File Size: 10.20 MB
Downloads: 3842
Rating: (21 votes)
Description
In this single test chamber, it will test your ability to maintain your portals. This test does not require quick timing or any advanced portaling techniques. However, it will take good team work to make it to the exit. I meant for this to be a quick build and release rather then attempting to spend weeks on the details. I have other maps I'm working on for that. So for now, enjoy this quick chamber. Screenshots: http://www.nautikdesign.net/portal2maps ... ize_01.jpg http://www.nautikdesign.net/portal2maps ... ize_02.jpg http://www.nautikdesign.net/portal2maps ... ize_03.jpg http://www.nautikdesign.net/portal2maps ... ize_04.jpg Video Playthrough (No Death): http://youtu.be/MWgaWh8AnSY?hd=1 Changelog: v0.1 - Release v0.2 - Re-Arranged some testing elements so indicator light paths don't overlap. - Modified Lighting, Added extra observation room. - Fixed ending door to use Coop Cameras instead of two buttons to open door. - Replaced Window Frame brushes with actual models. - Lowered Part of ceiling for easier indicator line visibility.
Comments
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Man, to be a map in which you say you didn't put so much time on detailing, it looks awesome!! and well detailed so far. Can't wait to play it!
I've got to warn you all, this is a tricky map... It isn't like his first with the lightning fast reflexes, it'll make even experienced portalers think for a while though.
The video play through has finally finished uploading.
Solution video: http://youtu.be/MWgaWh8AnSY?hd=1
josepezdj wrote: Man, to be a map in which you say you didn't put so much time on detailing, it looks awesome!! and well detailed so far. Can't wait to play it!
And I can't wait for you to play it. I'm glad you like what you see so far, the extremely clean design seems to look alright with decent lighting and allows for me to build levels in a couple of days rather then a couple weeks.Anyone who does manage to get through the test let me know what you think. I am interested in seeing how apparent the final solution is for blind run partners (or rather any exploits I may not have realized). Anyone able to make a blind run video would be awesome.
Insomnautik wrote: And I can't wait for you to play it.
I'll try to play this evening without delay. In the case I don't find a good companion I'll test it alone, k? I'll post my comments.
josepezdj wrote:
Insomnautik wrote:
And I can't wait for you to play it.
I'll try to play this evening without delay. In the case I don't find a good companion I'll test it alone, k? I'll post my comments.
Choose me?
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Liked the visuals in the map, and the layout was very good. A lot of the puzzle was thought out very well and was executed well, however bad things follow...:
Getting the cube back through the room and trying not to hit the laser otherwise the cube would fizzle was silly. I would suggest putting 2 doors here, one for where the laser goes through and one for the player to walk through.
We didn't know how to get both of us through to the exit AND keep the laser on. Then we realised you had to put the laser on the button and point it semi-diagonally through the door. This was a completely unexpected solution that seemed hacky. Change this and the chamber would have been much better.
P.S. What was the pit of goo for?
Well done 4/5
lpfreaky90 wrote:
Choose me?
I will be a real pleasure maddam. We've got a date!
" title="Wink" />What time? (please between 19:00h and 21:00h Spanish time)
[spoiler]If you don't know what the pit of goo was for then you did better then i expected[/spoiler]. You can get your self stuck in that room up there if you do a good job lol. [spoiler]Also, avoiding the laser while bringing the cube back and redirecting the laser through the door[/spoiler] are all part of the intended solution. Although i suppose they probably didn't have to be, I didn't really want the solution to be all that obvious too.
Anyways, thanks for the comment about visuals, i guess clean levels are more popular then I thought. I would have expected to get bashed for it being too under detailed.
Josepezdj and I just played this map: it's a really nice job.
[spoiler]It took us some time to get one player to the other side.
Then a bit more time to get two players to the other side.
Then even more time to get two players and one cube to the other side
Adn finally it took even more time to get two players to the other side in such a way we could actually solve it.[/spoiler]
We both really enjoyed this map: It's clean, it's clever and it is really portal 2 coop!
Eggcelent job 5/5 (starting easter mood, sorry
)
ps: woot my 1000th post here ![]()
Really amazing puzzle! Congratulations guys!
" title="Thumbs up" />
Lp and I was playing and to be frank, I didn't find any bug or missed much detailing: the details are indeed very close to be the exact amount of them! On the other hand, the puzzle was really clever, and a balanced level of difficulty, thing quite difficult to get! Good job.
It is quite tricky [spoiler]to figure out that the key is to switch the cubes position and finally to place the reflector cube onto the button that opnes the door between rooms while pointing to the laser_catcher n?3[/spoiler]. Very good puzzle!
I will stay tuned to your work as this one left a really good impression.
[spoiler]PS: Lp, girl, use spoliers in your post![/spoiler]
Nice one! The solution should be so obvious since there is not portable surface in the second room - yet it took us incredibly long to figure it out. Small but tough and using a lot of cooperation, very good. 5/5.
@chickenmobile: Maybe you should add spoiler tags to your post?
" title="Thumbs up" />
Glad to hear that everybody seems to be finding the correct solution, and in an amount of time that is nether boring nor frustrating. So far at least.
After my last map and having spent a couple weeks on just the details, I wanted to start a series of small/clean maps that could be built, tested, and released in under week while still being interesting to play and solve.
With as good as response as i'm getting so far, I'm working hard to have my next map finished very soon. Which btw, I am always looking for testers. Send me a friend request, I'm "Nautik" on steam. I pretty much accept anyone so if your interested don't hesitate to add me.
What an apt title for a map! If you can sit through our 43 minute blind playthrough, you can see how we learned a few lessons along the way. I definitely figured out why the pit of goo was there, for example.
The looks were plain, but not unappealing. We were concentrating so much on the what and the how that we barely noticed the where. My only negative comment about the looks of the map was the size of the rooms, which I didn't think needed to be nearly as large as they were. I certainly wouldn't rebuild the entire map for that weak a complaint.
The puzzle was excellent and required good cooperation when you were doing it right. However, when I screwed up and trapped Redunzl in the final room, I had to re-solve almost the entire puzzle by myself to get him out. He could have committed suicide, of course, but what's the fun in that?
Overall, the quality of the puzzle almost lifts this to a 5, but the length and setting are not quite as good as other maps to which we give the highest rating, so 4/5 from us.
Lessons Learned blind runEmbedded
[spoiler]rzKtyREiqo8[/spoiler]
Great map, it was fun to play this! Recommended.
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(Link: http://www.youtube.com/watch?v=NBhI9hcgOJQ)
Iviv and LyLy here, and we just played Lessons Learned. Might we say that this is a very superior map! It kept us thinking and moving without being frustrating in the slightest. One of the best puzzles we've had the honor of fumbling our way through!
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Thanks for the playthroughs and comments everybody. I'm glad you all are enjoying the map. And wow, still a 5/5 rating after 11 votes (as of now). I didn't expect my first "release" to do so well.
That map took me and my partner by suprise. We are demanding in terms of quality of puzzle and this one definitely delivered. Took us around 30 min. but this required fresh ideas and good cooperation. Personally as for puzzle itself is in my top 5 cooperative maps. Really excellent and gave us a lot of joy. In my opinion as bug free and puzlle quality this should be moved to community spotlight. Eagerly awaiting for new releases. Many thanks
Wow, you guys are awesome, this map and FloorPlan double featured in the community roundup and moved to spotlight. Thanks to everyone who played and enjoyed my maps!
" title="We're not worthy!" />
Thank you for making this map, I enjoyed it very much. I love this kind of construction where it is quite easy to see every element but the solution is still far from being straightforward. Not terribly crazy difficult either. Some serious logical thinking is necessary, but it does lead to the solution. This map is a little gem worth treasuring.
In this single test chamber, it will test your ability to maintain your portals. This test does not require quick timing or any advanced portaling techniques. However, it will take good team work to make it to the exit.
I meant for this to be a quick build and release rather then attempting to spend weeks on the details. I have other maps I'm working on for that. So for now, enjoy this quick chamber.
Screenshots:
http://www.nautikdesign.net/portal2maps ... ize_01.jpg
http://www.nautikdesign.net/portal2maps ... ize_02.jpg
http://www.nautikdesign.net/portal2maps ... ize_03.jpg
http://www.nautikdesign.net/portal2maps ... ize_04.jpg
Video Playthrough (No Death):
http://youtu.be/MWgaWh8AnSY?hd=1
Changelog:
v0.1
- Release
v0.2
- Re-Arranged some testing elements so indicator light paths don't overlap.
- Modified Lighting, Added extra observation room.
- Fixed ending door to use Coop Cameras instead of two buttons to open door.
- Replaced Window Frame brushes with actual models.
- Lowered Part of ceiling for easier indicator line visibility.
File Name: mp_coop_lessonslearnedv0.2.zip
File Size: 10.2 MiB
Click here to download [Coop] Lessons Learned