File Size: 2.78 MB
Downloads: 5430
Rating: (23 votes)
Description
A medium-sized and medium-difficulty coop map that requires a lot of teamwork. It might get frustrating at certain points, but don't worry: it has got checkpoints. The installation instructions are located in the .rar file and are basically the same as for any other map. The map has some custom textures in it that are automatically installed with it. I hope you enjoy the map and any feedback is very welcome, so if you have anything to say about it, just post in on the map's topic. Special thanks to NxSG for letting me use his awesome portal 2 themed music. This map features the track called '5D'. Be sure to check out his channel on youtube if you like it! //Composer & Producer: Alexander Linhart/NxSG //Track: Portal 2 Soundtrack (5D) //YouTube: http://www.youtube.com/user/NxSGMusic ///Changes:/// 1.1: -Some things in the last room now make music 1.2: -Changed a button type to prevent glitching
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Please use the edit function when updating your already released maps from now on. Otherwise it clutters up the Downloads.
I did notice the other was in WIP but if there weren't any major changes/feedback you probably should have just edited it anyway.
Checked this one but couldn't finish the lasers room in time, will retry tomorrow. Violently difficult, we certainly appreciated the killswitch mechanic, but found ourselves more focused on the puzzle in general than the novel invention. Nothing bad with high difficulty (not to mention solid tech), but we expected more fun out of it.
If I may suggest, adding 2 seconds of mercy time when you unpress the killswitch would avoid people many deaths over little accidents. Bug: the killswitch in the laser room lacks the skull sign, which is confusing - dunno why it's on the laser target instead. What we did at the funnel part was:
Quote:
Blue sets the portals for the cube+funnel; orange leaves a portal in the funnel area; both go to the sliding panel; orange enters and connects that little room with the funnel area; blue backtracks and enters orange's portal; orange shoots the killswitch laser; blue opens a portal beside orange's to go pick up the cube at the funnel area.
Random wrote:
Please use the edit function when updating your already released maps from now on. Otherwise it clutters up the Downloads.
I did notice the other was in WIP but if there weren't any major changes/feedback you probably should have just edited it anyway.
Yeh, youre right, thanks for reminding me because I just forgot the WIP file 
xdiesp wrote:
Checked this one but couldn't finish the lasers room in time, will retry tomorrow. Violently difficult, we certainly appreciated the killswitch mechanic, but found ourselves more focused on the puzzle in general than the novel invention. Nothing bad with high difficulty (not to mention solid tech), but we expected more fun out of it.If I may suggest, adding 2 seconds of mercy time when you unpress the killswitch would avoid people many deaths over little accidents. Bug: the killswitch in the laser room lacks the skull sign, which is confusing - dunno why it's on the laser target instead. What we did at the funnel part was:
Quote:
Blue sets the portals for the cube+funnel; orange leaves a portal in the funnel area; both go to the sliding panel; orange enters and connects that little room with the funnel area; blue backtracks and enters orange's portal; orange shoots the killswitch laser; blue opens a portal beside orange's to go pick up the cube at the funnel area.
Thanks for playing, I hope you will finish it
.
The 'mercy time' idea is good, i'll test the map with it. The good thing is ofc that you can then swap with a cube that's on a button much easyer.
I put the skull sign on the laser reciever so that there is no confusion on where to aim the laser at, but if that's really unclear I can maybe put signs on both?
Also, did you hold the cube onto the ceiling button during the funnel part before pressing the activation button?
JonVD wrote:
Also, did you hold the cube onto the ceiling button during the funnel part before pressing the activation button?
Yes, but to break it: we thought the real way was for someone to stay on the killswitch of the first room. We thought so because the ceiling button method is open to the aforementioned little accidents: if you press it too high, when the funnel comes it will deactivate and reactivate it for a millisecond and boom. I imagine the mercy time for the killswitch to have a frantic tick-tock sound like a bomb about to blow.
We went and finished it today, noticed 2 things. First, the lightbridge outputs too high to jump on and that seemed odd. Second, after activating the final checkpoint we backtracked and put the weighted cube on a killswitch: from there on, we didn't deal with it anymore - kind of a pity. Maybe that checkpoint might disable the first room, then you find the 4th cube at the lasers room killswitch (respawning there) and mind it.
I really like the mercy time idea and i'm trying to implement it without giving players the chance to exploit the level.
The right solution was indeed for someone to stand in the first room, so you didn't necessarily have to hold the button against the ceiling. However, this solution gives you less time to put the laser right before the funnel turns off and the cube falls down.
The thing with the second checkpoint is meant to happen because from then on the test is just based on redirecting the lasers in the right way. Do you think I should place a cube button in room 1 then that makes the laser turn on so you can't just solve the last one without having to press the life save button?
The light bridge is that high because it isn't meant to walk on, but to put a cube on. So it had to be the same height as the laser, and the laser needed to be on the player's height so they could reflect it. Players also had to be able to crouch under the hard light.
JonVD wrote:
Do you think I should place a cube button in room 1 then that makes the laser turn on so you can't just solve the last one without having to press the life save button?
Yeah, that's a good idea.
Really nice map, maybe the hardest i played in coop. That's why we didn't finish it yet, the last room with lasers "was right to us" (don't know if it's correct in English).
Harest wrote:
Really nice map, maybe the hardest i played in coop. That's why we didn't finish it yet, the last room with lasers "was right to us" (don't know if it's correct in English).Tyri wrote:
Nice idea to use a "life save"-button to build a level - funnyEndrey wrote:
very good map - still a little too unforgiving
Glad you liked it
and thanks for playing. I'm planning to make it a bit more forgiving by adding the mercy timer when i have some time, but how long does it need to be? Maybe 1 second (the time between the start of the buzzer and the explosion so that you are able to cancel the 'dying procedure' by getting back on the button)?
Yep, 1 second could be nice for it ("[be] able to cancel the 'dying procedure' by getting back on the button") 
Even if after some tries, there's no other error done about it imo. But for the new testers, it could be less frustrating.
In this video, the Coop Crowd wre able to glitch the map by repeadiatly pressing the ceiling button. Does anyone manage to do the same thing they did at 07:25? Would be awesome if I found out the exact way of how to do it, because i don't seem to be able to figure it out 
Vzi6IvXt2ME
Please help! 
Here's my playthrough:
8bCb_T7IALU
Aside from things that have already been said, in the last room when the four refraction cubes drop down, one always bounces into the emancipation grill and then the fourth cube drops at the perfect time to make it look like the fizzled one respawned. We were under the impression that there were only three cubes, until I pressed the button again, caught the cube that would have gone into the grill and saw that there were actually four.
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:
jrfeRsGCgwQ
(Link: http://www.youtube.com/watch?v=jrfeRsGCgwQ)
Also note the video description for more feedback and my signature for additional project information.
This map was irritating - however when my partner and I beat it - we felt really good.
I liked the puzzles themselves - just not the exploding element. There was no room for any error at all. However, I know these maps are difficult to make - all in all Ill give you kudos for a fine map. Keep up the good work!
Really, REALLY good map with the killing buttons, but then you went right ahead a ruined it with a laser relay puzzle.
WRY!? It was so good. Also I noticed in the replays that they had four redirection cubes. We only had three so we couldn't complete it and had to noclip to victory! Anyway good map very enjoyable.
iWork925 wrote:
Really, REALLY good map with the killing buttons, but then you went right ahead a ruined it with a laser relay puzzle.
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WRY!? It was so good. Also I noticed in the replays that they had four redirection cubes. We only had three so we couldn't complete it and had to noclip to victory! Anyway good map very enjoyable.
The lasers might indeed not fit in the puzzle, but I figured that the map would be a bit too short wihout it. I also really wanted to do a test where you had to put a redirection cube on a bridge and it seemed like there was room enough to add it to this map. I quite regret it because I don't have the impression that people like that part.
As for the problem with the cubes in the last room, i really want to fix it but my computer (with the map on it) is being repaired atm 
I really enjoyed this map =)
(maybe also because my partner didn't get some of the puzzles that fast, and normally he's the one who solves them xd)
Quote:
I quite regret it because I don't have the impression that people like that part.
I liked that part
It's much easier when you just take a piece of paper and paint the lasers on it... Facepalms at all the things we tried.. 
Daumen hoch f?r Course of Knallhart :3
hirami wrote:
I really enjoyed this map =)
I liked that partIt's much easier when you just take a piece of paper and paint the lasers on it... Facepalms at all the things we tried..
Daumen hoch f?r Course of Knallhart :3
That's encouraging
glad you liked it
Good map! Here's another video playthrough for you.
is0y2N0Ov2E
Note that we did break the "ceiling button" also. We spend a few minutes at the end having our usual "treadmill chat" where we give our thoughts on the map. Hope you find this helpful!
A medium-sized and medium-difficulty coop map that requires a lot of teamwork. It might get frustrating at certain points, but don't worry: it has got checkpoints.
The installation instructions are located in the .rar file and are basically the same as for any other map. The map has some custom textures in it that are automatically installed with it.
I hope you enjoy the map and any feedback is very welcome, so if you have anything to say about it, just post in on the map's topic.
Special thanks to NxSG for letting me use his awesome portal 2 themed music. This map features the track called '5D'. Be sure to check out his channel on youtube if you like it!
//Composer & Producer: Alexander Linhart/NxSG
//Track: Portal 2 Soundtrack (5D)
//YouTube: http://www.youtube.com/user/NxSGMusic
///Changes:///
1.1: -Some things in the last room now make music
1.2: -Changed a button type to prevent glitching
File Name: Course of Knallhart.rar
File Size: 2.64 MiB
Click here to download Course of Knallhart