Coop Opposite Linkage

by arek_91 · Uploaded Mar 27, 2012

Screenshot 1

File Size: 2.43 MB

Downloads: 132

Rating: (0 votes)

Description

Opposite linkage is a special mode for Portal 2 Cooperation game, in which players' portals are switched, i.e. ATLAS primary portal is connected to P-body's secondary, and vice versa. UPDATE: - changes in map: changed the behavior of the elevator (first laser catcher moves elevator up, when powered) added indicator lights and other details added the button accessible only by using noclip to test portal linkage switching - killing one bot, no longer triggers the delayed death of both, instead portals are destroyed and their linkage are switched to normal and then back to opposite during respawn (in a nutshell: when one of players screws up, all 4 portals are destroyed, but the second bot don't have to die) - switching linkage between normal and opposite will no longer change portal colors Known bugs: - switching linkage to opposite, when one of the bots is dead, screws up the portals linkage - at least three graphical glitches related to P-body's portals, only visible at second player site

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arek_91 • Mar 27, 2012 • #49706
16 posts

Opposite linkage is a special mode for Portal 2 Cooperation game, in which players' portals are switched, i.e. ATLAS primary portal is connected to P-body's secondary, and vice versa.

UPDATE:
- changes in map:
changed the behavior of the elevator (first laser catcher moves elevator up, when powered)
added indicator lights and other details
added the button accessible only by using noclip to test portal linkage switching
- killing one bot, no longer triggers the delayed death of both, instead portals are destroyed and their linkage are switched to normal and then back to opposite during respawn (in a nutshell: when one of players screws up, all 4 portals are destroyed, but the second bot don't have to die)
- switching linkage between normal and opposite will no longer change portal colors

Known bugs:
- switching linkage to opposite, when one of the bots is dead, screws up the portals linkage
- at least three graphical glitches related to P-body's portals, only visible at second player site

File Name: mp_coop_opplink_demo.zip
File Size: 2.43 MiB
Click here to download Coop Opposite Linkage

AntiVector • Mar 28, 2012 • #49707
102 posts

Neat little concept, executed well in terms of innovative puzzles. It's been a long time since a map made me pause for thought as long as I did. However, I don't recommend using this in the future, unless you want to go through the trouble of switching the actual colours of the portals. Remember why those colours are there: so that when a player shoots a portal, they know which one it leads to. Were I not playing by my little lonesome with cheats, there would be no way me and my partner could have coordinated ourselves to prevent dying ad nauseum. Also, In future, stray away from too easily forcing the players to restart the level, as with an irreversible lift, If both of them have to die because one got stuck, neither would be very happy. One more thing. Details. For one, the one Wheatley-screen feels like it's blocking the puzzle. For two, the final section isn't very detailed (look at Valve's maps, even their big empty rooms have visual interest to them). And three, the final section is way too dark (No player should ever have to turn on fullbright to see what they're doing). I'm sure there's more that can be done with this, but the colour issue would be the first and hardest thing to fix. If you can find a way through or around these issues, you will have a very interesting concept in your hands!

arek_91 • Mar 28, 2012 • #49708
16 posts

Thank you for your feedback, I really appreciate that. It's a new concept even for me. However I am not sure if this feature is more frustrating or fun, so I released not quite polished map to check other Portal players' reactions.

AntiVector wrote:
I don't recommend using this in the future, unless you want to go through the trouble of switching the actual colours of the portals. Remember why those colours are there: so that when a player shoots a portal, they know which one it leads to.

Personally I think that people will have just to get used to it and "reprogrammed" to the new concept, if this map will be nth in the series with opposite linkage, probably there will be no problem (well, except with returning to normal gamemode), the first map was supposed to introduce only two portals (one per player), but it isn't playable nor beatable.

AntiVector wrote:
In future, stray away from too easily forcing the players to restart the level, as with an irreversible lift, If both of them have to die because one got stuck, neither would be very happy.

I will think about this issue.

AntiVector wrote:
Wheatley-screen feels like it's blocking the puzzle.

Wheatley is my lazy excuse for reusing Portal 1 chamber :P However placing this giant screen next to the entrance, when there is so much room wasn't very smart.

AntiVector wrote:
For two, the final section isn't very detailed (look at Valve's maps, even their big empty rooms have visual interest to them). And three, the final section is way too dark (No player should ever have to turn on fullbright to see what they're doing).

Yes I know, as I said before I released this map in its current state to receive some feedback about new concept before doing hard work for nothing. :P

Djinndrache • Apr 02, 2012 • #49709
1,442 posts

Confusing but awesome, opening new opportunities. I want more!

Here is the blindrun of svenofix and me:

0oJyX0m508k
(Link: http://www.youtube.com/watch?v=0oJyX0m508k)

arek_91 • Apr 30, 2012 • #49710
16 posts

New version:

- changes in map:
changed the behavior of the elevator (first laser catcher moves elevator up, when powered)
added indicator lights and other details
added the button accessible only by using noclip to test portal linkage switching
- killing one bot, no longer triggers the delayed death of both, instead portals are destroyed and their linkage are switched to normal and then back to opposite during respawn (in a nutshell: when one of players screws up, all 4 portals are destroyed, but the second bot don't have to die)
- switching linkage between normal and opposite will no longer change portal colors

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