File Size: 34.97 MB
Downloads: 8247
Rating: (45 votes)
Description
Average expected playtime: Upgraded to 4 hours, 3 hours was an underestimate Difficulty: Nyskrte-esque Permanent +remote_view and voice communications are advised. I've been working on this beast for two months and I feel now is the time to unleash it. I hope you enjoy it, as always feedback is appreciated. If you want to play my other maps, look to my signature for links. There are now two versions of the map included in the download, mp_coop_halfosity allows you and your partner to continue immediately from completing the triangle chamber. This was done in response to the numerous criticism regarding the map's abnormal length and becoming disconnected due to unreliable internet connections. While this will double the size of the download, I feel it is a moot issue, as the amount of time you will spend playing the map will likely far exceed the time spent downloading it.
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Apologies for this double post, I'm using this to add my signature to the thread and post teaser images.
Preview Image 2
First vote is mine 5/5.
Let me play it later until the end to finally post all deserved comments in detail.
Congratulations my friend!

My brother and I have been struggling with this for 6 hours. We got through the square sign room OK, and thought we had finished the triangle room OK, but then had no idea what to do next. I went noclipping, and found a door in the triangle room (just above the three step platforms) that we hadn't been through. We tried all sorts of things, but we could not get that door to open.
So we admitted defeat and noclipped around it, only to have my brother respawn in the main room after dying in the funnel maze room.
We really love the complexity of this map, but the lack of clear directon has made it very difficult to figure out whether what we were doing was helping our cause or not.
KennKong wrote:
We really love the complexity of this map, but the lack of clear directon has made it very difficult to figure out whether what we were doing was helping our cause or not.
Well, I also had that feeling in a first approach of having no idea about what to do next... Although when you start exploring, you realise that this map is right about that: exploration.
Each of the 4 clamps that closes the big floor rounded door corresponds to a path
I prefer maps that forces you to investigate, explore, figure out the path, rather than guide you by dots.
For me, the name Impetuosity says much more about the map than it simply seems... You should have to be impetuous to get through this until the end!
lpfreaky90 and I accepted the challenge!
However, she got to go after about an hour, we'll continue this map later.
Nyskrte keeps being mean to my GPU and bandwidth. This will become yet another huge video to render and upload 
I guess I'll post again when we finished the map. So far we did the first and second "chambers", really like it so far! Shouldn't have played it as wake-up-map though, I bet we wasted quite some time on not seeing easy things... ^^? Let's see how much longer we will take.
I'd say cake for you, Nyskrte, but lpfreaky90 did already eat it alone. 
KennKong wrote:
So we admitted defeat and noclipped around it, only to have my brother respawn in the main room after dying in the funnel maze room.
Cheating breaks the map. :3> KennKong wrote:
We really love the complexity of this map, but the lack of clear directon has made it very difficult to figure out whether what we were doing was helping our cause or not.
If you reattempt it, keep this in mind, light bridges can be turned.
So... Djin and I continued our adventure after I came back and I think we beat it in about 3-4,5 hours.
Because the first part (puzzle one and two) took us 2 hours we noclipped and "fixed" the first two parts", thereby probably breaking the map, but oh well, who cares anyway :p
Then we went to solve puzzle 3 and 4.
puzzle 4 was horribly long, one small mistake and we could do it all over again. And since I'm so good in failing I estimate that puzzle took us 2 hours, in which I spent almost an hour and a half swimming.
After we solved the 3rd and 4th puzzle we came back to the hub, only to find no way to get to the nice glass thingy. so I finally noclipped and pressed the button (don't blame me for doing that at 3am
).
My biggest suggesion:
SPLIT the map in 4 different maps.
Map 1: puzzle 1,
Map 2: puzzle one solved, start of puzzle 2,
Map 3: Puzzle 1&2 solved, start of puzzle 3,
Map 4: Puzzle 1-3 solved, start of puzzle 4 and final part.
Or just really create the hub as a hub map that can unlock other parts by completing older tests (just like in the "real" portal 2 coop
)
That way people can leave their computer after a long period of time, without breaking everything 
But yea, puzzles 1-3 were very nice, just puzzle 4 was really really frustrating =(
~Lp
5/5 excelent!
We finished the run now (as lpfreaky said). The video got a total size of 03:16 hours and 351 GB (not rendered yet).
This will be less a playthrough video and more the personal failing compilation of lpfreaky90
She spent half the playing time ninjaing like a boss (cough) and hurting my balls in chamber 4 
I definately won't get the chance to upload a huge video like this before January 9th (when University starting again). I'm too lazy to cut the video into smaller parts 
So far: Still tons of cake for Nyskrte (if lpfreaky90 wouldn't have eaten all of it alone. She still owes me cake!!)
Holy [Swearword]...
This map...
I consider myself and my portal partner to be pretty good at portal maps. We're solved quite a few by now. But this map was a different league.
All the puzzles were original, first time in a long time since there's been a map without a repeated puzzle in it.
All the puzzles were difficult, but most of the time we knew what our aim was. It was a real challenge to actually "pull off" what was expected in certain places.
Map took us four hours to complete, enjoyed throughly. Map was good looking too, well textured and good athethics. Obvious care has been made not to fustrate the players where nessicary with checkpoints + speedy paint etc.
Liked how after every puzzle there was a "minipuzzle" in the hub.
The "speedy whirlygig" puzzle was really nice, requiring some nice co-operation. Not much to say about this one.
The "containment swap" puzzle was my personal favourite, it has the most "puzzle" like elements - requiring a great deal of thought as to who should be let free. Really liked the idea of holding the cube in place with the lightbridge
The "lightbridge + paint" puzzle was pretty straight forward, but took us a while to get right. We had some pretty bad "mess ups" that set us back repeatedly.
The "low grav laser grid" puzzle was frustrating. It was enjoyable, until we hit the hole in the lasers that was 3/4 of the way up. We probably spent over half an hour on that jump alone. Really frustrating, which spoilt that puzzle. Shame as it was really well designed
The "final ball" puzzle ended up being my least favourite. It started well having to get each other to the buttons to drop the ball and get one player to the ball. But after that it was just very annoying. We'd get the the ball into the correct area, and then one of us would place an incorrect portal, and the ball would get destroyed and we'd have to start all over again. Maybe it was because we were tired at this point. Also we seemed to have to kill ourselves a lot in the puzzle, but maybe that was because we kept messing up. This one took us over 1.5 hours :/
Again, EXCELLENT map. Kudos
5/5
Djinndrache wrote:
We finished the run now (as lpfreaky said). The video got a total size of 03:16 hours and 351 GB (not rendered yet).This will be less a playthrough video and more the personal failing compilation of lpfreaky90
She spent half the playing time ninjaing like a boss (cough) and hurting my balls in chamber 4
I only died half of a dozen? times....
Djinndrache wrote:
So far: Still tons of cake for Nyskrte (if lpfreaky90 wouldn't have eaten all of it alone. She still owes me cake!!)
ONLY if Portal Stories isn't out in January!
theprogram00 wrote:
All the puzzles were original, first time in a long time since there's been a map without a repeated puzzle in it.
100% agree
theprogram00 wrote:
Map took us four hours to complete, enjoyed throughly. Map was good looking too, well textured and good athethics.
Agree, a huge amount of time must have been invested in this map. This is probably THE biggest, baddest and interesting Coop map I've seen so far.
theprogram00 wrote:
Obvious care has been made not to fustrate the players where nessicary with checkpoints.
Ye, that paint was awesome, but I really really really missed some savepoints (and cake!) at puzzle 4 =(
theprogram00 wrote:
Liked how after every puzzle there was a "minipuzzle" in the hub.
Yes, but doing that fling over and over again is a bit boring 
The "containment swap" puzzle was my personal favourite, it has the most "puzzle" like elements - requiring a great deal of thought as to who should be let free. Really liked the idea of holding the cube in place with the lightbridge
Yes, that was really interesting!
The "lightbridge + paint" puzzle was pretty straight forward, but took us a while to get right. We had some pretty bad "mess ups" that set us back repeatedly.
I are best Ninja ever!
The "final ball" puzzle ended up being my least favourite. It started well having to get each other to the buttons to drop the ball and get one player to the ball. But after that it was just very annoying. We'd get the the ball into the correct area, and then one of us would place an incorrect portal, and the ball would get destroyed and we'd have to start all over again. Maybe it was because we were tired at this point. Also we seemed to have to kill ourselves a lot in the puzzle, but maybe that was because we kept messing up. This one took us over 1.5 hours :/
Yes, this one is very frustrating, possibly add a trigger where as both players get into the second part disable the fizzlers between part 1 and 2?
theprogram00 wrote:
Again, EXCELLENT map. Kudos5/5
Yep!
theprogram00 wrote:
The "final ball" puzzle ended up being my least favourite. It started well having to get each other to the buttons to drop the ball and get one player to the ball. But after that it was just very annoying. We'd get the the ball into the correct area, and then one of us would place an incorrect portal, and the ball would get destroyed and we'd have to start all over again. Maybe it was because we were tired at this point. Also we seemed to have to kill ourselves a lot in the puzzle, but maybe that was because we kept messing up. This one took us over 1.5 hours :/
The only time suicide is required in this chamber is if neither player has access to a funnel and are on the opposite side of the double emancipation grids, even then only one player has to die if you've a plan to recover some of your progress..
I really don't know how to rate this map, because I have so many different thinkings about it.
So just let me tell you about my thinkings:
- it was really hard to guess the puzzles and the "how to solve this room"-part was annoying
- exploring a map does not mean: "spending hours of searching for a solution"
- the puzzles itself were well planed and as soon as we knew what to do, they were not to bad at all.
- but we started to use noclip very soon - not to bypass anything, but to avoid repeating the whole puzzles
- I would also suggest to split the map into 4 maps (+1 hub?), because of the huge playtime
- design of the map was really good
- maybe it was a little bit to dark at some spots, but still looking good.
- suicide of any player at anytime is NOT good. not even 1 time.
Rating:
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)
PortalCombat wrote:
Rating:
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)
So your giving it a 3/5 only because its too big and difficult despite me warning that it would take at least 3 hours and would be extremely hard? There's like, 6+ checkpoints, several shortcuts and multiple ways of solving some areas, I would ask you reconsider.
Quote:
Rating:
Design: 9/10
Puzzles: 7/10 (good puzzles, but annoying to repeat them when you fail)
Difficulty: 3/10 (to much things to explore, which causing an annoying playtime)
Overall: 5.5/10 (3/5 TWP)
How can it be 3/10 in difficulty? Is a lower number there a harder map?
Anyway, not the reason why I made this post. Me and my friend were doing this one (love it by the way) and we got to the fourth chamber. My friend died (he was P-Body) and got stuck in the pipe on the way down. Don't know what messed up but we had to quit and restart. We'll continue this masterpiece tomorrow! 
ZeepaAan wrote:
My friend died (he was P-Body) and got stuck in the pipe on the way down. Don't know what messed up but we had to quit and restart. We'll continue this masterpiece tomorrow!
I'll look into this immediately.
EDIT: I can't replicate the error, can someone let me know if this happens again.
I believe I forgot to mention that it was the respawn infront of the ball puzzle. Me and my friend are going to continue today and I'll let you know if it happens again.
I should start off by saying that this map is excellent. Played it with a friend last night, starting around midnight. Didn't log off until 3:30 AM. Unquestionably 5/5.
I would echo some of the comments here about the length of the map vs the inability to save in co-op mode. When my friend and I finished the first area, his internet glitched and we got disconnected. When we restarted, there was no way we were going to go through the chamber that we had just solved over again, so I noclipped to do a reset. Obviously if you split the map into different parts to avoid this, you'd have to move the excursion funnel in area 1 and the light bridge in area 2 outside into the "hub" once those areas were completed, which would take away what I think was a pretty good hidden aspect of the puzzle. But if you keep it the way it is then people like us have no choice but to re-do a puzzle we had just completed, or to noclip to do a reset. I suppose it's a matter of preference, and since it's your map, it's definitely your call whether you want to do that.
I liked all four of the puzzles-a pretty good mix of challenging but manageable problems. I'm not sure if you can fix this, but in the first part of the fourth puzzle, I discovered that you can touch the generators of the laser gates without being harmed, meaning that as long as your back is to the wall, you can strafe towards any of the laser gates and not get hurt, since the generators protrude into the playable area. This means that when you reach the 3/4 level opening, you can just jump up with your back against the wall, and the strafe towards the gate, hugging the edge of the wall on your back, and be 100% sure that you will not get hit by the laser. That way, you'll be able to guarantee that you make it through without getting hit. You can even stop going through halfway, and stand on top of one of the generators while you wait for your partner to make a new light bridge. The only way I could see this trick being fixed is if you put the generators of those lasers just slightly inside some steel grates, like you did with all of the portal surfaces in this part of the map. I'm not sure if the game engine will allow that or not, but I definitely felt like this was an unintended solution when we did it.
Again, this map is awesome. All I can say is, keep em comin'!
choza321 wrote:
I discovered that you can touch the generators of the laser gates without being harmed, I definitely felt like this was an unintended solution when we did it.
Working as intended. Some of the harder aspects of the map have a hidden opt-out if players look for them.
Great map 
Only too dark.
Puzzles are excellent, ok maybe except the one with blue gel and bridges (too annoying
)
9/10
but I'm giving 5 
1st time me and my mate completed it in less than 3:30
2nd time in less than 2h
darkshiner wrote:
Only too dark.
If you could give me screenshots of locations where it is too dark, I can fix that. My graphics card is very weird and makes areas much brighter than they are on other computers.
Also I'm not as vocal as I usually am because I'm suffering from burnout. 7 maps in 6 months is quite a crunch.
But happy that people are mostly enjoying this behemoth.
Very cool map. My friend and I played all coop maps on this page but this is our favorite so far!
We've played a lot so we've got a good timing and therefore it wasn't that hard to solve the puzzle once we've got an idea of what to do.
I liked the heavy coop puzzles. Other maps doesn't require this kind of cooperation. We also laughed as the big door opened and another one was beneath it until we saw the hole 
It tooks us about 2 hours to solve this map but it was worth it. Maybe we could make a playtrough but it would be in german I guess (my friend don't like the english language).
Finally 5 of 5
Would like to see more of these maps!
2called-chaos wrote:
We also laughed as the big door opened and another one was beneath it until we saw the hole
Oh god, imagine if there really was another four chambers to be solved. I can't imagine how heart-breaking that could be.
I'm excited to see recorded playthroughs of this map and see whether teams discover ways to solve the puzzles in ways I had not foreseen. I also use them as a point of reference for making improvements and fixes to my maps.
I liked it. It's not easy to come up with different looks then the original game. Only thing that bugged me was the lighting in some places. Other than that. Good job.
Just wanted to say what an absolute pleasure it was playing this map, some bits had me and my friend a bit stumped but nothing insanely hard to work out just a good challenge. You know it's a great map when you're sad to finish it. 5/5 for sure well done.
Thanks again for the praise everybody, it makes me remember why I invest my time into these. Now I've now got some ideas on how to improve the map, but I'm still waiting on some footage of teams fighting their way through it before I move to action. Don't be afraid to edit down your playthrough or record only your solutions, I just need something to look at. 
Nyskrte wrote:
Thanks again for the praise everybody, it makes me remember why I invest my time into these. Now I've now got some ideas on how to improve the map, but I'm still waiting on some footage of teams fighting their way through it before I move to action. Don't be afraid to edit down your playthrough or record only your solutions, I just need something to look at.
Nah, no editing down. On Monday you get a video of more than three hours. No mercy for you as you didn't put mercy for us!
My brother and I just finished this awesome map on our second attempt, taking nearly 7 hours. Note that we play with controllers, so f-ups are practically guaranteed; it's not a reflection on the map itself.
Just a few notes:
In the second puzzle, we used a slideways acceleration instead of your tiny auto-accelerator to get to the second catwalk. Sounds like one of your "opt-outs"?
In the third puzzle, we were able to get to the big button by running across the tops of the frames around the portal surfaces instead of jumping from bridge to bridge. Yet another opt-out?
Thanks for the opt-out you've already discussed in the laser grille/lightbridge gauntlet, I was dreading trying to time that gap!
A big thanks from me personally for not making the timings really tight, unlike some parts of NYS-5 which were just awful to play with a controller. We never really felt handicapped using a controller; we think this map will make it to the consoles when Valve is ready to release that update.
All told, it took us 12 hours to finish this monster, but it was time very well spent. Since it's actually four maps, we give it 20/5.
1.01: Minor update to the map that adds more lighting to dark areas and adds a missing overlay.
So here is the promised no-mercy version of a blindrun! Suffer from the video length, you made us take that long!
Also lpfreaky90 and I didn't use voicechat while this play, so you can read all our communication in the chat.
WLhxhMyTQ1w
(Link: http://www.youtube.com/watch?v=WLhxhMyTQ1w)
Great map! Couple of things:
The transition from the 3rd to 4th levels is very frustrating; we resorted to viewing the video above and you can see that you have to "cheat" in. Why does the panel not just come down? Seems like an unnecessary level of obfuscation. 4th level laser hopping is very frustrating; we skipped it because there wasn't enough checkpoints. You seem to push the boundaries of difficulty, which is fine, but some of it seems unnecessary.
Still a great map, A+++ would recommend.
I'm sorry but how can you rate this map anything other than 5/5. I have played pretty much every custom map there is and this was by far the most enjoyable and 2nd most challenging (IMO complexo was a little more difficult). The map was huge and very original. Thanks for this amazing creation and please keep making maps!!!!
pixels wrote:
The transition from the 3rd to 4th levels is very frustrating; we resorted to viewing the video above and you can see that you have to "cheat" in. Why does the panel not just come down? Seems like an unnecessary level of obfuscation.
Obfuscation was not the intention, and after reviewing Djinn/lp90's playthrough I will try to make it more obvious in the next update.
This map was great!! My friend and I played this over 3 nights (6 hours total). As others stated, when you have a D/C it's a pain to have to do the entire map over.
Our favorite part was also the player containment puzzle.
One suggestion:
We really enjoyed how you use puzzle elements in the main room. The Gravity beam from puzzle one, the fling pad and light bridge from puzzle two, but it would have been nice to use the blue bouncy gel from puzzle 3 in some way.
Looking forward to more maps!
Just finished this with my friend. It took us between 7-8 hours, no cheats no nothing, we just kept playing (and repeating). We were looking for a challenge and we got hell. This was the most difficult non-serious thing I've ever done in my life haha. 9.5/10 (took away .5 for having to finish it in one sitting. Thank you.
Nyskrte wrote:
Is any team brave enough to dive back into this map and record a speedrun?
I don't have a partner who is ninja enough
Also I think it would take many hours to record a proper speedrun of this as even some minor fails would require you to start over.
Does 2:33:16 count as a speedrun? (NOT!)
I edited this down to 5 manageable chunks, one for each puzzle. I really tried to eliminate as many flubs and think time as I could, especially in Part 4a.
Part 1 Funnel/Smashers/Laser Grilles 13:46
Part 2 Lightbridge/Faithplate 20:26
Part 3 Turrets/Lightbridge/Repulsion Gel 13:49
Part 4a Lightbridge/Laser Grilles 10:03
Part 4b Funnel/Sphere 19:39
Having played the map three times now, I have some comments
- Does the platform in front of the first two buttons have to be so close to the platform with the buttons? We had to place portals carefully to not smack into the bottom
- This first time I rode the orange funnel to the exit of the first puzzle, I got pushed out the bottom for no apparent reason. It's happened twice.
- While trying to fling to the funnel to start the second puzzle, we placed portals underneath the giant hinge
- Placing the portal to hold the cube against the button is very touchy
- In the blue gel/lightbridge maze, suicide is actually the fastest way to get out?
- Seeing portal surface through the grates going into the big room the last time was quite difficult
- In the funnel/sphere puzzle, why is there a button stalk in the room with the big button?
I haven't finished watching Djinndrache's video, but it is clear that you created a map with multiple solutions without creating loopholes. This map is just f*ing fantastic!
EDIT: This video is of version 1.01. It is easier to get to the funnel and lightbridge once you have completed the first and second rooms, respectively. Thanks, Nystrke!
1.02:
-Relocated the floating platform in HUB to prevent headbump.
-Added and removed portal surfaces to make Transition 1 smoother.
-Added an indicator to make Transition 3 easier to find.
-Added a few overlays and moved existing ones.
-Made the final chamber easier to understand.
-Added a portal in Chamber 3 to prevent suicide.
-Made an adjustment that should prevent 'slidedeaths' in the funnel.
Nyskrte wrote:
1.02:
-Relocated the floating platform in HUB to prevent headbump.
-Added and removed portal surfaces to make Transition 1 smoother.
-Added an indicator to make Transition 3 easier to find.
-Added a few overlays and moved existing ones.
-Made the final chamber easier to understand.
-Added a portal in Chamber 3 to prevent suicide.
-Made an adjustment that should prevent 'slidedeaths' in the funnel.

I've just discovered that some platforms in the final chamber are not solid, going to quickly release a fix in a few minutes. EDIT: Done. Apologies in advance to the 5 people unfortunate enough to download 1.02.
1.03:
-Fixed a troll platform.
-Increased lighting detail on some surfaces.
KennKong wrote:
Does 2:33:16 count as a speedrun? (NOT!)
I edited this down to 5 manageable chunks, one for each puzzle. I really tried to eliminate as many flubs and think time as I could, especially in Part 4a.
Nice job on the edits, brother. It was embarassing enough watching myself flub that first yo-yo/fling in Part 1 so badly. I'm glad you cut out most of my other ham-fisted gaffes, especially when trying to get through the laser grille/light bridge gauntlet.
That is one heck of an awesome map, Nyskrte. Our "ninja skills" (especially mine) are rather woefully inadequate, so it was great fun to have a large, complicated map that we could actually get through.
I would like to point out one thing that Kenn did not mention. The very first time we played this map, we did not use the exploit you provided in the gel/light bridge/turret maze (walking on top of the frames around the portal material instead of shifting the light bridge sideways underneath us) until I stumbled onto it accidentally at the very end of the room. We died many, many times trying to get through that. We decided to use the exploit when we made the recording so it woulnd't be ridiculously long. That's also why we suicided to get back to the entrance/exit of the room -- it was just much quicker that way.
Well, my brother, redunzl, is such a clumsy oaf that I played version 1.02 solo in 1:35:00. Even switching controllers, I only died once in the first puzzle, and none in the second. Puzzle 3 (lightbridge/death grilles) was entirely different, with at least 10 deaths. I died once in the lightbridge/repulsion gel room. I was totally shocked that getting onto the lightbridge in the final puzzle worked the first time. I even managed to take the sphere all the way to the tram.
2012-01-22_00001.jpg
The adjustments made in this version were noticeable, and a little helpful. BTW, I did figure out what the second button in the funnel/sphere puzzle was for. I think a spotlight around the giant hinge would help spot the portal surface on the way out of the last grate.
Frankly I'm amazed you made 95 minutes whilst dual-wielding controllers. Trying to be a ninja on a controller is like trying to be a monkey without a tail. 
KennKong wrote:
Well, my brother, redunzl, is such a clumsy oaf...
Geez, talk about the pot calling the kettle black! Must I remind you which of us was able to make that one jump from the platform in the corner to the first lightbridge/frame (in the gel/lightbridge/turret room) without requiring 5 or 6 attempts? As I recall, during our recording run, I nailed that one every single time!
I think it's fair to say that we each have plenty of our own "clumsy oaf moments". Or, are you attempting to imply that my mere presence in the same room with you somehow manages to leach away a not-entirely-insignificant portion your astonishing ninja abilities? 
redunzl wrote:
Or, are you attempting to imply that my mere presence in the same room with you somehow manages to leach away a not-entirely-insignificant portion your astonishing ninja abilities?
That. When you're not here, I play with a keyboard. I can run straight, aim rapidly, and strafe jump. No mouse, though, so I can't right click while moving or bunny hop (right mouse button and scroll wheel are on the left hand side).
Anyway, thanks for the in-depth criticism KennKong. I hope more will be able to provide the same so that I can continue to refine this map further. I may start work on a new map in February.
Hey, a friend of mine and I would like to comment on your map. We really enjoyed it -- got all the way to what appears to be the final puzzle, but then we had to stop (considering, well, it's 5AM and I have to be up in a few hours.) Unfortunately, this means we'll never be able to complete this map because neither one of us wants to run through everything again.
You've made a great map here, and we're going to play your other maps, too, but in the future, it'd be great if these huge maps were split into smaller portions. It's really not feasible for most players to be able to sit through many hours of gaming. Not only that, but a disconnect could easily cause players to have to redo the entire thing.
Thanks for the map, though, it was good fun!
Alright, I'm going to update this today with a checkpoint map. Which will allow players to resume from half-way through.
Nyskrte wrote:
Alright, I'm going to update this today with a checkpoint map. Which will allow players to resume from half-way through.

1.13:
- Added mp_coop_halfosity, which allows players to resume the map from immediately after the triangle chamber.
- If your computer is struggling with the standard map, consider reloading into halfosity after re-entering the HUB from the triangle chamber. Halfosity guts out many idle entities and may reduce the CPU load.
i really have to say: this map was very much fun to play! a friend and i worked on it for about 4 hours (incl. lunch-break
and we both loved it. great puzzles, especially the room where only one of the two robots can do something!
so please: do your next map, we are looking forward to it!
cheers
DUDE are you serious ?
You made such a freaking hard map and then you dont even make an ending?!?
Me and my friend expected something awesome like the train goes back to earth cause you could see it trough the roof or something like that.
And yo just make this crap normal fadeout bs -.-
The ending is abrupt because I simply ran out of space. As in, I couldn't add anything else without breaking the map. I won't be making a single map this large again, this was just a one-off experiment.
Me and a friend just played through this in one sitting! Took us about 4 hours and 30 minutes (I forgot about dinner..)
GREAT MAP! A bit hard and frustrating at parts, but overall really good.
Just some things to remark:
- Going for the third part, it was a bit hard to spot the portal surface behind the bars.
- Part four, the ball actually made us have to use cheats. It fell down and landed on one of the edges under the laser, so we couldn't put a portal under it to get it out. This was quite frustrating to find out after playing for so long.
Also, in the last part, we didn't move the ball around at all like some other here stated. Not sure if this was intended, but we got one person on each button behind the emancipation grids and took it from there.
For lpfreaky90 & Djinndrache: How did you not manage to realize you could put a portal in the roof above the glass thingie in the hub in the end? 
Once again, thanks for letting us play this great map!
Here is our playthrough (un-edited and with me rambling in swedish) if anyone wants to watch it.
http://sv.twitch.tv/ramox_/b/308478590
(If anyone wonders what the hell happened at around 33 minutes in, my game got crazy after going through an acceleration loop and kept spinning my mouse around insanely. I could not move straight nor turn the mouse the way I wanted)
maxxerz wrote:
- Part four, the ball actually made us have to use cheats. It fell down and landed on one of the edges under the laser, so we couldn't put a portal under it to get it out. This was quite frustrating to find out after playing for so long.
I think the main issue is that because it was on a short portal surface it needed to be aimed at from the right angle. I don't think cheats were required to resolve the issue, but after a few hours on this map everyone starts to go a little stir-crazy. (standing directly above the edge, looking down towards the surface)
Glad that you enjoyed the map.
Nyskrte wrote:
maxxerz wrote:
- Part four, the ball actually made us have to use cheats. It fell down and landed on one of the edges under the laser, so we couldn't put a portal under it to get it out. This was quite frustrating to find out after playing for so long.
I think the main issue is that because it was on a short portal surface it needed to be aimed at from the right angle. I don't think cheats were required to resolve the issue, but after a few hours on this map everyone starts to go a little stir-crazy. (standing directly above the edge, looking down towards the surface)
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Glad that you enjoyed the map.
Exactly 4 hours in: http://sv.twitch.tv/ramox_/b/308478590
You can see how the ball ended up when we cheat it out. Is it actually possible to put a portal under it there?
Very nice map, 2h20 hours to complete the square and the triangle rooms.
Me and my friend found some nice companion cube on the way (Without using noclipping, please
)
We even managed to take him back with us 
coco271 wrote:
Very nice map, 2h20 hours to complete the square and the triangle rooms.
Me and my friend found some nice companion cube on the way (Without using noclipping, please)
We even managed to take him back with us
Great job! Your the first team I think to get the cube legit as nobody else even mentioned its existence! (I put in such a place that it would be hard to find even via noclip unless you knew exactly what you were looking for.)> maxxerz wrote:
Exactly 4 hours in: http://sv.twitch.tv/ramox_/b/308478590
You can see how the ball ended up when we cheat it out. Is it actually possible to put a portal under it there?
Yes.

I'll look into increasing the visibility in the laser gauntlet somehow, is there anything else that you felt was counter-productive or uninformative? I don't want this map to increase its game length through miscommunication.
Nyskrte wrote:
Yes.
||||
Whaddayaknow. I guess I need to go practice some more. 
Nyskrte wrote:
I'll look into increasing the visibility in the laser gauntlet somehow, is there anything else that you felt was counter-productive or uninformative? I don't want this map to increase its game length through miscommunication.
If that is directed to me and you mean this "- Going for the third part, it was a bit hard to spot the portal surface behind the bars." I actually meant going to the third part from the main hub area through the grid behind the things that lowered.
There was something more I wanted to write.. but I can't remember it.. I'll come back if I it comes back!
wow.just spent like 3-5hours on this map go to the bitw with the edgeless safety cube and the excursion funnels and gave up
recorded it all up to there a massive 48gb with compression and recorxded using msi afterburner in 1080p. but doubt i be uploading it. love the map but you should make it in to seperate levels as i would like to come back to this map again to finish it some other time but cant due to having to do it all over again.
fma965 wrote:
wow.just spent like 3-5hours on this map go to the bitw with the edgeless safety cube and the excursion funnels and gave uprecorded it all up to there a massive 48gb with compression and recorxded using msi afterburner in 1080p. but doubt i be uploading it. love the map but you should make it in to seperate levels as i would like to come back to this map again to finish it some other time but cant due to having to do it all over again.
You can start half-way through the map if you load the other *.bsp included.
1.14:
-Added an observation area to make the turret corridor easier to understand
-Added a room above the fourth entrance to make its location more obvious.
-Animated some but not all fizzlers.
-Removed and reduced the lightmaps on rarely seen surfaces.
-Stuff. Also these changes will not be applied to the half-start map.
Let me know if any of you find glitches or bugs in this most recent version.
hi just wondering how is this map end? is there anything u do once ur back in the last room? all the lights are on but theres like no credits/exit room so it makes me thing its not the end. and there is a glass chamber above the hatch.
just re-completed it up to above point in 1hour and 5 mins .
fma965 wrote:
hi just wondering how is this map end? is there anything u do once ur back in the last room? all the lights are on but theres like no credits/exit room so it makes me thing its not the end. and there is a glass chamber above the hatch.just re-completed it up to above point in 1hour and 5 mins .
You need to go into that glass chamber.
Nyskrte wrote:
fma965 wrote:hi just wondering how is this map end? is there anything u do once ur back in the last room? all the lights are on but theres like no credits/exit room so it makes me thing its not the end. and there is a glass chamber above the hatch.
just re-completed it up to above point in 1hour and 5 mins .
You need to go into that glass chamber.
but how?
For all those comments I expected something special. The feeling was magnified by your previous great coop release Orb Facility. Unfortunately Im highly dissapointed. For me and my partner puzzles were relatively easy to figure out but difficult to execute. Part with lasers was especially irritating. Constant deaths were highly discouraging. For me Portal is not about agility and ninja skills. The only part that I liked was the triangle room. This chamber was really creative with fine ideas. Nyskrte dont get me wrong your dedication to mapping is amazing and is difficult for me to give such harsh comment but playing difficult/brilliant maps from Jonatan or Chander this looks shallow in comparison.
macko68 wrote:
For all those comments I expected something special. The feeling was magnified by your previous great coop release Orb Facility. Unfortunately Im highly dissapointed. For me and my partner puzzles were relatively easy to figure out but difficult to execute. Part with lasers was especially irritating. Constant deaths were highly discouraging. For me Portal is not about agility and ninja skills. The only part that I liked was the triangle room. This chamber was really creative with fine ideas. Nyskrte dont get me wrong your dedication to mapping is amazing and is difficult for me to give such harsh comment but playing difficult/brilliant maps from Jonatan or Chander this looks shallow in comparison.
I created a user account just to let you know if I ever see you on the street I'm punching you int he face.
In any case, that was really well done, it took us maybe 4hrs to finish the whole thing. I just wanted to add a couple things but I'll put it in spoilers in case someone hasn't finished the maps.
On the last section we figured out we could jump on top of the grate boxes so we could just jump on that little ledge and move from section to section which was easier then moving the bridge the whole way. Not sure if you indeed that. Also, at the very end we both some how managed to die jumping into the train by landing the on track. A big F you. This respawned us back in the Triangle chamber so we had to go back through it and get to the two red buttons. When we made it back there it took us forever to find a new spot to use a portal to get out since the middle thing had moved.
Excellent work.
untruehero wrote:
I created a user account just to let you know if I ever see you on the street I'm punching you int he face.
I wouldn't blame you for doing so.
Very good tests serie !!! My friend hate me for failing all the time,it took 6 hours to finish all the rooms !!!
For the square room, i think that if the discouragement field at the entry disabled when the room is completed,it would be easier to understand what we have to do next
Thank you for this level, it was very funny to do it !! Need a portal gun IRL ^^
Bye !!
this map is really really really difficult and amazing! love it! i did the first 2 chapters in about 1,5 hours
no idea if thats good but we had a really hard time to do it! keep it up 5/5 brilliant map!
Amazing map! This is of professional quality. Valve should hire you for Portal 3.
However, it was not as difficult as we were anticipating. We did it in about 2:30 hours. Most of the time was spent figuring out the puzzle, but once we did the execution for us was trivial.
Comments:
Square:
The new speed funnel was great. It's good to see new mechanics. Other than that this puzzle was very straightforward and easy to execute. We found there was "plenty" of time between moving from the accelerator button to the defizzler. We got this the first time.
Triangle:
The "one at a time" mechanic was neat. The only caution is that when the solution is unseen only one player can really explore. Remote view is tiny so it's hard to see things.
We didn't see any reason for 4 portal-able walls on the 1st level. We also didn't see a need for the "ceiling-floor" momentum textures on the 2nd level; it was not needed.
The anti-gravity was neat. We couldn't figure out what the portal-able area on the 3rd level floor (after light-bridging the cube) was for, so we didn't use it. After completing the chamber and pushing the button, the bulls-eye on the moving wall seems not needed. We didn't notice it until after the wall had already moved and it doesn't denote anything special. It is already obvious that the button has to be pushed and the exit is immediately visible.
Turret level:
This was the easiest level. We saw the solution right away and zoomed through it. We thought the last turret was pointed the wrong direction.
Low-gravity level:
The low-gravity once again was a welcome new mechanic. Other than that the level was straightforward and simple.
It took a second to figure out that the orange gel served no other purpose than to get us to the next area faster. Usually its inclusion is because of a requirement of the puzzle.
Funnel/ball level
One person could push both buttons to drop the ball. We assumed this wasn't intended or else it would just be one button.
The button to open the door (in the room with the 4th laser button) is a little confusing. You only need to push the button once and the door stays open, but it depresses as if it is on a timer. This isn't consistent with the normal game mechanics. Since the button didn't stay pushed we assumed that one of us had to stay and push the button to let the other through the door. It didn't take long to realize the actual mechanics of it, but it seemed unnecessary.
What's the point of the grate at the end of the level? Why not just open a door like the others?
The train was neat. It reminded me of the beginning of half life 1.
Overall we loved the new mechanics and thought the level played as if it could have been included in retail. None of the solutions were too obscure and progression through the map was steady and fun.
We'd love for you to release more maps just like this one!
Saying that you mindf*cked us would be an understatement.
Thanks for the awesome map.
My friend and i completed this just a few minutes ago. it was a very challenging map and we loved it.. was annoying however that there was no easy way to restart after finishing other than noclipping through the earlier stages. was very fun figuring out the puzzles. we did however run into one bug, one that has been mentioned previously... my friend, who lags when connecting to me at around 500ms+ and as peabody, would always glitch when jumping into horizontal funnels, but was fine when jumping into vertical ones. this often meant we would have to reload the map to fix him, as using the kill command would set him in the respawn tunnel but not falling. this bug happened most in the crusher/laser section, chamber 3 i think and in chamber 4
Edit Halfosity doesnt load the door that leads to the lit lights and glass above chamber 4, or the viewing chamber that leads to the turrets for chamber 3
Now that the map is well-known, could someone do me the honor of speedrunning this behemoth?
I spent like 4 hours watching Dj and Lp play through this.Hilarious stuff.She really likes swimming lol.Thanks for that and to Nyskrte for giving them something to make me laugh.Puzzle wise that was a serious sized map with a lot of thinking involved.As they said in their comments during the game play does valve not allow a save point for coop at all even on large maps that take hours to play?If not they should if even possible
I don't think Valve anticipated that someone like me would make a map this large, hell, I didn't even plan to have it this large in the first place either, it just kind of grew out of my own control. I'm going to release a small update for this at some point this month, just to tidy up some loose ends and making resets less painful.
I loved this map. I'm not going to lie, between me and my sister, it took us about 5 hours. However, after we solved each puzzle, we were able to solve it again in a fraction of the time. I really felt like I was learning as I played this, not just fumbling around, finding the answer, and then not being sure what the hell just happened. It was structured. It took a lot of toying around in Triangle room at first, but when we figured out our goal, it just worked!
Also, thank YOU SO MUCH for halfosity. My sister was worn out by the time we got out of there, so we started back up from there, and solved the rest in about 2 hours. The laser puzzle was a bit finnicky, hitting my head, clipping my toes, all that stuff.
Quick little bug report: Also includes SPOILERS: After getting the big final door open, we went down and into the little room, where we both proceded to, in unison, fail to realize how large the gap was into the tram car and fell to our deaths. We were respawned at the beginning of the final puzzle, which was a little annoying, but we wound our way back up into the exit hallway and stood on the two buttons to open the way to portal out. But we couldn't. The blast door was blocking the only visible portal-able wall! Please add some sort of fix, maybe have the exit from the final area "damaged" after the blast door opens.
I've been out of action for about a month now, I came down with some nasty flu combo'd with food poisioning. When I was cutting and slashing triggers to make halfosity I must have accidently removed the one that resets the spawn point to the beginning when you make it back to the HUB, as I don't think the same issue occurs in the main map.
1.15:
- After completing the triangle room, the double door/cube section will remain permanently open.
- After completing the last room, some emancipation grids will disable to make leaving easier.
- One of the double button sets can no longer be activated by a fast single person.
- Introduction title text scrolls in and leaves screen faster.
- Made it prettier. Halfosity remains unchanged.
I found a recent playthrough whilst trawling through youtube that wasn't posted on the forums, really enjoyed watching them play through and find solutions to areas that even I didn't think of. These guys (Terror/Pipe) are really cool guys.
1d1v7zAavEQ
just played this with a friend of mine.
time: 4h 40min
needed noclip at the very end but we made all 4 "quests" without any noclip or youtubing. I liked quest 2 and 3 the most. 4 was a little confusing although the solution in the final room is pretty elegant. the deathfizzler-jumping before was a little annoying but its ok. quest 1 was rather short and we solved it in 20 min. also nice idea but not as fun as 2 and 3 imo.
the overall difficulty was kind of perfect, not too much ninjaskills needed but also something unique to think about. well deserved 5/5 in quality and 4/5 in difficulty. was worth the afternoon we spent. 
Its been a while now since I played this map. After some time and playing various other custom maps I must say that THIS is the best custom map I every played till now. Me and my friend had sooo much fun doin this, because its soooo hard, but never unfair. Besides it was the first custom map I ever played, maybe thats the reason 
btw: I dont understand your avatar :S
Absolutely one of the most fantastic maps we have played. 5/5 with no doubts. Took us about 2 hours of thinking the whole way. Loved every minute. Thank you.
PS: Puffin kicked our ASS! But thank you sir may I have another?
Nyskrte wrote:
I found a recent playthrough whilst trawling through youtube that wasn't posted on the forums, really enjoyed watching them play through and find solutions to areas that even I didn't think of. These guys (Terror/Pipe) are really cool guys.
Haha! I just created an account to let you, Nyskrte, know that we (Pipe and I), had made this video of our playthrough of Impetuosity, and come to find out, you've already seen it! Thanks for the compliment! We've both played through all of your maps so far, and we loved every agonizing second of them! I'm sitting right here with Pipe, we're curious to know which of our solutions were not the intended ones.
-- Terrorbyt3
Very nice map, took us (me and Toggrok) 224min to beat this. 1st try and no breaks. Keep up the good work 5/5
Oh twitch even recorded it
I was afraid I had it turned off.
Well we were speaking in Finnish, but I have the whole thing recorded 
Average expected playtime: Upgraded to 4 hours, 3 hours was an underestimate
Difficulty: Nyskrte-esque
Permanent +remote_view and voice communications are advised.
I've been working on this beast for two months and I feel now is the time to unleash it. I hope you enjoy it, as always feedback is appreciated. If you want to play my other maps, look to my signature for links.
There are now two versions of the map included in the download, mp_coop_halfosity allows you and your partner to continue immediately from completing the triangle chamber. This was done in response to the numerous criticism regarding the map's abnormal length and becoming disconnected due to unreliable internet connections. While this will double the size of the download, I feel it is a moot issue, as the amount of time you will spend playing the map will likely far exceed the time spent downloading it.
File Name: mp_coop_impetuosity.rar
File Size: 34.97 MiB
Click here to download Impetuosity