File Size: 5.47 MB
Downloads: 5568
Rating: (17 votes)
Description
A short, cooperative Wheatley themed puzzle that is the first half of two-map map pack I'm working on. The map includes excursion funnels, fizzlers, turrets, lasers and bottomless pits. 7/13/2011 Update: Bug Fixes for v.1.2 -Fixed an exploit with the faith plate -Modified the first puzzle to give more incentive towards intended solution -Added decals to emphasis the reverser button Screenshots: http://imageshack.us/photo/my-images/71 ... 00002.jpg/ http://imageshack.us/photo/my-images/51 ... 00003.jpg/ http://imageshack.us/photo/my-images/94 ... 00004.jpg/ http://imageshack.us/photo/my-images/84 ... 00005.jpg/
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Enjoyable and professionally built, we found the puzzles particularly well done and accessible. The brainy kind, with all elements stated openly so you are always on the ball and in the end you feel smart for mastering it.
Kind of like a shorter, easier (in Course 3's range) version of Alternative 2: same level of Wheatley vistas, plus states & funnels based puzzles. Suggested to all, particularly newcomers.
Thank you xdiesp for the thoughtful review and the kind words. I'm glad that you and your partner enjoyed it. This has certainly been a learning experience for myself.
A couple of notes: someone might not understand the reason why the turrets can't be picked up, reaching into the split of the glass - a metal grid in the midst might ensure no one does even try, assuming the turrets can shoot through it.
And check the video below: those square structures at the dead end of the cube funnel can be crouched over. Not only, see how Orange shoots 2 portals connecting the start with the laser interior - that's actually a very possible scenario, should one try to pick up the cube manually.
gTO2cEMEg-0
Thank you xdiesp. Those are easy fixes. I'll get an updated upload up soon. 
Edit: Upload updated. Bug fixes included in the readme and the original post.
I've played it, completed it using a method that I'm pretty sure was not the intended way, given that I didn't use the cube in any way.
_kuoF8VNZjo
Salamandra,
A few things. I have listed the intended solutions below, so if you gentlemen do want to solve the puzzle correctly rather than using an exploit (which you have), then you may.
The intended solution for the room with the fling and the panels is that one player is supposed to place the funnel on the flat panel and bring up the other player to the ceiling where the bullseye is. I will be lowering that platform (the fling platform) to prevent the first exploit you guys passed with, although you were getting the basic idea.
The second exploit is...wow. A lot more complicated than the actual solution. What you were supposed to do is use the laser to destroy the turrets, press the button (it's a reverser), retrieve the cube, replace a player with the cube, and use the reverser motion to fling across. I will be making some changes to prevent the second exploit and get an uploaded version up soon. I award you for discovering such an interesting exploit.
Thank you for the recording. It was fun watching two players decipher my map and I now know what I need to emphasize and fix to make the map clearer and more fun.
EDIT: Updated upload! Bug fixes included in original post and in the readme. Thank you Salamandra for the helpful information.
I'm partly blaming it on it being really late and I'm really tired and thus not really thinking with portals, but a lot of this map seemed really tedious. Looks were up to par, there was a bit of nodraw brushes visible down in the death pit but that's not entirely uncommon (though that doesn't excuse it).
The mechanic with "passing" things like the laser and the excursion funnel through the spike plate room was pretty neat.
msleeper wrote:
I'm partly blaming it on it being really late and I'm really tired and thus not really thinking with portals, but a lot of this map seemed really tedious. Looks were up to par, there was a bit of nodraw brushes visible down in the death pit but that's not entirely uncommon (though that doesn't excuse it).
I'll take a look and see if I can clean those up. I was trying to make sure that the bottomless pit area ran as smoothly as it could for people whose computers were not superior. Thank you for pointing that out.
As for the "tedious" part, I suppose I was providing an easy experiencing that was similar to the cooperative missions found in Valve's campaign, so I used a few elements found there. I apologize if that wasn't what you were interested in; some people liked the puzzles (xdiesp and a few others) and then some people, such as yourself, weren't too impressed. I'll take your thoughts into consideration for my next map.
Out of curiosity, which parts seemed tedious? There shouldn't have been any times where you had to repeat the same puzzle (except of course, to get both players to the end). Maybe you solved it in a way I didn't intend?
And thank you, Hober. I'm glad you liked that idea. ^^
Like I said I wouldn't read too much into it, me and Hober did some really hurrrrr things for really no reason.
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:
rh5ih5Nqxd4
(Link: http://www.youtube.com/watch?v=rh5ih5Nqxd4)
Also note the video description for more feedback and my signature for additional project information.
Very interesting, Djinndrache. For the most part, you guys did an excellent job at deciphering the puzzle. There's a few tweaks I want to do now that will hopefully enforce the puzzle's ideas, but that was entertaining and helpful to say the least.
Thank you for recording your run through and the kind words about the map.
thanks for a great level! it was just fiendish enough to keep me and my partner stumped for 30-45 minutes before discovering the solution.
if there's one thing that could maybe be improved, it's that it was difficult to aim the laser through the metal grill to kill the turrets -- it always seemed to end up too high and hit the glass, and it was difficult to change the position of the portals either end of the tunnel because the surfaces are small. consequently we assumed it couldn't be the solution first time round, and only tried again later out of desperation. maybe the portal-surface facing the turrets could be lowered so it goes through more naturally?
Oh boy. It's been a while since someone commented on this map!
The metal grating was actually a fix to prevent a previous exploit. I didn't realize they were making the laser-aiming difficult. I will be sure to check that out for you, yongo. Thank you for pointing it out.
And thanks for playing!
oh sorry, i wasn't very clear -- it wasn't the grill itself that made aiming it difficult, it was that it always hit the glass above, and was difficult to get it lower so it went through the grill.
If I recall correctly, don't lasers go through glass? Regardless, I'll do some internal testing and make sure it's working properly.
oh, now you mention it... yeah, they do. maybe it just came out too high to hit the turrets then.
yongo wrote:
oh, now you mention it... yeah, they do. maybe it just came out too high to hit the turrets then.
Sounds more like the culprit. Thanks for the help.
This autospotlight feature is great. Even though it's been a year since release, this map is still very good fun. 
We were not entirely sure if we did the turrets part correctly, but still a nice 15 minute puzzle 
zivi7 wrote:
This autospotlight feature is great. Even though it's been a year since release, this map is still very good fun.
Sooner or later it will catch up to more recent maps and maybe they'll get more plays/conversation. We've got a years worth of backlog spotlights though, so it will be a few months. Not that it's a bad thing.
I'm glad the autospotlight works and everything likes it though. 
Heh. Interesting to still see people playing this. The spotlight feature is quite neat.
I haven't disappeared, actually. I've been over at TF2Maps.net making maps for TF2. I will have a return to Portal 2 maps in the future. I'm just trying to expand my skill sets.
Hey there, ForbiddenDonut! Nice map! My buddy Pipe and I recorded a virgin playthrough of it. Check it out:
http://youtu.be/ss48f5Sk0Nc
A short, cooperative Wheatley themed puzzle that is the first half of two-map map pack I'm working on. The map includes excursion funnels, fizzlers, turrets, lasers and bottomless pits.
7/13/2011 Update:
Bug Fixes for v.1.2
-Fixed an exploit with the faith plate
-Modified the first puzzle to give more incentive towards intended solution
-Added decals to emphasis the reverser button
Screenshots:
http://imageshack.us/photo/my-images/71 ... 00002.jpg/
http://imageshack.us/photo/my-images/51 ... 00003.jpg/
http://imageshack.us/photo/my-images/94 ... 00004.jpg/
http://imageshack.us/photo/my-images/84 ... 00005.jpg/
File Name: mp_coop_freefall_v1.2.rar
File Size: 5.47 MiB
Click here to download Freefall