[Coop] Room Of Raco

by JonVD · Uploaded Aug 24, 2011

Screenshot 1

File Size: 8.35 MB

Downloads: 6110

Rating: (17 votes)

Description

A challenging map that involves some things that require inventive ways of using familiar game mechanics, impossible to explain without spoiling the puzzle . I hope you enjoy my map! Please leave some feedback on the topic as well. The installation instructions are put in the rar file itself, but they are the same as the ones for most other co-op maps. Special thanks to NxSG for letting me use his awesome portal 2 themed music. This map features the track called 'Gravitation Field'. Be sure to check out his channel on youtube if you like it! //Composer & Producer: Alexander Linhart/NxSG //Track: Portal 2 Soundtrack (Gravitation Field) //YouTube: http://www.youtube.com/user/NxSGMusic ////Changes//// 1.1: PLEASE tell me if this version doesn't work o.0, doesn't let you hear the music or see the custom textures -Changed the test sign, it now shows the correct test icons -Added an exit sign at the exit -Added a moon sign at the 'moon door' -Prevented some unintended solutions -Prevented standing on some walls sticking out Videos featuring Room of Raco (and contailing some big spoilers, even in the thumbnails ): [spoiler]juSGsSAFhIo[/spoiler] [spoiler]QtxndpbrdOA[/spoiler] [spoiler]fcNEQxYbmR0[/spoiler] File Name: Room of Raco.zip File Size: 8.35 MiB Room Of Raco

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JonVD • Aug 24, 2011 • #55079
36 posts

A challenging map that involves some things that require inventive ways of using familiar game mechanics, impossible to explain without spoiling the puzzle .

I hope you enjoy my map! Please leave some feedback on the topic as well.

The installation instructions are put in the rar file itself, but they are the same as the ones for most other co-op maps.

Special thanks to NxSG for letting me use his awesome portal 2 themed music. This map features the track called 'Gravitation Field'. Be sure to check out his channel on youtube if you like it!
//Composer & Producer: Alexander Linhart/NxSG
//Track: Portal 2 Soundtrack (Gravitation Field)
//YouTube: http://www.youtube.com/user/NxSGMusic

////Changes////
1.1: PLEASE tell me if this version doesn't work o.0, doesn't let you hear the music or see the custom textures
-Changed the test sign, it now shows the correct test icons
-Added an exit sign at the exit
-Added a moon sign at the 'moon door'
-Prevented some unintended solutions
-Prevented standing on some walls sticking out

Videos featuring Room of Raco (and contailing some big spoilers, even in the thumbnails ):

juSGsSAFhIo

QtxndpbrdOA

fcNEQxYbmR0

File Name: Room of Raco.zip
File Size: 8.35 MiB
Room Of Raco

File Name: Room of Raco.zip
File Size: 35.04 MiB
Click here to download Room Of Raco

Salamandra • Aug 24, 2011 • #55080
65 posts

Very good, a couple of variations on things which I haven't seen before. The only (very minor) problem I noticed was that the upward-facing surface is really... weird. Pointed the portals in completely random directions.

juSGsSAFhIo

JonVD • Aug 24, 2011 • #55081
36 posts

Salamandra wrote:
Very good, a couple of variations on things which I haven't seen before. The only (very minor) problem I noticed was that the upward-facing surface is really... weird. Pointed the portals in completely random directions.

Do you mean the floor right unerneath the hard light? Because it should place them correctly as long as you shoot it from the right angle. I've tried to fix it, but even with placement helpers it didn't work .

Salamandra • Aug 24, 2011 • #55082
65 posts

JonVD wrote:
Salamandra wrote:

Very good, a couple of variations on things which I haven't seen before. The only (very minor) problem I noticed was that the upward-facing surface is really... weird. Pointed the portals in completely random directions.

Do you mean the floor right unerneath the hard light? Because it should place them correctly as long as you shoot it from the right angle. I've tried to fix it, but even with placement helpers it didn't work .

I mean the white floor below the glass floor.

JonVD • Aug 24, 2011 • #55083
36 posts

Salamandra wrote:
JonVD wrote:

Salamandra wrote:

Very good, a couple of variations on things which I haven't seen before. The only (very minor) problem I noticed was that the upward-facing surface is really... weird. Pointed the portals in completely random directions.

Do you mean the floor right unerneath the hard light? Because it should place them correctly as long as you shoot it from the right angle. I've tried to fix it, but even with placement helpers it didn't work .

I mean the white floor below the glass floor.

0.o didn't see that one yet. I'll look into it and i'll fix it if I can
Thanks a lot!

xdiesp • Aug 25, 2011 • #55084
1,078 posts

Medium sized COOP in Clean style, looks daunting at first but gets surprisingly approachable and streamlined as you keep going. We thought it was well done, an interesting mix of beginner's difficulty and frequent exchanges.

What limits the map may have, it counterbalances by doing few things but right: buttons, bridges - keeps things focused and material. Still you could probably add some detail (like Hall of Dodoen), to make the place less maze-like.

Note: we solved the moon button puzzle by portaling and jumping around a corner, then flinged at the weighted cube place. I guess both should have been done with bridges.

JonVD • Aug 25, 2011 • #55085
36 posts

xdiesp wrote:
Medium sized COOP in Clean style, looks daunting at first but gets surprisingly approachable and streamlined as you keep going. We thought it was well done, an interesting mix of beginner's difficulty and frequent exchanges.

What limits the map may have, it counterbalances by doing few things but right: buttons, bridges - keeps things focused and material. Still you could probably add some detail (like Hall of Dodoen), to make the place less maze-like.

Note: we solved the moon button puzzle by portaling and jumping around a corner, then flinged at the weighted cube place. I guess both should have been done with bridges.

You're right, you should've used the bridges there... How exactly did you fling to the cube place? Did you use one of the angled surfaces or the ones next to the door?

OnePortalizedGal • Aug 27, 2011 • #55086
156 posts

Just finished the map - my partner and I really enjoyed it - I particularly liked sliding down the light bridge to the laser area - tons of fun!
Liked the clean style as well - great job and keep them coming!

JonVD • Aug 28, 2011 • #55087
36 posts

OnePortalizedGal wrote:
Just finished the map - my partner and I really enjoyed it - I particularly liked sliding down the light bridge to the laser area - tons of fun!
Liked the clean style as well - great job and keep them coming!

Glad you liked it, thanks a lot

xdiesp • Aug 28, 2011 • #55088
1,078 posts

JonVD wrote:
You're right, you should've used the bridges there... How exactly did you fling to the cube place? Did you use one of the angled surfaces or the ones next to the door?

Sorry, missed the reply. We set the output portal at the lowermost slated panel at the cube's place, and the input one on the floor of the nearby room (conveniently close to a small step to jump from).

JonVD • Aug 30, 2011 • #55089
36 posts

xdiesp wrote:
JonVD wrote:

You're right, you should've used the bridges there... How exactly did you fling to the cube place? Did you use one of the angled surfaces or the ones next to the door?

Sorry, missed the reply. We set the output portal at the lowermost slated panel at the cube's place, and the input one on the floor of the nearby room (conveniently close to a small step to jump from).

OK thanks, i've fixed this and i'll patch the map soon

KennKong • Aug 31, 2011 • #55090
942 posts

My brother and I enjoyed playing this map, especially since we just completed Square of Lah before this. For ham-firsted players using controllers, this one was completely manageable.

We're not sure what you mean in your description about using flings, as we didn't need to use a single one. You can get to the first cube by flinging into an angled lightbridge, but you don't have to because you can crose the lightbridge over itself and just walk to the cube.

We liked the general technique of sliding down a lightbridge.

We were mystified by the high ledge in the lightbridge room; we couldn't see any use for it.

We also couldn't hear the music except in the first cube room, and then only faintly.

The entrance sign (nice personal touch, BTW) has a faithplate symbol, but there are no faithplates.

Summary: Clean look OK, but a bit boring; puzzle difficulty moderate; player skill low; fun the first time through, but not so much thereafter. We give it a 4/5.

JonVD • Sep 01, 2011 • #55091
36 posts

Crossing light bridgesis indeed the intended solution. I'm currently trying to eliminate the other options by adding some deadly lasers.

The entrance sign is now also fixed and it should show the right incons now. The wrong ones where there because I was planning to do something with faith plates before I wanted to put the slide there .

And the music is played from the cubes, and it's only for a relatively short moment (long, loud music and co-op together doesn't sound too well IMO)

Djinndrache • Oct 24, 2011 • #55092
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:

IVnzPDKb5uE
(Link: http://www.youtube.com/watch?v=IVnzPDKb5uE)

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

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