File Size: 4.19 MB
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Rating: (23 votes)
Description
A complex cooperative puzzle for hardcore portal players. v1.1: Some minor changes. v1.2: Removed some exploits. Minor bug fixes. v1.2.1: Fixed cubemaps (hopefully).
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Is there any hidden trigger to switch off one of those death lasers that we didn't find?
Is there any hidden portal surface in the ending room?
If no is the answer to both questions we assume this map is impossible as the second player will never be able to get beyond the deathlasers. We played this map for almost an hour 
Hint: I thought it obvious but you can (temporarely) turn off the laserfield through the grates after passing it to let 2nd player in.
The other laserfield is permanent and there are no hidden portal surfaces.
jonatan wrote:
Hint: I thought it obvious but you can (temporarely) turn off the laserfield through the grates after passing it to let 2nd player in.
This didn't seem obvious at all to us. Guess we gotta retry it on our next session then.
My brother and I worked on this for about two hours. The part that has us stumped is how to put a cube on the moon button by remote control. Otherwise, it's just another one of your evil genius logic puzzles. We only play once a week, so we'll have plenty of time to think about it.
EDIT: 11/10/2011 I figured out how to put the cube on the button without being in the room. I tried to finish the map solo, but I messed up by moving the wrong player. I'll wait for my brother to come over again (soon, I hope).
Hardest map I ever finished in Portal 2! It took us about 4 hours to solve the puzzle ( 2 hours a day )!
Man, Great puzzle all around! Hope to see more from you!
Only 1 thing I did not like is how the cube droppers works for the first time. It isn't clear you have to go under the cubedroppers to make them drop.
I finally solved this one solo, but I'm glad I didn't record it because it would have been painful to watch. Hopefully, my brother will come over soon and we can record a clean run at this beauty.
One little detail caused me to die repeatedly. While trying to jump from the laser pylon into the lower room, I would land on the edge of the window instead. It's not a game-breaker, though, because the reset is easy.
Also, sometimes the faithplate would throw me over the lightbridge. Again, not a game-breaker, because the reset is trivial.
All in all, this map is a triumph of design and execution. If it had audio cues like Seven Gates, I would put this right up there with Angry Bombs as an all-time greatest.
Quote:
jump from the laser pylon into the lower room
Wait, what? You are not supposed to be able to do that... Not sure if it actually makes things more easy or complicated though...
Here's my solo (just me, switching players) playthrough of v1.0.
http://youtu.be/m_oFtDsXkx4
Also, my cue sheet: [EDIT: deleted file, since it's no longer valid]
BTW, please don't fix the window. It's actually easier to land on it first.
EDIT You bastard!
Nice to see your solution KennKong. It's almost as intended although two things:
1. I did not intend players to be able to jump to the lower room or window at all.
2. The cage should have a roof. I simply forgot to add it. After all the point of the room being so high and the cage etc is to not be able to pass cubes from the bottom to the top. This is amusingly embarrassing.
These two things have been fixed in the latest version. (sorry)
Don't worry though, getting out the cube is not very hard.
Solved it. Took about 2 hours, fun all the time with jonatan watching over my shoulder as the second player - only doing what I instructed him to do
Probably gave him some insight in how a player will perceive the level...
Very well constructed, I enjoyed it more than sevengates and devils chamber. Nice work!
jonatan wrote:
These two things have been fixed in the latest version. (sorry)
Don't worry though, getting out the cube is not very hard.
Says you!
Here's the text of my new solution: mp_coop_complexo_2.txt Updated to correct mislabeled players, remove yo-yo step not needed with 2 players.
I just can't seem to get a clean run through tonight, so I edited together one of my less screwed up runs and the ending from my original solution (which is the same in both versions.) The yo-yo maneuver isn't necessary if you have two players; you can just hand the cube to your partner.
http://youtu.be/jjTjyBr527o
That's better yes? No dangerous jump. There seems to be some incorrect reflections showing in your video though. Maybe I did not build the cubemaps correctly.
Here is a video of Johannes and me making a fast run of this level:
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Hey there.
What a amazing complex map! 
BlumCoLe and me tried it several hours a day, ending up at another fizzler.
We tried so many ways - always stopped by loosing portals at a fizzler, wow. ^^
thinking about the solution
- the remote control of the cube was amazing - brilliant job man!
- to figure out which portals you need and when and where... headache^10
- getting the cube to the exit with the funnel on/off was so "scary" xD
This map was really hard, but still fun.
The puzzles were well planed and there really is only one solution to this map.
/vote for Community Spotlight!
Regards
PortalCombat
we found a lil exploit on the solution, on the earlier phases we got the weighted cube simply putting it from the main room to the little cage, then the guy in the "first redirection cube room" can easily pick up the cube while crouching and using a lil portaltrick... then sending the redirection cube to the main room they get in line again with the uploaded solution a possible workaround to this little glitch may be raising all the surfaces at the same height of the horizontal deadly lasers of nearly half a meter, adding non portalable surfaces in the upper half of the walls in the cage.
anyway, best map ever played, really hardcore
Great puzzle, it took me a bit longer to solve than the average map, but I think this is the first map of yours I was able to complete without hints, haha.
Like your other maps, it could do with more detailed visuals but it seems like something you've accepted at this point.
*EDIT - OK, the button-grate thing has been fixed. I think I downloaded the original version and just didn't around to playing it until recently.
Quote:
we got the weighted cube simply putting it from the main room to the little cage, then the guy in the "first redirection cube room" can easily pick up the cube while crouching and using a lil portaltrick...
This was actually the way I intended it at first but I thought that handling the cube was more cooperative style so that is the way showcased. A third way of doing it is one player jumping with the cube from the large room and the second player crouch and catch. The variations really doesn't change anything though so I will not change it.
Quote:
it is not obvious that you can push the button through the grate
I added a large hole in the grates in version 1.1.
Hi, excellent map. Extremely challenging. However, my friend and I couldn't solve it because we still didn't realize you could push the button through the grate. Adding the hole helps, but it's not perfect because the game trains you to associate those types of holes as a hint that you need to fire a portal through it. What you really need is a "push the switch" icon inside the room near the grate. I think we'd have realized it then.
My friend and I spent maybe 3-4 hours trying to figure this out. I have to say, this was the most difficult coop map I have ever played! THANK YOU for that great experience!
We got all the way to he end and dropped the cube into the water, right before you redirect it up the tunnel. It took another 30 minutes just to get back to the same point to try again...
I hope you are making more coop maps!! Thanks again! 
Once again an awesome map Jonatan! Took us about 2 hours. We got stuck on a silly part,but once we figured out that you activate the node by putting the laser through the room on the left it was pretty smooth sailing. Had a lot of fun, and it challenged us quite a bit! Had to convince my partner that it wasn't worth quitting. Oh, and you don't need to put any sort of sign about pushing the button through the grate... that was very easy to figure out if you put any thought into it whatsoever. Thanks!
Jonatan many, many thanks for this gem. This is another masterpiece. What I can say it`s great that we have you in community. For such levels like that I think that portal will be alive even in 10 years. Simply timeless. Best puzzle in coop maps so far for me. Loved Orb Facility but this is even better. Outstanding 100/100. Please make more coop maps !
What a elegant map. I and my friend really enjoyed this map a lot. This is my favorite map now!( It was sevengate. )
I am looking forward your next map, jonatan! 
-We have a question about this problem to ones who solved this.
Is there any team who did not use x funnel? We happened not to use them.
(we didn't walk into the final room togather)
We loved this map. The solution was "hard" for us and I don't recall our exact playtime but it was at least 4 hours. We loved that everything was multipurpose.
We had to take a break and come back at one point from being stuck.
We'd love for you to release more Co-op maps!
jonatan wrote:
Here is a video of Johannes and me making a fast run of this level:
Whoa. Nice.
A complex cooperative puzzle for hardcore portal players.
v1.1: Some minor changes.
v1.2: Removed some exploits. Minor bug fixes.
v1.2.1: Fixed cubemaps (hopefully).
File Name: mp_coop_complexo_v1.2.1.zip
File Size: 4.19 MiB
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