[Coop] Kyo's Testing Enviroment

by Kyorisu · Uploaded May 30, 2011

Screenshot 1

File Size: 8.86 MB

Downloads: 4749

Rating: (24 votes)

Description

This is my second ever publicly released map. The first was a now ancient HL2DM map called undertow_v2. It had a lot of issues but found its way onto at least one server rotation which I was most pleased at. Nothing too complicated here for this coop map but some quick portal placements are required. Any issues or comments please use the contact page on my website at http://www.kyorisu.net. 1.1 Notes Fixed being able to skip first section without using the cube. Fixed jump in third area sometimes failing. (Catapult reports it's altering player trajectory but sometimes sends you into a wall). Minor appearance modifications made to second and third areas. 1.2 Notes Aligned some textures. Replaced some visible nodraw texture. Other misc fixes related to me being an idiot. Nothing players would notice. 1.3 Notes My airlocks replaced by ones made by chickenmobile which match Valve's implementation. Minor texture alignment. Adjusted some info_placement_helpers End instance room will now look for mp_coop_kyo_02.bsp (unreleased). Quit through the menu or force a changelevel through console. Well it should I've only tested on my local machine. Screenshots http://i34.photobucket.com/albums/d142/ ... 010003.jpg http://i34.photobucket.com/albums/d142/ ... 010002.jpg http://i34.photobucket.com/albums/d142/ ... 010001.jpg http://i34.photobucket.com/albums/d142/ ... 010000.jpg

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Kyorisu • May 30, 2011 • #48907
8 posts

This is my second ever publicly released map. The first was a now ancient HL2DM map called undertow_v2. It had a lot of issues but found its way onto at least one server rotation which I was most pleased at. Nothing too complicated here for this coop map but some quick portal placements are required. Any issues or comments please use the contact page on my website at http://www.kyorisu.net.

1.1 Notes
Fixed being able to skip first section without using the cube.
Fixed jump in third area sometimes failing. (Catapult reports it's altering player trajectory but sometimes sends you into a wall).
Minor appearance modifications made to second and third areas.

1.2 Notes
Aligned some textures.
Replaced some visible nodraw texture.
Other misc fixes related to me being an idiot. Nothing players would notice.

1.3 Notes
My airlocks replaced by ones made by chickenmobile which match Valve's implementation.
Minor texture alignment.
Adjusted some info_placement_helpers
End instance room will now look for mp_coop_kyo_02.bsp (unreleased). Quit through the menu or force a changelevel through console.

Well it should I've only tested on my local machine.


Screenshots

http://i34.photobucket.com/albums/d142/ ... 010003.jpg
http://i34.photobucket.com/albums/d142/ ... 010002.jpg
http://i34.photobucket.com/albums/d142/ ... 010001.jpg
http://i34.photobucket.com/albums/d142/ ... 010000.jpg

File Name: Kyos Testing Enviroment(v1.3).rar
File Size: 8.86 MiB
Click here to download Kyo's Testing Enviroment

KotBasil • May 31, 2011 • #48908
9 posts

Hmmm... How should i put it... Portal should be about thinking and not about how fast you can move your mouse.

Calculator • May 31, 2011 • #48909
29 posts

I have to agree that this map may not be for everyone. Still, my coop buddy and I eventually managed to get through this map. The timing is hard but not impossible, even for regular players like us. However I wouldn't recommend this to console players when they get access to custom content, this map really requires a mouse.

We liked this map, the puzzle is okay and the design is very polished. The one possible skip we found in the second test was also nicely prevented by killing the player when he tried to jump from the sloped platform to the exit. I laughed when my buddy died there.

narfomatikus • May 31, 2011 • #48910
38 posts

second chamber was ok, but first and third to hard. no way you can move your mouse that fast. mabe make the flight time little longer!

Tzupi • May 31, 2011 • #48911
4 posts

I think that map require quite good reflexes and timing.
I really enjoyed it.

Actually if one player is skillful enough to solve the double jump, the other can simply follow on the faith plate and flying after the player..

Kyorisu • Jun 01, 2011 • #48912
8 posts

I've made a V2 which make some walls more to the power of 2 (OCD ) and fixes the first area so you can't cheat your way up without the cube. Nothing too essential so I'll upload at a later date.

File uploading seems a bit broken here. Uploaded the new version to my personal webspace.

narfomatikus wrote:
second chamber was ok, but first and third to hard. no way you can move your mouse that fast. mabe make the flight time little longer!

If you have trouble with the first try aiming for the left wall first as it's easier to aim for that one place the portal and then swing back to place one in front of you.

As for the third area

Yes you only need one person with fast reflexes to beat this section. Also keep in mind there is a small delay before the cover closes.

KotBasil wrote:
Hmmm... How should i put it... Portal should be about thinking and not about how fast you can move your mouse.

I'm not the most creative person in the world (Hence the name) so went about making this instead of a puzzle orientated map. Initially it was going to be a lot harder than it turned out to be. My benchmark for difficulty were my friends and they managed to pull it all off after a few tries.

Djinndrache • Jun 01, 2011 • #48913
1,442 posts

Nice map, but my coop mate was unable and needed to noclip some parts

Peter Pursuit • Jun 01, 2011 • #48914
1 posts

Well done. Finally a map where you and your partner need some skills to finish the map.
Besides the map design was nice, too.
I wish there were more maps like this one.

Kyorisu • Jun 01, 2011 • #48915
8 posts

Started work on the second map in this series which is set in the old aperture environment. Will have some repulsion/propulsion elements.

Zig • Jun 02, 2011 • #48916
14 posts

Hi there, first of all, good job for that great mpa, i just loved it be cause indeed this is a skill map, not a brain map, and the difference with the other map makes it unique !

the only thing i regret is in the 3rd chamber if i remember well.
it is not truly a coop map because the "hard" part is done by a single player, the other is just sitting on the button like a freaking cube

anyway, loved it.

That Greek Guy • Jun 02, 2011 • #48917
124 posts

oh man that was f* awesome

Kyorisu • Jun 02, 2011 • #48918
8 posts

Zig wrote:
it is not truly a coop map because the "hard" part is done by a single player, the other is just sitting on the button like a freaking cube

Well you do have to help get the cube back and whilst you do only need one person to do the jump I'd hope people would want to do it . Really it's setup like it is because everything was drawn on paper but played differently when actually in game.

PortalCombat • Jun 04, 2011 • #48919
306 posts

Hey there.

Thanks for sharing that map. Really good timing needed and it was fun for both of us.

thoughts
- nice puzzles, very good timing needed
- thats exactly the way how challenging co-op maps should be
- nice panel movement and using of the laser
- everything was clear and we knew how to do it... but needed good timing

bugs
- some lights are to bright (like the first light on right side, when you enter)
- the fizzler at the fling place has unaligned textures

=> last room, the moving panel has some 'see-trough' textures
- it's the panel where you have to get the cube back
- there are to much no-draw textures next to it


We enjoyed playin on this map and we played it 4 times, just to see how fast we can get trough.
Nice map, well done! Keep on the good work, please.


Regards
PortalCombat

xdiesp • Jun 04, 2011 • #48920
1,078 posts

It's all in the reflexes: three chambers based on spit-second portaling in mid air. Learning curve isn't really there, with the 2nd being the easiest while the 3rd requires heroics to be completed.

We managed to jump together from the same catapult, effectively a "one miss, you're out" situation which bordered on ridicule. That one's finale should be looked after.

Technically valid, chambers range from functional to sumptuous with only forgivable shortcomings.

smashy • Jun 04, 2011 • #48921
11 posts

although not hard to figure out, adequately difficult to finish.

love this map - but i generally love shooting portals while being faithplated around :3

Kyorisu • Jun 04, 2011 • #48922
8 posts

PortalCombat wrote:
=> last room, the moving panel has some 'see-trough' textures
- it's the panel where you have to get the cube back
- there are to much no-draw textures next to it

Yeah whoops I managed to introduce those nodraw textures when adjusting the walls in that area. Yay for introduced bugs I feel like Notch

Uploaded a newer version to fix some issues.

For my first Portal map (lots of experience obviously just nothing ever gets finished) I'm rather happy with the results. Uploading a bug fix version. Adjusted the fizzler textures, fixed the nodraw and toned that light down a bit. And while I'm here have a screenshot of the second map, testing elements are hidden but have some pipes, everyone loves pipes. If anyone has any ideas on how to improve that third area to make it more coop like I'd like to hear it.

http://i34.photobucket.com/albums/d142/ ... 0000-1.jpg

ewart • Jun 07, 2011 • #48923
2 posts

ok so what did I think of this map?

well apart from the fact that IT WAS BLOODY AMAZING, i don't really know. I guess i just liked being flung in the air without a care in the world, whislt shooting a quick portal here and there, no biggy.

The visuals were great, the layout was great, the whole map was great ( me and my portal buddy were also great too ).

Keep up the good work, and create some more awesome portal 2 maps like this one!

Kudos

Djinndrache • Jul 05, 2011 • #48924
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:

fySj6MBEL54
(Link: http://www.youtube.com/watch?v=fySj6MBEL54)

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

moreno • Jul 19, 2011 • #48925
3 posts

yeh this map is cool. had no problems with the fast movement stuff. that kind of thing is fun.

gamecrazed1 • Jul 22, 2011 • #48926
1 posts

I liked the idea of the reflex portaling, unfortunatly, my partner couldn't fire a reflex shot (I don;t know how else to say it.) to save his life. So a map that could've taken about ten minutes took about an hour. made him feel "LIEK A BOSS" (as he puts it) when he finished it tho. Good map 5/5

Stephenishere • Jul 29, 2011 • #48927
12 posts

Not a fan of this map. As a person who plays split screen with 1 xbox controller and a mouse/keyboard, it is impossible to beat. The xbox controller just doesn't have anywhere near the accuracy needed for these fast reflex parts.

Kyorisu • Jul 29, 2011 • #48928
8 posts

Stephenishere wrote:
Not a fan of this map. As a person who plays split screen with 1 xbox controller and a mouse/keyboard, it is impossible to beat. The xbox controller just doesn't have anywhere near the accuracy needed for these fast reflex parts.

Yeah not the target demographic. It was hard enough to test some elements by myself but using a console controller, oh god.

Map version did go up to 1.3 and mentioned the second map. Thought I would mention here that said map is still very much in the planning stages. Busy schedule and playing around with my new phone a little bit too much. I am super lazy.

OnePortalizedGal • Aug 25, 2011 • #48929
156 posts

My partner and I just finished this map
really well done - the last chamber was the hardest
but we finally got thru it. You do need to be fast
I almost gave up - but finally accomplished it. Well done!

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