File Size: 21.61 MB
Downloads: 8069
Rating: (15 votes)
Description
Its a coop map that, over seven chambers (but you only have to think in like four) includes, amongst other things: Deadly Lasers, Less Deadly Lasers, Faith Plates, Deadly Faith Plates, Enancipation Grills, Deadly Emancipation Grills, Maximum Fun Chambers, Excursion Funnels, Reverse Polarity Excursion Funnels, Deadly Excursion Funnels, and all the gel you could ever need! (unfortunately not deadly.) But do not let that discourage you. You only HAVE to die twice! Wait, where are you going? Its a lot better than it sounds, honest! PS: bug reports welcome, at [email protected]
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A good entry, but is it really Versus? I could only solve the puzzles by cooperating!
Feedback:
GLITCH: In the chutes at the beginning, there is an invisible ledge you can stand on about half way down.REQUEST: Seeing as there is so much deadly stuff in your level, more spawn points would be appreciated. NVM, all the spawn points look the same, so I thought there was only one.
Awesome map! Absolutely one of the best coop maps so far. (Recorded our firstrun, gonna repost when uploaded, can take some days though)
Djinndrache wrote:
Awesome map! Absolutely one of the best coop maps so far. (Recorded our firstrun, gonna repost when uploaded, can take some days though)
Thanks in advance.
YM_Industries wrote:
...
GLITCH: In the chutes at the beginning, there is an invisible ledge you can stand on about half way down.
...
While I did notice that on the very last test run, I didnt want to recompile the map, cubemaps and everything because of a problem that can be solved by stepping a little to the left. Hope no one minds.
Awesome map! Not sure how this is Versus really, but overall it was thoroughly enjoyable, very creative and very challenging. You managed to keep the game play fresh by making each area comprise of differently mechanics and our friend Mr Redirection Cube (Cubey) was the icing on the cake 
Was there really an easter egg? (You keep mentioning it in the read me file
) We couldn't find it so any tips on where it is would be great!
(You probably don't want to watch this if you haven't completed this map yet)
lHjBPej16C0
coopcrowd wrote:
...Not sure how this is Versus really...
This is what happens when you name your map while you only have one chamber finished... that name is gonna be the death of me.
coopcrowd wrote:
Was there really an easter egg? (You keep mentioning it in the read me file) We couldn't find it so any tips on where it is would be great!
No one ever believes me when I tell them that there are no easter eggs in the map. Not one, anywhere. Honest. I mean, why would I say there are no easter eggs if there were easter eggs?
By the way, thanks for making the videos - nothing strokes my ego quite as well as watching someone have fun with something I made, AND it makes for a good learning experience! (seriously how could I not think of players just jumping over to the platform how stupid do you have to be not to think of that)
I won't hide it, we found these puzzles nonsensical and tedious. We tried hard to make a full play to review it properly, but we just lost interest at the 3rd chamber - after suffering the bugged 2nd one with no stairs showing in the outer area.
I enjoyed the music score, and that's it: trying anything until the unexpected happens is not a puzzle. It's desperation.
Invisible stairs? Im clueless how that could happen.
Ah, well. Its a shame, the first two puzzles are probably the worst in the map. shrug
EDIT: Ah goddammit. Turns out that I forgot to reset the walkways to be always drawn after I "borrowed" them from one of the example maps - so they wont draw on GPU levels under medium. Well, expletive.
You could always rerelease the first room as an actual deathmatch. Just get a screen showing both players' deaths, and let them laser each other to death.
I went into this expecting garbage and I got a lot more than I thought I would get. This map has moxie, I'll give you that. There is not enough "versus" for a map with versus in the name.
I really like your ideas, like you have some really interesting puzzle concepts. I just wish you would have spent your time making the puzzles better and detailing your map more, instead of spending time making insane gameplay mechanics like the reflectocube of destruction +1.
You need to learn to light areas better, use more than single light instance, and spend more time detailing certain areas (like those elevators in puzzle 4 I think).
msleeper wrote:
instead of spending time making insane gameplay mechanics like the reflectocube of destruction +1.
You mean the Reflectocube of Slaying All Things?
you get terribly stucked in room 4. we finished the room then my mate placed one portal in the new room we both were in room 4 and then the placed portal was away. so cube was top and so no chance to get again there. disgusting
Sulfaras wrote:
you get terribly stucked in room 4. we finished the room then my mate placed one portal in the new room we both were in room 4 and then the placed portal was away. so cube was top and so no chance to get again there. disgusting
Not entirely sure I understand the problem. Did you jump back down from the exit after placing the cube? Thats the only way I can think of that could get you stuck... if the problem was in the fizzler fizzling your portals, there is a portalable ceiling right before it, which I will admit should be a lot more obvious.
EDIT: Okay, fixed the few bugs I know of, and hopefully the possibility of getting stuck in chamber 4. Nothing major changed.
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:
wBbgJe_yh3M
(Link: http://www.youtube.com/watch?v=wBbgJe_yh3M)
Also note the video description for more feedback and my signature for additional project information.
It is ..... Brilliant!!
especially the last 3 chambers, if only the first ones were better designed
this would've won the contest For Sure!
thank you for this map,
I will be Eagerly waiting for the next one you create.
montadar wrote:
It is ..... Brilliant!!
especially the last 3 chambers, if only the first ones were better designed
this would've won the contest For Sure!
thank you for this map,
I will be Eagerly waiting for the next one you create.
I totally agree with you this map should have totally won the contest It has really challenging chambers and has even new things that we never saw in portal 2 game maps
I'm burning to see your next map!!!

We have spent quite some time to figure out the puzzles, they were really challenging. But nothing one cannot manage and we liked that. It's true that some more detail would be fine but keep this standard of puzzles and you will be fine 
Great map. But then in the last chamber, my partner died holding the cube (by jumping into the pit outside), and we couldn't find another one. So we didn't finish. We'll have to replay it sometime.
pfalstad wrote:
Great map. But then in the last chamber, my partner died holding the cube (by jumping into the pit outside), and we couldn't find another one. So we didn't finish. We'll have to replay it sometime.
...oops. I thought I put a clip there but it turns out I didnt. 
Very nice map, but we're having really bad luck with the ending. We played it through again to the last room, and pressed the button(? I forget) that brought over the cube with the tractor beam. The cube fell into the room and then a second later it just disappeared. I noclipped and found it in the area below, but kept hitting something that killed me, so I couldn't bring it up. Finally it just disappeared and I couldn't find it, so I had to noclip into the next room to kill the robots and finish the level. 
I can't finish the big testroom with orange gel, lightbridge and funnel - I managed to get to the funnel and two buttons there using some weird movement, lightbridge, cube and perfect timing but it's impossible to use the same method to get the second one there. After one hour of desperation I checked the walkthroughs posted in this topic and I see that people could easily get up there with simple gel-run-to-portal, but in my version of map there's a wall blocking this jump and this makes us still stuck. I think I know how to follow the level from here once two robots are in the room with funnel and two buttons but how to GET two of us to that room???
Beezqp wrote:
I can't finish the big testroom with orange gel, lightbridge and funnel - I managed to get to the funnel and two buttons there using some weird movement, lightbridge, cube and perfect timing but it's impossible to use the same method to get the second one there. After one hour of desperation I checked the walkthroughs posted in this topic and I see that people could easily get up there with simple gel-run-to-portal, but in my version of map there's a wall blocking this jump and this makes us still stuck. I think I know how to follow the level from here once two robots are in the room with funnel and two buttons but how to GET two of us to that room???
Put a portal on a wall facing the ceiling, gel-run-to-portal, then while you're up in the air have your partner put the light bridge under you. Then you can help your partner up the same way.
Quote:
Put a portal on a wall facing the ceiling, gel-run-to-portal, then while you're up in the air have your partner put the light bridge under you. Then you can help your partner up the same way.
Yes, I tried it - that's how we managed to get one person there. But there's no way to use the same method for the second one - the lightbridge is activated by the button - having one person already in place, the only possible way to have the bridge activated is to put the cube on it - but after that, you can't jump on the bridge because you hit it from down. And you can't just take the cube away for a moment keeping one person next to funnel and the other one attempting to jump...
EDIT: Damn I am a moron, now I get it.
Beezqp wrote:
Yes, I tried it - that's how we managed to get one person there. But there's no way to use the same method for the second one - the lightbridge is activated by the button - having one person already in place, the only possible way to have the bridge activated is to put the cube on it - but after that, you can't jump on the bridge because you hit it from down. And you can't just take the cube away for a moment keeping one person next to funnel and the other one attempting to jump...
You need the cube on the button the whole time (for now anyway). The other person puts the lightbridge in place by shooting a portal in the appropriate wall. To get rid of the lightbridge, shoot a portal somewhere else. Then you can do the gel-run-into-portal without hitting your head on the lightbridge. 
Yes, exactly, thanks. Realized that the second I posted. I must have had some minor case of severe brain damage.
EDIT: OK, we've finished. Some feedback:
1st test: We've stucked here for a long while until we wildly guessed that it may have something to do with the swinging panel. Repeating the level I noticed that there is an alert that the thing is removable but why we didn't see that the first time? I don't know. Next, it was wild guessing that there is something in the upper room that moves when the funnel is there and then some wild guessing that you have to repeat putting the funnel there. Actually, we have solved this test three times and I still have no damn idea what is going on here. And that's not good, I guess. Also, the music here is too LOUD, I couldn't hear my friend on the mic, I had to lower the volume in audio setup.
2nd test: it was fun, but I don't know if we did it right. I mean, I see no other way but so restricting timing, aiming and necessity of dying - this feels just wrong. The part of the test after getting one person to the room with funnel is quite fine - until you have to die once again for no apparent reason.
3rd test: too easy, it just didn't fit there! But it felt good somehow, to solve the test without big effort, after two hard riddles.
4th test: I already posted about my problems here. It turned out to be very clever part - I really liked the ending, I mean playing with buttons and lightbridge and cube. That was fun. There's one glitch, though. After the cube is put on the last button and opens the passage to the next test - there is no fizzler in the passage. However, I can't put my portal there on the ceiling - it disappears when I come back to the room to help my friend get here. Luckily, there's other portalable wall nearby so it required just a little correction to the general idea. Still, the thing is weird.
5th test: One crazy riddle. And I mean it. Lasercube? Oh my God. We covered all the room with blue gel and forgot to take the cube with us so we were jumping like crazy without any ideas until we finally found out the solution, but I can say - this was clever.
6th test: Now that was HARD. AWESOME use of funnel - this was complicated, but after you understand what's going on here it's just marvelous. Putting the cube behind lasers was a bit random - something happened there but I don't know what exactly. We didn't even know if what we're doing was right. And to get us past the funnel-momentum thing we designed some terrifying, complex as hell way of putting portals, moving inside funnel, outside funnel and moving funnel itself, replacing us on the button and so on. It was so damn complicated I felt like a BOSS after figuring that out. Maybe there was some easiest way to solve it and I was just overthinkin this all but I don't care, this test was great.
7th test: Don't know if it can be called a test, just an easy final challenge. It was nice to kill something after all this hard thinking, but I'm afraid it is too easy to get stuck here hopelessly. Just drop the box and you are screwed - and my friend ALMOST did it.
The map is great if you like something challenging. It has some annoying part when it's all about guessing what to do, especially in first few tests, but when it's come to thinking - it's very enjoyable. Thanks!
Yes, this entire thing has been a learning experience for me, and it does show in the first few parts of the map. That being said, I promise my next map will better than that 
The feedback is very appreciated, by the way. Thanks everyone - Ill have to remember to fix that last part (and maybe add an effect to that fizzler) when I get back to my GOOD pc...
As for the funnel room, the intended solution does involve complex portal maneuvering and switching places on the button but as it turns out you can do the fling even without it, and now that I think about it its probably for the best as the room is complicated enough as it is...
Great level(s)!
Me and my friend really enjoyed this challenging map of yours, but we found one glitch...
(We had to sadly cheat to correct for it.)
In the last chamber room, where you are to stand on both buttons to receive the laser cube, the extrusion funnel kept landing the cube on top of the ridge, making it impossible for us to get the cube. Maybe try having it that there's a wall there so if the cube does start to overshoot, it just hits the wall and lands were it's suppose to. We did catch it the first time though, though due to lags we dropped the cube.
Also, is one player needed to remain on the button at the end for the cube to stay?
Great level, found it really fun and challenging, but not overly so that we wanted to quit. Great job.
Continue testing.
Its a coop map that, over seven chambers (but you only have to think in like four) includes, amongst other things: Deadly Lasers, Less Deadly Lasers, Faith Plates, Deadly Faith Plates, Enancipation Grills, Deadly Emancipation Grills, Maximum Fun Chambers, Excursion Funnels, Reverse Polarity Excursion Funnels, Deadly Excursion Funnels, and all the gel you could ever need! (unfortunately not deadly.) But do not let that discourage you. You only HAVE to die twice!
Wait, where are you going? Its a lot better than it sounds, honest!
PS: bug reports welcome, at [email protected]
File Name: mp_coop_versus_v11.rar
File Size: 21.61 MiB
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