File Size: 2.87 MB
Downloads: 2099
Rating: (11 votes)
Description
An easy difficulty co-op sphere focusing on hard light bridges.
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Well, here I with Fluppy have speedrunned your map. I have to admit that you can skip everything in this map. l0aJMKuU2cc
Some improvements possible still. Overall nice map. I like the design. 
Wiplive wrote:
Well, here I with Fluppy have speedrunned your map. I have to admit that you can skip everything in this map. l0aJMKuU2cc
Some improvements possible still. Overall nice map. I like the design.
Nice.
BlumCoLe wrote:
"medium difficulty" ...bad joke! :/The speedrun shows ...it's a single player map
I haven't got any idea how it's difficulty.Thanks anyway.
It is a cooperative map.By the way ,that speedrun skipped most of the map.
warnightify wrote:
BlumCoLe wrote:"medium difficulty" ...bad joke! :/
The speedrun shows ...it's a single player map
I haven't got any idea how it's difficulty.Thanks anyway.
It is a cooperative map.By the way ,that speedrun skipped most of the map.
Yeah I know, we solve the map in the intended way.
But I've test some cutoffs and ways ...you can see the result in the speedrun of Wiplive and Fluppy. We find the same way!
And because of that, if you are p-body you can solve the map alone! 
pS: difficulty is ...very easy, no puzzles 
I liked the map. It includes some good ideas, looks really good, but could be a little longer and (much) more difficult.
But well, I've played almost every custom coop map, so it's really hard to create a puzzle that is still challenging for me. 
There are very few coop maps recently, so I'm grateful for any new map. Keep it up!
BlumCoLe wrote:
The speedrun shows ...it's a single player map
I don't think that it's the level designer's fault when someone finds a way to exploit the map by abusing some bugs of the game.
Bunny hopping and jumping around corners is nothing else than exploiting/bug using/cheating. Most people don't even know that it's possible and at least 90% are not able to do this.
Nevertheless it would be better to fix the map, so that even ninjas can't exploit it. 
Raidix wrote:
I don't think that it's the level designer's fault when someone finds a way to exploit the map by abusing some bugs of the game.
Bunny hopping and jumping around corners is nothing else than exploiting/bug using/cheating. Most people don't even know that it's possible and at least 90% are not able to do this.
Nevertheless it would be better to fix the map, so that even ninjas can't exploit it.
wise words... wise words.
BlumCoLe is always trying to mess around with bunnyhopping and strafe-jumps while we are playing.
It's really not the fault of the level designer, when someone is able to do things like this.
But ofcourse, everyone should try to prevent people from doin things like this.
That's why I support speedruns at some point, to show off the exploits on the map.
To talk about the map:
- small map, but at least good looking.
- no "real" puzzle elements... we were able to "walk trough it" without even thinking that much.
I think you could add some more puzzle elements to this map, and add another test chamber to it.
(2nd room in the same map... it really is too short at the moment!)
atm it is a 2.7/5 stars for me.
Raidix wrote:
Bunny hopping and jumping around corners is nothing else than exploiting/bug using/cheating.
I don't think that jumping around corners is cheating or bug using. You only have to jump forward and turn with your mouse. I told about the way you can skip this chamber to warnightify even before he released this map. He fixed it with the glass wall, so I think he tried to do the best.
Design of the map was good, but puzzle is really short.
Keep up the good work! 
Answer to Raidix: I will try to make my next map longer and harder.I agree with design , I put more effort upon to design , so I don't made a clever puzzle.The puzzle sucks because this was my first co-op map.And with that bug...I will fix those bugs and glitches.Infact I playtested map with Wiplive and he broke it with "circle jump" technique and I added glass between those doors but he is broke it again.I will try more ways to fix them.Thank you for suggestions.
Answer to PortalCombat: I admit that it was really small.I have to time to extend it with kind of long and confusing puzzles so I added that room with fling+button.And because of Community is pay attention on design , I had to design it best as I can.I hope I'll make longer and clever map later with combinations of elements.Thanks for your suggestions.
Answer to Fluppy: Like I said before "I have to time to extend it with kind of long and confusing puzzles so I added that room with fling+button"
Thanks! I hope I'll make good maps enough to contribute Thinking With Portals Community. 
Fluppy wrote:
I don't think that jumping around corners is cheating or bug using. You only have to jump forward and turn with your mouse.
Yes, it is easy, but I'm sure the game developers didn't want this to be possible, because even some of the original maps can be exploited in this way.
However it is really easy to fix the map so that it is impossible to skip the puzzle.
Redunzl and I can't bunnyhop (we play splitscreen with controllers) and I can barely strafe-jump, so we did it the hard way. Except it wasn't (hard, that is). We never used the blue gel. Still, the looks were good, if somewhat simple (but that's the underground theme, isn't it?) What little there is, is well done enough to merit a 4, but this one-and-a-half trick pony is just too short and easy. 3/5 from us.
Sweet short map, but it needs some more work on it and the puzzles are kinda easy.
Here is the blindrun I just had last night together with lpfreaky90:
3I1Pjh0hASM
(Link: http://www.youtube.com/watch?v=3I1Pjh0hASM)
To expand on why KennKong and I did not need the repulsion gel, just in case you want to tweak your puzzle so that the gel is required for the solution:
1. We were able to use a vertical accelerator + fling up out of the floor to get up to the button.
2. Not sure if this was intended or not, but Kenn was able to jump up and push the button after I caught him with the lignt bridge. He didn't need gel to make the jump.
Nice look. Puzzle is easy, and the map needs some work to eliminate the "super-ninja" exploits.
3/5 from me.
redunzl wrote:
To expand on why KennKong and I did not need the repulsion gel, just in case you want to tweak your puzzle so that the gel is required for the solution:
We were able to use a vertical accelerator + fling up out of the floor to get up to the button.
Not sure if this was intended or not, but Kenn was able to jump up and push the button after I caught him with the lignt bridge. He didn't need gel to make the jump.
Nice look. Puzzle is easy, and the map needs some work to eliminate the "super-ninja" exploits.
3/5 from me.
Thanks anyway!
An easy difficulty co-op sphere focusing on hard light bridges.
File Name: hardlight_therapy.rar
File Size: 2.87 MiB
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