File Size: 24.96 MB
Downloads: 5304
Rating: (25 votes)
Description
New update released: -Fixed lighting issues on some moving panels -Changed design of first chamber around a bit -Fixed glitch in second chamber in which you could skip a part of the puzzle by jumping to the tractor beam -Moved some areas around in the second chamber to make them easier to see -Changed design of second area to prevent skipping through some of the puzzles -Fixed issues with the checkpoint between the two chambers -Improved lighting Special thanks to Marlow for his coop airlock instance which appears to be working a lot better than the weird setup I had for the checkpoint before. In this test, you and your partner in science will be presented with a wide array of testing apparatus, such as light bridges, tractor beams, gel, and thermal discouragement beams. Have Fun! Any feedback would be greatly appreciated so let me know what you think about the map and if you run into any issues that I might have overlooked.
Comments
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that's a good map but in the second part when we drop the speed gel into the "accelerated" flow my friend game crash "Portal2.exe has stop" (W7 Core i5)
mistic100 wrote:
that's a good map but in the second part when we drop the speed gel into the "accelerated" flow my friend game crash "Portal2.exe has stop" (W7 Core i5)
Hmm that's weird. Thanks for letting me know, I'll try to see if I can reproduce that bug and fix it.
Awesome map, tricky chambers and cool design!
had alot of fun and no crasches with my portal buddy
keep it up!!! 5/5 rating!
That was a lot of fun but that 2nd part was a little overwelming. Me and my friend ended up breaking the level and beating it without using the blue paint at all. It was fun but could use some work.
Thanks for all the feedback. Hamster, do you think you could describe how you managed to bypass the blue paint part?
Loved it, although we bypassed the chompy bit at the end. really made us think, good work!
Just finished it: as stated, the puzzle network gets easily get loose with some portal sniping - needs fixing. Even the blue gel piece can be managed without the cube - it's hard - which itself can be a little random to find.
Other than that, 2 big articulated chambers with solid flow and not so cerebral difficulty-lenght.
awesome map, god dam I feel so nooby now with my map
just wondering, with that bounce, it's true that I need to press that button and head over there as quick as possible
thats how I did it, not sure if it's done good
RageCompeX wrote:
it's true that I need to press that button and head over there as quick as possiblethats how I did it, not sure if it's done good
If you are talking about moving the panels to shoot the blue gel, it's possible (you have to be very very fast) but placing a cube on the plate is just easier. The cube is above the panels+gel room, and to reach it you have to find the way from the room up high with the gel button.
I thought it was a very well made map with the best of intentions, but there are a few noticeable flaws that keep it from perfection.
Perhaps the most damning issue occurs in the first half, where a serious design oversight basically lets you skip the entire puzzle. My guess is that you're supposed to guide the laser to lower the panel wall so that the regular cube can make it to the final button safely, but I can just make it to the part where you get the redirection cube, portal my partner over to me, have them use the light bridge to reach the ledge with the button, and then just use the redirection cube to open the door instead. Based on the perceived complexity of that puzzle, I sincerely doubt you had that in mind!
The second half, however, was an absolute joy to figure out. It was nice and big, and incorporated just about every testing element you could possibly think of in a clever and intriguing way, without being brutally difficult to figure out (I'd judge it as about the same level of difficulty as the official maps). I think there may be a texturing error in the blue gel area; one of the panels that gets flipped out with the button has a non-portalable texture, yet can still have a portal placed on it. It may have just been my game, but if it's the map, it's extremely misleading (I discovered it was portalable by blind luck), since players will look at it and assume you can't portal on it.
One last issue my partner noticed was that, on occasion, when you die in the second half, it sends you all the way back to the beginning instead of to the halfway point like it should. I assume you're aware of this since the midpoint doesn't close off the first half like most co-op maps do.
Overall, a pretty solid map, if a bit broken in places. With a few final touch-ups and improvements (especially when it comes to fixing the first half), this would probably be a top-notch map. As it stands, it gets a 4/5 from me. Keep up the good work! 
Thanks for all the feedback everyone
Right now I'm working hard on making some changes to the design and fixing some of the errors that people have been pointing out. MisterVercetti, thanks so much for pointing out that glaring issue in the first part, I feel so stupid for not realizing that until now. As far as the texturing error goes, I'm not sure why that happened to you as I'm almost positive that I textured the panels with the portable wall texture. Thanks for pointing that out though I'll look into it. I think I have a good idea about everything that needs to be fixed and will release an update soon.
Good job here CombatCoward, in mine and my partner in sciences opinion you have created a fun and well designed map that was reasonably complex whilst not being confusing as the elements in the level gave a good indication of what to do next without making it impossibly challenging. We hope to see some more stuff from you in the future 
We have posted our play through of your map here if you want to check it out:
DRGKRrFGufQ
Thanks a lot for the video it was really fun seeing how other people went about solving my map. I also think I have a much better idea about everything that I need to fix in my map now after seeing you play through it. Really appreciate it 
The final funnel points at a grid. But upon further experimentation it turns out the grid doesn't stop robots from passing through. So you can cut that final section very short.
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:
CdS-MYYVUwY
(Link: http://www.youtube.com/watch?v=CdS-MYYVUwY)
Also note the video description for more feedback and my signature for additional project information.
New update released:
-Fixed lighting issues on some moving panels
-Changed design of first chamber around a bit
-Fixed glitch in second chamber in which you could skip a part of the puzzle by jumping to the tractor beam
-Moved some areas around in the second chamber to make them easier to see
-Changed design of second area to prevent skipping through some of the puzzles
-Fixed issues with the checkpoint between the two chambers
-Improved lighting
Special thanks to Marlow for his coop airlock instance which appears to be working a lot better than the weird setup I had for the checkpoint before.
In this test, you and your partner in science will be presented with a wide array of testing apparatus, such as light bridges, tractor beams, gel, and thermal discouragement beams. Have Fun! Any feedback would be greatly appreciated so let me know what you think about the map and if you run into any issues that I might have overlooked.
File Name: mp_coop_vertigo.zip
File Size: 24.96 MiB
Click here to download Vertigo