Lost In Transition

by baca25 · Uploaded Jul 11, 2011

Screenshot 1

File Size: 8.64 MB

Downloads: 3938

Rating: (20 votes)

Description

Atlas and P-Body get lost in the transition between test chambers and they must find their way back to Glados and her test chamber. This is the third map that I have ever created and I thought that I would go all out on this one. There are three rooms in this map, and I have uploaded each room as its own file to reduce lag and allow players to stop after each room and continue later on if they wish. I would rate these puzzles as hard to solve and if you and your partner are looking for a challenge then this is the map for you, and you should expect to spend a while in this map. Play instructions: Unzip the maps from the archive and place all three in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to download the maps. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_lostintransition" in the console (which is activated by the ` key under ESC. The rooms should end and load automatically, but if they don't or if you would like to start at a different room then enter in the name of the room you would like to start at. I would like to thank those who tested my map for their help: RockeTek, SofaEater, Roksonixx, and Karmatoe. Please Give Feedback on what you thought of my map. v1.1 - Fixed minor bugs, fixed unintended way to solve last room, and changed second rooms looks a bit. v1.2 - Made it so that you no longer have to backtrack for the cube in the third room. v1.3 - I added 1 more second of time before panels go down, and I have added a sound to beep .8sec before the panel goes down. v1.4 - Fixed Minor things in first room. On Third room I made it so you can't fall behind panels, and made them a little wider. v1.5 - Added some placement helpers, and added some effects and looks. P.S. I like watching the videos of my maps.

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baca25 • Jul 11, 2011 • #46679
342 posts

Atlas and P-Body get lost in the transition between test chambers and they must find their way back to Glados and her test chamber.

This is the third map that I have ever created and I thought that I would go all out on this one. There are three rooms in this map, and I have uploaded each room as its own file to reduce lag and allow players to stop after each room and continue later on if they wish. I would rate these puzzles as hard to solve and if you and your partner are looking for a challenge then this is the map for you, and you should expect to spend a while in this map.

Play instructions: Unzip the maps from the archive and place all three in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to download the maps. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_lostintransition" in the console (which is activated by the ` key under ESC. The rooms should end and load automatically, but if they don't or if you would like to start at a different room then enter in the name of the room you would like to start at.

I would like to thank those who tested my map for their help: RockeTek, SofaEater, Roksonixx, and Karmatoe.

Please Give Feedback on what you thought of my map.

v1.1 - Fixed minor bugs, fixed unintended way to solve last room, and changed second rooms looks a bit.
v1.2 - Made it so that you no longer have to backtrack for the cube in the third room.
v1.3 - I added 1 more second of time before panels go down, and I have added a sound to beep .8sec before the panel goes down.
v1.4 - Fixed Minor things in first room. On Third room I made it so you can't fall behind panels, and made them a little wider.
v1.5 - Added some placement helpers, and added some effects and looks.

P.S. I like watching the videos of my maps.

File Name: mp_coop_lostintransition.rar
File Size: 8.64 MiB
Click here to download Lost In Transition

baca25 • Jul 11, 2011 • #46680
342 posts

Known Issues: Orange lags a bit, but it is nothing unbearable. Can stop yourself in the tubes, but can't get stuck and it is the best I can manage to get them. If you stand to far up on the drop doors on the first room you won't be able to shoot the panel under you. Fog messes up for one player sometimes.

xdiesp • Jul 12, 2011 • #46681
1,078 posts

Uneven results when comparing first and lasting impressions. The first two maps contain good brainmelters, nicely using movement to get new perspective and cheat fizzlers: then the third turns into a super mario jumpfest, really tiresome as punishing as it is. Buggy too: clashing so easily in map 2 #2 spells unpolished, even more when it kills you; in map 3 it's also hella confusing to see those panels, turning on before using the first cubeplate.

Imho, drop the difficulty on the 3rd by removing the timing aspect of the platforms: a white panel beside the cube dispenser, activated once you hit the first cubeplate, would also minimize unneeded backtracking. Tecnique shows better than average mapping skills, but the scene is often overcrowded: needs more synthesis, to show what's important amidst the many.

baca25 • Jul 12, 2011 • #46682
342 posts

haha I agree that that backtracking for the cube is annoying and I thought about putting a white panel next to it but it used to be in a position that would have made the puzzle super easy to solve, and when I moved the cube dropper I just totally forgot about it. Will Fix with a catapult. I don't think I will take off the timing part of the panels because I don't think it is very hard to jump between two panels until you are in sync, and I figured what do people want to do in an anti-grav room? they want to jump a lot. thats why I made it like that, I think it would be way too easy too solve and the room would be very short if there was no timer. With that second room I don't want to see another push trigger for at least a month after making those tubes, I put so much time into getting them to work as well as they do, and I just don't even want to think about them anymore. Thanks for the input, and I'm glad you like the first two puzzles, the first puzzle in the second room is my favorite. Also not sure what you meant when you said cheat fizzlers.
Edit
I dont know why the moving panels were confusing for you. I wanted it too seem like when you first enter the room that there is nothing there, and then as you advance through the room the puzzle starts to develop before you. I don't know... I thought it was an interesting idea.

xdiesp • Jul 12, 2011 • #46683
1,078 posts

baca25 wrote:
I figured what do people want to do in an anti-grav room? they want to jump a lot

Not on the condition that missing or waiting means death, and restart it all. We couldn't even pause and talk, or the panels would kill us. Realize that players won't know where panels are hidden, which neither appear to be timed until you die (no ticking sound \ dial icon).

ChickenMobile • Jul 12, 2011 • #46684
2,460 posts

These puzzles were possible, not practical.
The first one with the turret redemption line took a while to figure out, and putting a cube on a button through a portal in the ground definitely wasn't the best option to activate the timer to open the chutes.

Going through the puzzles they got harder (and uglier) and the one with the chutes was so bad we decided to skip it.
The anti-grav room wasn't very crafty and the tiny gap to put the cube past the fizzler was so hard to put through we gave up. It also looked like you just randomly put different GLaDOS sounds that had nothing to do with anything you did in that room.

The only thing I liked was the look of the first puzzle and how the platforms folded up in the anti-grav room.

Please try to improve your puzzle elements.

roksonixx • Jul 12, 2011 • #46685
8 posts

By my understanding these puzzles were meant to be hard. When i play a new co op map i dont want to walk in the room and think instantly "ok you push that button and we're at the exit already".

The 2nd level took me a while to figure out, and the chutes solution was excellent.

I got the cube through the fizzler in the 3rd level on the first try. (and when i redid it i got it on the first try also). The fact that the blocks were timed and i died after standing on one to look around didn't bother me at all - after it happens once you know what's going on. The fact that each player had to time their jumps and WORK TOGETHER (hint: co op) made the map a lot of fun from a hardcore perspective.

There's something in each map that i haven't seen used in any other custom map, how can you say that something so original is so bad? I personally enjoyed it

baca25 • Jul 12, 2011 • #46686
342 posts

WHOA... who the heck voted 1 on my map 45 times... Someone really doesn't like me to put in the time to do that...
Edit Ok I added 1 more second of time before panels go down, and I have added a sound to beep .8sec before the panel goes down, which gives you enough time to do a running jump.

Shoklar101 • Jul 23, 2011 • #46687
4 posts

Whoever voted down your map 40+ times was a moron...cause it is really good. I just set the record straight by voting it up.

The only puzzle that annoyed me and my friend and caused us to use noclip was the jumping one at the end of the third puzzle. I would recommend having the platforms come close enough to the wall so that you don't fall behind them...that would be a minor change and would make it a bunch easier.

Overall....excellent job!

baca25 • Jul 24, 2011 • #46688
342 posts

Shoklar101 wrote:
Whoever voted down your map 40+ times was a moron...cause it is really good. I just set the record straight by voting it up.

The only puzzle that annoyed me and my friend and caused us to use noclip was the jumping one at the end of the third puzzle. I would recommend having the platforms come close enough to the wall so that you don't fall behind them...that would be a minor change and would make it a bunch easier.

Overall....excellent job!

Well thanks a lot. Not sure how you guys are doing that voting thing, but thanks.

derpingwithportals • Jul 24, 2011 • #46689
2 posts

Reading some of these comments, it seems the second room is supposed to be solved using the chutes/tubes, but neither my partner nor I could figure out how to activate or even use them. If they are indeed supposed to be used, some directions or arrows indicating how would be nice.

baca25 • Jul 24, 2011 • #46690
342 posts

derpingwithportals wrote:
Reading some of these comments, it seems the second room is supposed to be solved using the chutes/tubes, but neither my partner nor I could figure out how to activate or even use them. If they are indeed supposed to be used, some directions or arrows indicating how would be nice.

I don't think you solved the first part of the puzzle. You have to get both people in that room with the enter and exit signs before you can use the chutes.

Zahl • Aug 14, 2011 • #46691
15 posts

baca25 wrote:
I don't think you solved the first part of the puzzle. You have to get both people in that room with the enter and exit signs before you can use the chutes.

Man, how to do this? We could solve map 1 and 3, but in 2, we had no clue how to get both players to that door. Any hints?

baca25 • Aug 15, 2011 • #46692
342 posts

Zahl wrote:
baca25 wrote:

I don't think you solved the first part of the puzzle. You have to get both people in that room with the enter and exit signs before you can use the chutes.

Man, how to do this? We could solve map 1 and 3, but in 2, we had no clue how to get both players to that door. Any hints?

Ok, this is probably one of my favorite puzzles I have ever made because of how simple it is, but how hard it is to figure out because you have to think two or three moves ahead. These kind of puzzles that make you just sit and think real hard are not for everyone, but I love them and I know that others do too. So I will just give a number of hints, and if you read them all its basicly telling you how to solve it, and that's up to you if you want to know it all.
Hint 1: You need one player to shoot the catapult panel, and land into the room across the first building, and stay in that room without passing through the fizzler. Then you have to think how you can help the other player, help you.
Hint 2: The panel in the first building that helps you get to the upper level is important for the second player.
Hint 3: You have to get the second player past the fizzler in the first building, without him losing the portal on the panel that gets you to the upper level of the first building.
Hint 4: The second player needs to shoot his second portal across from him, while maintaining the portal that helps you get to the second level in building one. Then the first player needs to run through the fizzler in the second building and shoot the panel that will allow you to fly into the exit area. Then he runs through the portals the second player made, that should drop him on the second level of the first building, then he will walk to the catapult with his partner, shoot the wall above the catapult and they both enter into the final room.

Coopcrowd also made a video of the map. Very funny.
bJRO0Hu_ADM

mbruck • Sep 04, 2011 • #46693
12 posts

We liked some of the puzzles, but the physics just didn't work well. The diversity vents and the low gravity are extremely jittery (on PC).

baca25 • Sep 04, 2011 • #46694
342 posts

mbruck wrote:
We liked some of the puzzles, but the physics just didn't work well. The diversity vents and the low gravity are extremely jittery (on PC).

Ya, If your the orange robot, it is a little choppy. Unless you have a really good computer.

Djinndrache • Sep 22, 2011 • #46695
1,442 posts

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:

D9Z9mD-K3GU
(Link: http://www.youtube.com/watch?v=D9Z9mD-K3GU)

Also note the video description for more feedback and my signature for additional project information.



Second part:

3qG_GJvWM9U
(Link: http://www.youtube.com/watch?v=3qG_GJvWM9U)

coppas • Oct 22, 2011 • #46696
3 posts

First level was good, second was very easy and 3rd was so homo erotic with the the flying lag/jittering, cool idea but the game just doesn't support 0 gravity

StimichPortals • Jan 10, 2013 • #46697
30 posts
ChickenMobile • Jan 10, 2013 • #46698
2,460 posts

StimichPortals wrote:
The first chamber is broken

I dont think it would be so horribly broken if you didn't horribly break it.

StimichPortals • Jan 11, 2013 • #46699
30 posts

ChickenMobile wrote:
StimichPortals wrote:

The first chamber is broken

I dont think it would be so horribly broken if you didn't horribly break it.

Oh well, at least the author can fix it now!

Also The third chamber is broken too.
http://www.youtube.com/watch?v=lFxwrck6-io&list=UUJhd1Syk2ICNb6WRFl0vodA&index=1

Djinndrache • Jan 17, 2013 • #46700
1,442 posts

StimichPortals wrote:
Also The third chamber is broken too.

You broke it. You monster.

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