File Size: 6.10 MB
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Rating: (12 votes)
Description
3 Maps for you and your friend! Can you solve it? Good Luck! first one was my test map but made a pretty big map out of it, my second map is short and a little easy in my opinion and my third map is in open space which didn't turn out as I wanted it to be, but still a nice map to play with! oh, and in the beginning of map 3...it's not a bug/error! some pictures!
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Just tested the first map (mp_coop_ragecomplex) together with Infernet89, got a positive impression. Especially from the scale and meticulosity of the puzzles, not too difficult but extended and layered. Mediumly crafted, those dark sections seemed oversized and too uniform - we disliked them enough that we beat it without them:
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On the first go we had it the proper way and yet didn't use one of the lasercubes. One we used to directly hit the exposed target, another to hit a portal (from white paint) under the wall button which shot back at the hidden target. The third remained unused, I think you could safely remove it (and raise difficulty only a tad). Will try the rest later! 
xdiesp wrote:
Just tested the first map (mp_coop_ragecomplex) together with Infernet89, got a positive impression. Especially from the scale and meticulosity of the puzzles, not too difficult but extended and layered. Mediumly crafted, those dark sections seemed oversized and too uniform - we disliked them enough that we beat it without them:On the first go we had it the proper way and yet didn't use one of the lasercubes. One we used to directly hit the exposed target, another to hit a portal (from white paint) under the wall button which shot back at the hidden target. The third remained unused, I think you could safely remove it (and raise difficulty only a tad). Will try the rest later!
Thx for the review, I now see that I can also remove the button which turns the funnel in the other direction, or I could make the portal cleanser also a paint cleanser
nice one on the skipping part, didn't liked my lightning there aswell, but! gonna change it so that you cannot pass it hehe 
Update: tried #2-3 together with Josepezdj. We had positive fun on #2, the easiest and probably funniest of the bunch (and the first creative use of funnels in ages). That one might have opened the pack better imho.
#3 was a different story, left us confused often about what to do next. It's the same story as before: graphics-wise outside of clean facilities, detail drops and things get dark and muddy - can't even see what to do. I.e. the panels puzzle is an orgy of invisible walls to prevent exploits, pratically a copt out which could have achieved the same with some banal embossed panels (yes, they are actually glasses, but from below the panels they're 99% transparent). That severely hurts the puzzles' flow, otherwise correctly mind boggling - they just need a cleanup and some guidance.
My mate urged me not to break through it (as I do below), but we often found borderline glitches or glamorous shortcuts which left us with some doubts. Again at the panels: the countdowns become irrelevant when you realize you can just spam the buttons; instead the final jump was extreme, couldn't do it unless we crouch jumped on the upper portion of the portal (...). At the ending, we got stuck trying to mix in funnels and lasers until we figured out it was much easier to make without the funnel - pretty weird. BTW, the white wall pointing at the lasercube location somehow inverts portals placed on it (up\down).
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xdiesp wrote:
Update: tried #2-3 together with Josepezdj. We had positive fun on #2, the easiest and probably funniest of the bunch (and the first creative use of funnels in ages). That one might have opened the pack better imho.3 was a different story, left us confused often about what to do next. It's the same story as before: graphics-wise outside of clean facilities, detail drops and things get dark and muddy - can't even see what to do. I.e. the panels puzzle is an orgy of invisible walls to prevent exploits, pratically a copt out which could have achieved the same with some banal embossed panels (yes, they are actually glasses, but from below the panels they're 99% transparent). That severely hurts the puzzles' flow, otherwise correctly mind boggling - they just need a cleanup and some guidance.
My mate urged me not to break through it (as I do below), but we often found borderline glitches or glamorous shortcuts which left us with some doubts. Again at the panels: the countdowns become irrelevant when you realize you can just spam the buttons; instead the final jump was extreme, couldn't do it unless we crouch jumped on the upper portion of the portal (...). At the ending, we got stuck trying to mix in funnels and lasers until we figured out it was much easier to make without the funnel - pretty weird. BTW, the white wall pointing at the lasercube location somehow inverts portals placed on it (up\down).
nice videos, thx for the review again, first of all I will add a extra turret so that you cannot skip the first part of map 2, the rest how you did it, well yeah ofcourse after trying a few times you will get a faster way to succeed in it so I will just leave it there..
the 3rd map, I guess it has to do with differences of screen that it's dark sometimes, but I will try to add some more lighting to it when I have the time.
Those panels, did alot of work in it but didn't finished it well, to much of work to delete it all again. I think I will put a button up there so that you cannot skip it how you did it.
With the funnel...it has not much of a use but I was trying to make a puzzle that let you think what where each player should place there portals before going somewhere or do something, but how you solved it, I'm fine with it. Oh and the portal that places upside down..I can make it normal now but I had a problem that the laser went to high or something, so I made it upside down so that the laser came a little bit lower again 
next maps will be clean versions, those open space things..hmm
Hi there!
Thanks for these funny 3 maps! After playing yesterday with Xdiesp, I've got many of his comments in common. #1 needs you to change it a bit for avoiding the easy way of getting rid of the turrrets... What I can remark is the reaaally good use of the funnels in chamber 2, SO COOP!!, Valve level!
About #3, well, I really enjoyed the room with the "stairs" pannels and jumping, so funny, a nice idea... though, as xdiesp said, buttons can be pressed once and again making this easier than intended; also there is no possible way to jump high enough after the final panel-step and angled panel for being then catapulted to the target place... And in the "main" room too many tools for finally solving it by simply redirecting laser through portals in order to activating the elevator. I must say though that this main room looked really attractive and challenging at the first sight!
Anyway, thanks for this! Wait for new jobs from you!
josepezdj wrote:
Hi there!Thanks for these funny 3 maps! After playing yesterday with Xdiesp, I've got many of his comments in common. #1 needs you to change it a bit for avoiding the easy way of getting rid of the turrrets... What I can remark is the reaaally good use of the funnels in chamber 2, SO COOP!!, Valve level!
About #3, well, I really enjoyed the room with the "stairs" pannels and jumping, so funny, a nice idea... though, as xdiesp said, buttons can be pressed once and again making this easier than intended; also there is no possible way to jump high enough after the final panel-step and angled panel for being then catapulted to the target place... And in the "main" room too many tools for finally solving it by simply redirecting laser through portals in order to activating the elevator. I must say though that this main room looked really attractive and challenging at the first sight!
Anyway, thanks for this! Wait for new jobs from you!
thx for the nice review, I have to change it a bit, I know, but I don't understand what you mean with > josepezdj wrote:
there is no possible way to jump high enough after the final panel-step and angled panel for being then catapulted to the target place
you should go up with all the panels and then you finally reach a little platform, and from there you jump down with a portal on the angled one, and a portal next to the lift..
RageCompeX wrote:
but I don't understand what you mean with
josepezdj wrote:there is no possible way to jump high enough after the final panel-step and angled panel for being then catapulted to the target place
What he meant was that we couldn't see properly, let alone hit those targets through all the layers of 99% transparent glasses. In the end we just jumped from the raising platform, crouching, to the top part of the portal below (and made it, like in my video).
yohoat9 wrote:
Lighten up msleeper, we all start from somewhere.
That doesn't mean we release unpolished crap like this. Doors that stick out of their brushes? No cubemaps? A stupid number of crushers that get out of sync and become tedious to get through? The first map, which is all we could stomach, is terrible. You should have spent a lot more time making one, small, refined map instead of a sprawling mini-campaign of awful.
yohoat9 wrote:
Lighten up msleeper, we all start from somewhere.
If a map is bad then people should be expected to be told that it's bad. Rule #1 of TWP is if you can't handle harsh criticism should your map deserve it, then you might want to upload it elsewhere.
The gameplay was tedious and unfun, and what little of the map we played look bland hastily put together. Two texture rooms, lights with no light source, and puzzles that rely on luck more than skill and thinking. If this was a contest map I would have rated it a 1 or a 2 after the very first room and moved on to the next one.
I liked map 1 and 2, very creative.
Map 3 look so confused
still have to finish that one.
Hober and msleeper just played to many maps
don't blame this guy on it
yohoat9 wrote:
Lighten up msleeper, we all start from somewhere.
thx for support
There is some nice stuff in here. We enjoyed playing catch-a-turret in the "end" (at least in the video of map 1 it comes late) which wasn't neccessary at all. Sometimes we are just too playful 
map 1:
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(Link: http://www.youtube.com/watch?v=hZW5sBFzI90)
map 2:
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(Link: http://www.youtube.com/watch?v=hEWaB2gZI28)
Map 3 had some problems with rendering, so I'll try to fix that and upload it in some days.
Djinndrache wrote:
Map 3 had some problems with rendering, so I'll try to fix that and upload it in some days.
There is map 3:
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(Link: http://www.youtube.com/watch?v=Y-w_jtVIPaE)
Iviv and LyLy here, and we played the map pack It's Different! We both thoroughly enjoyed these maps! The first one was a little rough around the edges and had a frustrating point with the crushers, but once we got it together, we had a lot of fun. In the first map, we found that a player can get trapped in that hall towards the exit, which is a bit of a problem.
Map two, We had a great laugh at the turret's expense. Well played XP We love the concept with this one a lot. Switching between funnels was genius.
Map three looked a bit more scary then it was, it was well designed and not too frustrating when we figured out what did what. Though we could easily get to the button behind the emancipation grid without the stairs.
All around, good map pack!
Map 1
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Map 2
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Map 3
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3 Maps for you and your friend! Can you solve it? Good Luck! first one was my test map but made a pretty big map out of it, my second map is short and a little easy in my opinion and my third map is in open space which didn't turn out as I wanted it to be, but still a nice map to play with! oh, and in the beginning of map 3...it's not a bug/error!
some pictures!
http://img543.imageshack.us/img543/725/picture2nd.jpg
http://img31.imageshack.us/img31/1883/picture3qm.jpg
http://img809.imageshack.us/img809/4203/picture4s.jpg
http://img534.imageshack.us/img534/2215/picture5dc.jpg
http://img828.imageshack.us/img828/9714/picture6du.jpg
http://img651.imageshack.us/img651/5283 ... ailmap.jpg
File Name: Its Different.rar
File Size: 6.1?MiB
It's Different