cube) every player could solve it solo just by using the funnel and good timing to get the fall height right and then fling right on the final platform. Also I have no idea why there are so many cubes there isn't really necessary.
We didn't use some of the diagonal panels too, there were a lot of em in strange places. So again, I don't know if we've solved this in the intended manner.
All in all the puzzles lack the "Ah, thats how it works" feel after you solved them.
baca25 wrote:
ouch, not nice.[...]
I hope I don't fall in the same cathegory
hope I gave some constructive tips. Can't really say much about improving the visuals as I even lack knowledge of the correct terms, so all I can say is: they need improving.
Spoilers for my map
actually you helped me a lot, your not supposed to spawn at the bottem of the shaft, until your partner comes down there, which was something me and my friend were thinking about testing, but forgot to. I'm going to have to figure out how to do that. tThere are a lot of cubes there because I couldn't figure out how to destroy them in the water or sheild and then make the cube respawn, in case someone dropped or destroyed it, so I just made a ton of them. The button on the bottem is supposed to let the person in the glass room out, and then take the same path the first person did. And ya I'm not sure how you were able to get both players to the final platform one at a time. I realize you could get one person on the final platform, but not the other because you are supposed to slam into each other to get there by using the funnel on the top and the side wall to keep one of the players from moving with the funnel. Then you each have to shoot a diagonal panel then the floor panel below you. So if you were able to get up there one at a time, I have to figure that one out.
I'm guessing I shouldn't hit that fit button when applying textures. Would that fix the problem?
The stretchy textures didn't really bother me. In fact, they gave me a great idea. Although, for your standard test chamber, it does look a bit sloppy.
Anyway, I'm wondering about something:
If I get down the 'elevator shaft' without my partner, I have no way of getting back and I end up stuck there. Even if I die, I just respawn down at the bottom. Is this intended? ...because that would mean that the entire first room would have to solvable by one person.
EDIT: Okay, well I just noticed that someone else just explained what I explained... and I didn't read your response because I haven't finished the map and don't want to spoil it. I guess we'll just keep trying.
I'll give it a try sometime.
I know what the button down there does, I just haven't figured out what i can do in that glass box that i can't do while outside...
FIY, how we got on the final platform without crashing in the middle:
If you stand at the catapult, facing the platform you need to go to, you use a portal to get the funnel and place the other portal on the left platform at the wall, so that you can jump in the vertical funnel with the catapult. If you hit the wall on the right side, jump down to the platform on the ground. Make a portal there so you get the funnel carrying you up. When you are about halfway up, place the portal where the funnel enters on one of the diagonal panels. If you got the height right you just jumped on the final platform solo.
And a remark to your solution:
haven't tried that yet, but doing a synced jump in a way to meet in the middle, wouldn't it be better to use the hard light bridge instead of the funnel?
i am having trouble getting it to update. i keep loading the new version, but it wont do it.
Edit
figured it out, had to change name of the .rar file.
well you cant get both players up to where you need to do the synced jump with the hard light bridge, which is why when you put the cube on the button that bridge disappears. So i wanted to make it different by using the funnel and the sideways light bridge to keep one of the players from moving with it.
mickyficky wrote:
FIY, how we got on the final platformwithout crashing in the middle:If you stand at the catapult, facing the platform you need to go to, you use a portal to get the funnel and place the other portal on the left platform at the wall, so that you can jump in the vertical funnel with the catapult. If you hit the wall on the right side, jump down to the platform on the ground. Make a portal there so you get the funnel carrying you up. When you are about halfway up, place the portal where the funnel enters on one of the diagonal panels. If you got the height right you just jumped on the final platform solo.
ya.... ok i have to fix that somehow, never thought of not going high enough... might have to raise the platform.
OOOOOOOOK... I have finally fixed everything. Textures look better (as good as they gunna get), if you die on the bottom of the shaft you spawn back up top, can't get to the final platform the way Mickyficky talked about. Thanks for the input to make my map better.
baca25 wrote:
Textures look better (as good as they gunna get)
I seriously doubt they are "as good as they are going to get". It's probably more like, as good as you are willing to put the effort into making them look nice.
This map took a while to beat (a good thing). Can't tell you how many times I died trying to get on that last platform.
Overall great map.
msleeper wrote:
baca25 wrote:Textures look better (as good as they gunna get)
I seriously doubt they are "as good as they are going to get". It's probably more like, as good as you are willing to put the effort into making them look nice.
That's what I meant. I'm not great at making it look pretty, but better then it was and even better in future maps. I wish I could have made the fizzler around the last platform look better, like make a wall diagonal, but when I tried that you would still shoot an invisable wall. Still a lot I don't know how to do, so I just make do with what I know.
HL1 level map with considerable puzzles, expect spending some time in there. Please, can we replace those ugly slanted blocks? If they were panels in a half open structure, this map's challenge would be great.
xdiesp wrote:
HL1 level map with considerable puzzles, expect spending some time in there. Please, can we replace those ugly slanted blocks? If they were panels in a half open structure, this map's challenge would be great.
Ya, I agree that my panels look pretty ugly. I just went into the editor and couldn't figure out how to make fancy panels, so I will open someone's map and figure it out. I can at least make a change to the panels. Glad you liked the puzzles though.
Edit I don't know what you mean by half open structure... 
baca25 wrote:
half open structure
The style of Wheatley's levels, or the "Colours" map series. As to say: bring those puzzles in an adequate setting, and your map becomes the bomb.
xdiesp wrote:
baca25 wrote:half open structure
The style of Wheatley's levels, or the "Colours" map series. As to say: bring those puzzles in an adequate setting, and your map becomes the bomb.
Your making me want to do a lot of work. haha. Shouldn't give me ideas that are going to take me forever to do. 
Half open structure means: you don't need big ugly walls everywhere, the testchamber has missing walls at some places and is embedded in a bigger setting. The final levels of the single player ("The Itch") are a good reference.
As for the panels: there are some tutorials around. For example linked on this page:
http://developer.valvesoftware.com/wiki/Panels
Also browsing this page might help, a lot of video tutorials:
http://www.tophattwaffle.com/?page_id=62
Just wanted to look at your changes in splitscreen. Game crashed. Any1 else having that problem?
Had a problem last night where it wouldn't go to the game and it would crash, but I thought I fixed that.
I'm also editing it now. adding prop_static stuff and skyboxes. going to make it look better.
Ya something got broken in my map. I can't test it by myself, and I can't test it with split screen, but the map runs fine with normal co-op... weird. Sucks that I cant test out my new textures and stuff though.
I found another solution to the upper level puzzle. alternate solution
After using the faith plate and the panel atop the second structure, the platform above the glass room, we placed a portal in the hallway and left the one on the angled panel. Second player put one on the exit panel, the one facing the shaft, and came through as well. We noticed the wall around that level, but the ramp coming down from the panel was high enough that we could make the jump to on top of the wall. Then we just dropped down, placed the second-player second portal above the faith plate, and boom. Didn't even step foot behind the glass.
Even just using static prop arms would make this solution impossible: because there's no ramp coming down from that panel, since it's an arm, there's no way to jump over the wall.
I also had the issue with the nodraw wall in the red space, a nodraw spot above and to the right of the door at the bottom of the shaft, and used the controlled-fall-one-player-at-a-time method to get on the final platform. I'm guessing, therefore, that I have an older version of this map.
Regardless, despite the intended solution to the upper room somehow escaping me entirely, I still enjoyed this map. Keep working.
Oh, and I am no good at making levels and textures pretty either. Some people just don't have the eye for it.
Ya Lukavian you are using a older version... I have to delete that. The newer version has all the things you listed fixed.
I just deleted a file and I hope it was the older one. Can someone tell me if the version that is uploaded has the glass walls on the final platform? I can't test it without my partner.
well three hours of work is gone... My starting zone bugged out and then my file that I had been working on and saving thoughout is gone. Want to pull my hair out because I was done.
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wtf is this shit
scalene fucking masterpiece
parallelogram magic floating portal
purple lightening lols?
Terrible texture alignment. Your lighting is literally garbage. Many brushes are either misaligned or completely poorly sized. Oh, and the puzzles are not fun and are simply frustrating.

That Greek Guy wrote:
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Sorry but this is the worst map i have ever played.
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=1mcXlGKv2lU
Djinndrache wrote:
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=1mcXlGKv2lU
Can anyone tell me if the version of the game that is downloadable is the same as this guys video? Easiest to tell when he gets to second part of the map. I can't look for myself.
Overall me and my partner in science thought this was quite an inventive map and we really liked the 'walk around on light bridges to get to the cubes' thing with the big green arrow as well, definitely right in saying it is a tricky and hard map to figure out, maybe a few more clues here and there would have been nice, but if you were going with hard then you definitely achieved it. It could have looked a bit nicer as well but obviously this is objective and i'm sure you will get into a certain style when you make some more levels. 
Considering this was your first try you did a good job and we hope to play some more of your levels in the future. If you want to check out how we did on your map (and at some points we do take quite some time believe me) here you go
(If you haven't played this map and don't want to see any spoilers don't watch this).
zHE7SjFIXL4
This is my first map ever, and I made it to test my skills and yours. This is a fairly hard map to figure out, so if you and your partner are looking for a challenge then this is the map for you.

Special thanks to my test dummy XIRES.
Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to downloaded the map. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_mindlock" in the console (which is activated by the ` key under ESC.
If you find any bugs with the map, or need help figuring it out then let me know.
P.S.
When you complete the map, it wont stop loading, so just exit out to the lobby.
I have finally updated this map, and fixed the problems with it. May 27, 2011.
File Name: mp_coop_mindlock6.rar
File Size: 3.63 MiB
Click here to download Co-op Mind Lock