File Size: 5.65 MB
Downloads: 15046
Rating: (19 votes)
Description
This coop map revolves around redirecting redirection cubes via funnels, and the magic that follows. This map is a little tough though, you might wan to pre-lube for it. This is a updated edition just for the contest, so you might want to double up on lube just in case.
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Congrats on the release! I'm glad I could help you playtest this one. I haven't played it since you changed the first puzzle with the excursion funnel and moving around the laser cube so I'm looking forward to giving it another shot.
I hope i can find some time to play this map with a friend since this map looks awesome and i'm sure i won't be disappointed 
MrTwoVideoCards wrote:
This map is a little tough though, you might want to pre-lube for it.
I just noticed this. 
Tough map, but I love a challenge! Solved it yesterday. One recommendation though - make the hole in the glass in the laser room further from the death lasers, because initially my partner and I just threw the laser cubes through the death lasers and caught them through the hole in the laser room. Sorry, that is probably confusing to read.
Yeah thats one way of solving it. Theres like 3 methods of solving each piece of that overall puzzle, and I was okay shipping it with those solutions available. A lot of people found different ways to get the cube into the laser room, so any way works out.
Played this with a buddy just now...
We were quite certain that we really got a very weird way of solving it that probably wasn't intended, because no one could think up stuff like that.
Reading this thread, it seems we did it in an intended way.
Quite a mindbender. Cheers.
for reference: we got the first death-field down from within the room using acute laser angles into a portal and then getting it in the detector from the ground. Then we got the second cube in the laser room and created a mess of laserbeams, that somehow succeeded to hit all 4 detectors.
-D
MrTwoVideoCards wrote:
A lot of people found different ways to get the cube into the laser room, so any way works out.
Why would you need to get the cube into the laser room? It's really easy to direct the laser the way you need to even from the outside
Because getting the 1st cube into the laser room along side the 2nd cube is part of the solution. Unless you found some way of doing it with one, but I am fairly sure theres no way to solve that part of the puzzle with only one redirection cube.
So me and Hober played this one last night and I have to say, not much changed from the WIP version we played. It has more or less the same problems - specifically that, the first puzzle doesn't require 2 people to solve, and the second puzzle requires 1 person to sit around doing nothing for the majority of it. The excursion funnel puzzle is certainly less of a pain in the ass and it was fun to complete, and I like the ideas for the laser room still. Design-wise the map is absolutely nothing less than what we would expect from you, top shelf all the way. I just think the second room could be retooled to only need 1 player, and this would be better suited as a Singleplayer map.
We didn't use the funnel to solve the puzzle, and using all the cubes in the laser chamber seemed doing it wrong. Fix that!
Other than that, as a map of locks and lasers, it was entertaining and graphically able.
Nice job on this map MrTwoVideoCards, when playing through it me and my partner in science found it very enjoyable, although I don't think I would say it was 'tough' as such compared to some other maps we have played, but perhaps for once we were thinking with portals :p.
Beautifully structured and designed level though, looks the part of a portal map.
In our solution we didn't have to get the second cube into the room though, so maybe that would have made things more challenging. Check out our play through here (You probably don't want to watch this if you haven't completed this map yet).
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coopcrowd wrote:
Nice job on this map MrTwoVideoCards, when playing through it me and my partner in science found it very enjoyable, although I don't think I would say it was 'tough' as such compared to some other maps we have played, but perhaps for once we were thinking with portals :p.Beautifully structured and designed level though, looks the part of a portal map.
In our solution we didn't have to get the second cube into the room though, so maybe that would have made things more challenging. Check out our play through here (You probably don't want to watch this if you haven't completed this map yet).

It's pretty good, but at times it was difficult to communicate to my partner with the ping tool. But I think when you are playing this map the players have to do certain tasks by themselves. It got annoying when my friend was directing the lasers in an uneconomic fashion, but he figured it out after a while.
4/5 is my rating. 
This coop map revolves around redirecting redirection cubes via funnels, and the magic that follows. This map is a little tough though, you might wan to pre-lube for it.
This is a updated edition just for the contest, so you might want to double up on lube just in case.

File Name: mp-coop_gear_redirectionsV2.7z
File Size: 5.65?MiB
[Co-op] Redirecting Redirection
Hey, thanks for the map!
"But..."
We didn't use the Funnel at all. We just took the both cubes into the room (with the first portal near the first button, and the second one created through the window).
Then it became really easy to deactivate the first laser greed with a cube and a portal.
http://odinokov.org/content/misc/laser-portal.jpg (full screenshot)
And then we had two laser beams, two redirection cubes and four (okay, three) portals in a room of only four(!) relays.
BTW, the Fizzler could be a solid wall just as well: we didn't even once have to go through it.
So, for now it's, like, a 2 out of 10 in terms of difficulty, without using any acrobatic tricks or exploits of any kind, sorry.
Would be really neat if you'd fix this, looking forward to playing new versions of the map 8)
Everything you listed is part of the solution, aside the lasering out of the chamber without the funnel.
I remember when my friend and I first played this a long time ago. I don't remember what we did exactly, but I can remember we solved it without even using the excursion funnel.
You and us both, vertigoelectric. This was one of the first maps we tried, and we were checking if there had been any fixes for the funnel being ignored - nope. At this point, it must be an official alternate solution!
The map is completely about lasers, in and out, but at least never descend into multilaser madness - having the same ray enter 2 times the same portal. If it worked for us, it will make for an excellent introduction to hard laser puzzles to others as well: flow, then, becomes an industrious 30 mins job. Probably, Grox's SP submission played in coop could make for an easier way.
We noticed some inconstistencies and\or hard to check dotted lines, i.e. dispensers being half on, half off. Other than that, everything very shiny and glassy. Too bad that to check the best looks in the level, you have to die in a bottomless pit.
I played this map with a friend yesterday, and just like everyone else we also did not use the excursion funnel
. It was tough, but it was fun to play! 
Yeah the funnel is not a total required part. Honestly I am now seeing all kinds of crazy solutions pop out I just had no idea could even possibly exist. Shit is crazy.
Hey MrTwoVideoCards,
As a friend and I were playing your map, we couldn't get pass this certain point. We lit up all the relays, but the second laser wall didn't disable. As you can see from these pictures, all the indicators are enabled, but the final check isn't. We can't really continue without noclipping.
http://steamcommunity.com/profiles/7656 ... reenshots/
Cheers.
ForbiddenDonut wrote:
Hey MrTwoVideoCards,As a friend and I were playing your map, we couldn't get pass this certain point. We lit up all the relays, but the second laser wall didn't disable. As you can see from these pictures, all the indicators are enabled, but the final check isn't. We can't really continue without noclipping.
http://steamcommunity.com/profiles/7656 ... reenshots/
Cheers.
Shouldn't that laser be hitting a "laser catcher" receptacle? Your screen shots show the laser hitting all the relays but then it just stops at a wall.
This map's already a classic, I guess it has been everyone's first test of skills at COOP when 1.0 came out.
Quote:
Shouldn't that laser be hitting a "laser catcher" receptacle? Your screen shots show the laser hitting all the relays but then it just stops at a wall.
We didn't see any receivers. We only followed the indicator lights laid out in the map, and that led to the four relays only. So we lit them up, but the trigger didn't activate. There are no unactivated indicator lights in that picture (except in the second picture, but that's a bug with the I/O on the wall).
ForbiddenDonut wrote:
Quote:Shouldn't that laser be hitting a "laser catcher" receptacle? Your screen shots show the laser hitting all the relays but then it just stops at a wall.
We didn't see any receivers. We only followed the indicator lights laid out in the map, and that led to the four relays only. So we lit them up, but the trigger didn't activate. There are no unactivated indicator lights in that picture (except in the second picture, but that's a bug with the I/O on the wall).
Unless the map was redesigned, there's a laser receiver in the main room on the other side of the excursion funnel... pretty high up on the wall.
Played this map because it was the top overall map in the competition and was not impressed. Sorry to say. It was just a one room chamber with an extremely difficult laser puzzle. Im not saying its a bad map, because its not. I just do not understand how it won best coop. I did not have fun playing it and neither did my partner, we had to noclip to victory after 3 hours and then realized that was the whole map. Also the indicator lights also did not tell us that both rooms need all the relays lit up. The visuals are very nice except for one white wall which blinds you when you look at it
, but the puzzle is lacking. I hope this did not come off negative, because its meant to be constructive. Its still alot better then alot of maps I have played (and made), but not near the 'best' maps I have played. Sorry.
Yeah I dunno what to tell you if it took you 3 whole hours to figure (or lack thereof figuring out) the puzzles. On average a lot of playtests were around 25-32 minutes to completion time, but 3 whole hours is really, really out there.
If you're disliking of the map was based on how long/hard the puzzle was to figure out, I did throw in a pre-lube comment on the comments section of the map info. Jokes aside though, I'd like to see/hear what you guys got stuck on.
I agree with the relays though, but my problem with going overboard on the indicator strips there is that exploration generally leads to players finding out what certain mechanics do within the map, in terms of creating a solution.
Like with the last death field I think having a check-mark panel on each side hopefully communicated that both sides needed to be lit up, though at the time I wasn't able to spend more time figuring out a better method of representing that. Hopefully I'll get a chance to do something about that later on.
How do you light all the relays anyway? We got to a point where we realised we needed 1 set of portals to activate the one on the top but the cubes never really lined the laser up right for both sides.
Yeah, you really need to add in those indicator lights, otherwise players have no idea that the catchers/relays are all required/connected. My partner and I lit all the indicator lights and had no idea where to go from there. When my partner gets back on, we'll try it again now knowing we need the laser catchers.
Visually, the map is extremely beautiful. That's to be expected from you, however. 
Am I the only one that actually did use the excursion funnel? Can someone please tell me how they did it without the funnel because I'm now curious..
About the map as a whole - I did like it but it was a bit frustrating at times lining up the laser into all of the receivers. After we worked out that we needed the original cube to give us 3 in total we pretty much worked it out but we spent more time trying to get everything lined out perfectly than actually work it out!
Well well, you had me, how to say this, dumbfounded or stumped. My friend gave up and said the map must be broken. I said let's just think our way through this map. I know it's hard but that's what makes this fun. So it took me about 1 1/2 to solve this one. Nice job.
Spoiler: The solution I used was having my friend stay on one side of the wall. I then had it so the cleanser was down, via directing the beam to his side and he directed to each receiver. Now I was able to have a portal in each "receiver rooms, with laser going through my portals. (Naturally, I very much frown on having to jump through portals with lasers going thru them!) I carried a cube over to his room so I could have him not use any portals in that room. I placed the two cube so the laser came back to the "laser room." So I place a cube in the laser room so that it passed thru the other two receivers. Now I had my friend place a portal in the main room and on wall with the receiver high in the air." The rest was easy...
Eastward
P.S. I know now I could have avoid jumping thru the portals with lasers if I had my friend use his portals....Nevertheless he had given up.
P.S.2 Is there a way to search all maps by a certain creator? Thanks for the fun, seriously.
Eastward wrote:
P.S.2 Is there a way to search all maps by a certain creator? Thanks for the fun, seriously.
Try using the advanced search to the left.
Search for users posts of your desired username, filter the first post only, filter through Community Releases and Display results as topics so it looks neater.
Or click this link to view all his Map releases
Wow this is a tough one.. We felt very proud when we got all the relays lit up in the laser room.. When we realized we had to get all the relays lit up in both rooms, we threw in the towel.
Looks like this is a harder version of an earlier map? While looking for a spoiler on youtube, I found someone playing another version which only had one of the side rooms.
I (and a friend, of course), got this one just barely (we couldn't even figure out how we'd done it as soon as we set up to leave the level).
I did use the funnel, so I have to ask: should I have been able to just carry the box under the emancipation grid?
Also, I'd love to see an "intended solution" image, or just other people's solutions, since I can't figure out how we got ours.
Also, why does this happen:
The box is held up by the funnel, then the funnel goes, but the box stays.
When I wanted another box I just had to press its button, so it's not a big deal.
Looks like my coop partner and I were in the "alternate solutions" category:
http://www.youtube.com/watch?v=U_PZ91iflkY
(It's our first video, so please be gentle, at least until we solve the technical issues.)
I'm gonna second that request for a couple of "intended solution" screenshots or a diagram of some sort.
I don't know if we solved this one right, because as others - we didn't use the funnel, and it was rather easy. In the beginning we used portals to redirect laser into receiver diagonally (it was just a matter of finding the right wall up there to put portal on). Lasers blocking the way disappeared, one of us went there to the room with 3 relays and the other one got to the room with 4 relays (one above). Now having cubes and 4 portals setting lasers right was easy, my friend was able to make it to the exit and then, through lasers opened a portal for me on the wall near the beginning and the other portal right on the wall near the exit. And that's it. Not even 10 minutes of gameplay! And I'm not saying that we are geniuses of some kind. After reading the thread I guess there are many solution to this map and unfortunately ours was one of the easiest. It'd have been entertaining if there were more chambers, but only one... Disappointing. 
Apparently, my brother and I weren't the only ones to not use the funnel! After we finished it, he asked me,"What's the funnel for?" I said, "What funnel?", and had to go back and look to see that one was actually there.
Overall, we found this puzzle fairly easy, and we're not that sharp, believe me. We also felt the room looked like GladOS was having a bad day, very unfinished. The puzzle was a little too complex for Wheatley, so maybe he just butchered one of her tests.
A 3/5 from us.
We played this map ages ago but I couldn't find the thread anymore. Now that I found the thread, here is the video (note that the video is some months old though):
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(Link: http://www.youtube.com/watch?v=gzkPTdYQ5mM)
Hello. Iviv and LyLy here having played Redirecting Redirections. This was our very first recording of a video and it's a couple months old, so bear with us XP We've gotten older and wiser about playing maps as time moved on.
We blind play everything, so we might not be doing things that awesomely.
MCEMx_voP8g
LyLy: This map was a good challenge, a lot of fun. It wasn't too hard but at the same time wasn't to easy. The chamber has some concepts I've never seen before playing this one. We don't really give a review at the end like we did later maps, mostly because we didn't realize no one could hear us when we're taken apart.
Iviv: Argh, the beginning of the laser puzzles! D:
This coop map revolves around redirecting redirection cubes via funnels, and the magic that follows. This map is a little tough though, you might wan to pre-lube for it.


This is a updated edition just for the contest, so you might want to double up on lube just in case.
File Name: mp-coop_gear_redirectionsV2.7z
File Size: 5.65?MiB
[Coop] Redirecting Redirection