File Size: 26.12 MB
Downloads: 7296
Rating: (17 votes)
Description
This test may not be for low end computers. I would tell you why but that would ruin the surprise. I tried to optimize as best I could so I hope it works well for the most of you. Anyways, this map is basically 4 tests in one, each using an element from the previous test to gain access and complete the next one, using every element to complete the final test. Testing elements include flings, cubes, funnels, lightbridges, and one dirty secret. Bonus to those of you who can get the companion cube to the end, you only get one. If you fizzle it or get it stuck you can only respawn a regular cube. 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: http://youtu.be/K1oh5_BS0tw?hd=1 So, good luck with the fps, I hope you enjoy this test. Blind play throughs are always appreciated as it helps seeing how other people understand the map. Changelog: v0.1 - Release
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As a playtester I can only encourage to download this one. It's not as difficult as "Lessons learned" - this time it's okay to stumble into fizzlers accidentally. 
Instead, this one will use other means for some great entertainment. 
Most Excellent map - Loved the concept and the puzzles were challenging and interesting. Gameplay flowed smoothly - requires cooperation and it was also tons of fun. Had a few good laughs here and there. All elements worked fine - nicely done. Thanks for making!
Very good map, I really do like maps with side rooms you need to do from a main room that don't make you do the whole section over again if you fuck something up.
Only problem is that as soon as I got the companion cube, I immediately portaled the wrong surface and ran through, the companion cube didn't stand a chance. Poor companion cube.
That floor seems to act in a rather strange manner. Someone following someone else is highly treacherous. Also the cube sometimes bounces really high for no reason at all.
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Salamandra wrote:
That floor seems to act in a rather strange manner. Someone following someone else is highly treacherous. Also the cube sometimes bounces really high for no reason at all.
Well I'm glad you still had fun even with the experimental floor. I did my best to make it with as little bugs as possible, but a floor like this, especially in coop, is bound to have its problems. Although it works well for the most part, I hope its problems don't cause the map to be no fun.
Also, am watching the playthrough now, will edit this post once I'm done, can't wait to watch it 
[Edit] Watched it and there are a few things I would like two point out. On the third side puzzle where you replaced the funnel portal at the last second and jumped through to the other side 20:02 in your video was an exploit I had not thought of. Not sure how i'll fix it yet but we'll see.
Also at the end when you were having trouble with the funnel lining up, it was because your portal at the entrance of the funnel was not centered on the panel, for some reason my placement helper fails when you shoot at the panel behind the laser grid at such an angle.
I had a feeling the panels were going to seem scary to most people on the first try. However, you can't actually die in the acid pit. I suppose thats the real dirty secret. lol
I like what you made of this concept. Good map so far!
XmH_667N2AM
(Link: http://www.youtube.com/watch?v=XmH_667N2AM)
Alright then, looks like i'm rebuilding puzzle 3. Both playthroughs broke it. Thanks for testing guys.
The video in the OP has intended solutions, its a bit hard to explain so if you wan't to see it your probably going to have to watch the video.
Iviv and LyLy here, and we played Floor Plan! We loved this map and the concept with the floor moving the way it did. It was a bit nerve-racking sometimes while we carried the companion cube around. We misread the description and we thought we get a bonus at the end, not that it was just like a kudos to us for finishing with the companion cube XD
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TheNightmaren wrote:
Iviv and LyLy here, and we played Floor Plan!
Hilarious playthrough. Too bad the description caused some disappointment though. But that would be very cool indeed: Having some sort of reward for bringing the companion cube along. Would that be possible to do with the editor tools? Making the game distinguish what kind of cube is positioned on a button or brought to a certain area?
I guess i should have put confetti or something, but someone used my last bag....
Or I just don't know how to make a trigger only recognize a certain entitiy 
Insomnautik wrote:
Salamandra wrote:That floor seems to act in a rather strange manner. Someone following someone else is highly treacherous. Also the cube sometimes bounces really high for no reason at all.
Well I'm glad you still had fun even with the experimental floor. I did my best to make it with as little bugs as possible, but a floor like this, especially in coop, is bound to have its problems.
Ugh, tell me about it. I'm using a similar idea in my map for one of my rooms (and frankly a little miffed that you beat me to this concept considering I've had that room done for months TT) but yea, SO freaking buggy. I keep moving triggers around, but the platforms still have a propensity to really want to kill everyone who doesn't do the exact thing I want them to. In some circumstances, it's hilarious and intentional, and in others I've had entire platforms drop out from under people for seemingly no reason rofl...
I've ironed most of those bugs out, but it's too late to shit-can that whole room. Never again.
Played through this last night with a friend and thought it was great... Loved the main concept and the puzzles were hard enough to make us think but not so hard that we ever really got stuck for more than a few minutes. Really good map, 5/5 from me.
The only problem I noticed was that the floor is a bit buggy and tends to catapult players and cubes for seemingly no reason.
So, i know it catapults cubes, especially if you try to set one down then walk away, realize what you have done and go running back to your cube causing the floor to drop and raise really fast. However, how in zee hell did you get it to catapult a player? If thats reproducible it could probably cause some exploits. I've played on that floor quite a bit and have never seen it catapult a player 
I literally have no idea! I wish I'd recorded our play through because a few other parts were hilllarious too. But basically... it was towards the end, when you have to place a portal on the floor and one on the ceiling to drop in to the funnel. I'd used my portals to create the funnel, so my friend passed me the cube so he could put his portals down and BOING! It sent my flying up in to the funnel with the cube in my hands.
Truly bazaar...
Redunzl and I recorded our blind playthrough of v0.1 for you. We edited out about twenty minutes of useless running around, but we left in at least one example of our failures.
We encountered one bug in the blind run that didn't affect us, but was a map killer on our second playthrough. We hadn't realized that we didn't need to be on the lightbridge,
because it was just there to hold the cube. The first time, the cube disappeared behind the panel in the ceiling, but when Redunzl moved out of the way, it popped back into view. The second time, Redunzl got stuck behind the panel, and we couldn't get him out. We killed him from the console, and then he was stuck at the top of the respawn tube. We added brief clips of this at the end of the video.
As others have mentioned, the cube can do strange things on the moving floor panels. In our case, we highlighted when the cube just disappeared when Redunzl tried to pick it up. Apparently, it rematerialized under the floor. We were disappointed because we failed to save the companion cube.
None of that affected our enjoyment of the map in any way. We had fun figuring out the puzzles. The looks were clean and varied enough to be interesting. The way the pieces of the puzzles ware strung together is a definite plus. Redunzl says he appreciated that screwing up at any point didn't cause any long resets. Very well done! I was leaning towards a 4, just because it's not very long, but Redunzl convinced me it's a 5/5.
You mentioned in the description this might be hard on some systems, but we had no lag problems at all.
Link: Floor Plan blind playthroughembedded
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So far, my coop partner and i are really enjoying this map. I just love maps that are challenging, but real fun to play.I think we have found a bug though, take a look at this pic,
http://img513.imageshack.us/img513/9076/2012050900001j.jpg
We accidently made the cube go over to there, but there is no way to get it back. We cant get a new cube as there is no button to press to get a new cube. The cube at the start was already there. Is there a way to get the cube back, or do we need to start again. If there is a way to get it back, do not tell me 
This is our walkthrough of you're amazing map. It was a lot of fun and thanks for the effort!
http://www.youtube.com/watch?v=49cx2TUgHlI
That button you used to open the door in the ceiling to get the cube in the first place spawns a new one once you have got the first cube off the floorbutton.
Ok me and my friend played this 2 times. The 2nd time we made it with the companion cube, but there was NO difference at all. I was expecting a cool surprise, but nothing happened. I watched videos on youtube, but they had also the same ending as me. So what surprise do we get? Besides it was not that hard, but hard enough.
Hey there, Insomnautik! Good map! My buddy Pipe and I played through your map a few times and recorded our fastest effort. Check it out! (sorry about the quiet audio)
http://youtu.be/MfZv5jS5FZo
Not to promote the lack of popularity thinkingwithportals has been getting, but could you please post this on the workshop? I've already played it several times, but some of my friends aren't willing to go through the grief of putting maps in the map folder.
Insomnautik wrote:
Or I just don't know how to make a trigger only recognize a certain entitiy
[I'm sure you know by now that you'd use a filter_activator_name, name the companion cube "comp_cube", then set that as the name criteria]
Played through this in split-screen with myself (which brought some executional difficulties, but not many), and thoroughly loved it. Excellent concept.
Did you make some code modifications to allow two projected textures at once? Or was it just carefully placed triggers?

This test may not be for low end computers. I would tell you why but that would ruin the surprise. I tried to optimize as best I could so I hope it works well for the most of you.
Anyways, this map is basically 4 tests in one, each using an element from the previous test to gain access and complete the next one, using every element to complete the final test.
Testing elements include flings, cubes, funnels, lightbridges, and one dirty secret.
Bonus to those of you who can get the companion cube to the end, you only get one. If you fizzle it or get it stuck you can only respawn a regular cube.
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:
http://youtu.be/K1oh5_BS0tw?hd=1
So, good luck with the fps, I hope you enjoy this test. Blind play throughs are always appreciated as it helps seeing how other people understand the map.
Changelog:
v0.1 -
Release
File Name: mp_coop_floorplan v0.1.zip
File Size: 26.12 MiB
Click here to download [Coop] Floor Plan