Four Rooms

by DieHARD34 · Uploaded Dec 01, 2011

Screenshot 1

File Size: 5.95 MB

Downloads: 4391

Rating: (13 votes)

Description

This is very hardcore map -testchamber for a co-op team. The design is easy handled, but the correct solution isn't. You need to think how to collect 4 balls and 7 cubes! if you think,this map is not ending. please watch the my trailers.

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DieHARD34 • Dec 01, 2011 • #57950
10 posts

This is very hardcore map -testchamber for a co-op team.
The design is easy handled, but the correct solution isn't.
You need to think how to collect 4 balls and 7 cubes!

if you think,this map is not ending.
please watch the my trailers.

File Name: mp_coop_fourrooms.rar
File Size: 5.95 MiB
Click here to download Four Rooms

PortalCombat • Dec 01, 2011 • #57951
306 posts

Hey there.

First of all: Don't rate your own map.
We have played the map, but didn't finished it. Most parts are really annoying, when you make a mistake.

room 3
- getting the cube 1 time up and down would be enough...
- It was so annoying to fail at the end.
- and we were able to get the paint out of the room to use it anywhere! (main-hall room 1, 2, and 4 too!)


I also create some portal 2 maps, that's why I hap some hints for you:
=> when you place any entity via left click in 3D-camera-view the height above ground is not zero.
- just select the entity and drag it down to the ground in 2D-front or 2D-side-view.
- most of your buttons are "floating" over the ground, because of that bad auto-placement.
- also most of the overlays are floating on the walls.

=> I noticed your self-made walls around the doors:
- 1.) use entity tool and search for: "func_instance"
- 2.) on the entity properties you have "VMF Filename"
- 3.) click on the "browse" button on the right
- 4.) navigate to: "Steam\SteamApps\common\Portal 2\sdk_content\maps\instances\"
- 5.) there you can find premade instances to easily use on your map
- 6.) for the door you can use: "instances\door\portal_door_entities\portal_door_frame_black.vmf"

=> texture placement and sizing
- your textures are really misplaced and do not fit the walls / ceiling
- stay at grid size of 64 units, when creating the rooms.
- brushes should have an size with multiply of 64 (512x512, 256x512, 128x512, 64x128, etc.)


At the moment I would move this map to "WIP" section - just to see more feedback.
Then you should change some things on your map depending on user suggestions.

I would rate this map 2.7/5 atm. Puzzles are working, but annoying and map design could be better.
Try to edit the map - maybe we will test it again.

Regards
PortalCombat

DieHARD34 • Dec 01, 2011 • #57952
10 posts

PortalCombat wrote:
Hey there.
room 3
- getting the cube 1 time up and down would be enough...
- It was so annoying to fail at the end.
- and we were able to get the paint out of the room to use it anywhere! (main-hall room 1, 2, and 4 too!)

PortalCombat

you can take two cubes on room3 with jel.
follow the arrows..
we finished this map now.working...
i sorry about brushes.

sora91 • Dec 02, 2011 • #57953
2 posts

We stuck at room 2. We don't think 3 cube is enough.. One of us manage to go inside the room,but we need either 2 person or 1 cube to step on the 2 buttons to let the ball drop down.But, one person need to control the direction of laser at outside the room.. Any hints?

DieHARD34 • Dec 02, 2011 • #57954
10 posts

you must press 2 buttons with your partner together so you must think this(hard)

lsping8 • Dec 02, 2011 • #57955
1 posts

This map contain some bug....

In room 2,3 laser cube will be provide but you can take more from that cube chamber,me and my partner take out 6 cube

white gel in room 3 can be glitch out don't know is bug or setting

BooN • Dec 07, 2011 • #57956
4 posts

Any walkthrough available please ?

There is no checkpoint and there are some 'EDC : alloc' bugs.
It's quite annoying to do the map from the beginning, so please give us a walkthrough !

Djinndrache • Dec 08, 2011 • #57957
1,442 posts

Took us more than an hour to solve rooms 1,2 and 3. Then we had a 24-hour-disconnect..

But this map is great, I love the skill it requires. It's too hard for the "mainstream players" though.

DieHARD34 • Dec 13, 2011 • #57958
10 posts

i will upload walkthrough

DieHARD34 • Dec 13, 2011 • #57959
10 posts

ROOM 1:
ifT1XNgRhPk
ROOM 2:
d4pf-UVUbnw
ROOM 3:
d6YJjGqjxPw
ROOM 4:
uXgdqbsN368

BooN • Dec 14, 2011 • #57960
4 posts

Aaaah ! We were so close to the solution in the laser room :'(
But anyway, thx for videos !

DieHARD34 • Dec 17, 2011 • #57961
10 posts

uploaded walkthrough

stevebe10 • Jan 01, 2012 • #57962
7 posts

I thought that it was alright. I just cant stand laser puzzles like the one in that small room. But you could also work on your texturing. Some rooms only had like 1 or 2 textures.

KennKong • Feb 16, 2012 • #57963
942 posts

Redunzl and I spent the entire evening gnawing on this one. We only got through rooms 1 and 2. The difficulty level is quite nearly beyond us, especially since we play splitscreen with controllers (I'll grab the keyboard once in a while, but it's not fair to him.)

It's not your fault coop maps can't be saved, but it really should be taken into consideration in designing large maps like this. Having to start over next time may discourage us from finishing it at all.

EDIT: I watched the walkthrough for room 1. We couldn't solve it the way you did because we (I) couldn't make the jump from the lightbridge to the catwalk. I kept bouncing off the cube dropper. It wouldn't break the map to extend the catwalk another 32 units or so.

EDIT 1A: Info_placement_helpers are needed for the corner by the lightbridge. It is very annoying to have the other player try to shoot the bridge under you and miss it high.

EDIT 2: I watched the walkthrough for room 2. Our solution for the laser room was somewhat different, with one portal and two cubes in different places. It was also easier to set up, we didn't mess with that whole player standing on button while other player re-aims cube trick. Our solution for the upper room was completely different and much easier.room 2 end
Player going through rooms leaves portal for lightbridge to sphere, and takes a cube with him. Other player angles laser through portal in wall and floor to hit laser receptors. Player in final room holds cube on button, then runs out with it and replaces portal for lightbridge (can't leave one on it, it gets knocked out by floor portals). Other player grabs sphere. Only the last step requires any timing, and it isn't tight at all. Maybe we'll record a video, if I can convince Redunzl to try this one again.

EDIT 3: I tried to do room 3 alone, just switching players. That ain't happenin'. I think you overdid the difficulty on this one. One less layer of fizzlers, and one less trip up and down will cut down on the really tight sight lines at the top and keep it from being an endurance test. And drop the conversion gel, it just breaks the map once you realize it's there.

EDIT 4: I did room 4 alone, and broke the hell out of it, skipping all the fizzler maze nonsense. I think you seriously misjudged how far a player can jump out of a funnel.

duckstance • Feb 21, 2012 • #57964
3 posts

not the indended solution?
http://arnodietz.de/temp/four_rooms.png

macko68 • Mar 31, 2012 • #57965
65 posts

This map took us a long time. We love the challange and that is why we had high expectations related with this map. Unfortunately its a mixed bag. The further you go the higher the level of execution, which in room 3 and 4 is unbearable... Starting form the beginning:<br />- First room - its ok until the catwalk jump. At first we didnt consider this as a possiblity that is why we lost several hours on alternative solutions. In the end as a last resort we try it and after several attempts we manage to complete this room. I would rate it second best in all four. Solid effort<br />- Second puzzle is definitely the best from all. In fact I loved several elements in this one starting from ||getting the laser from room one|| through laser part and final setup. I would say that laser puzzle in stationary form is the hardest I ever seen in Portal2. Its simply AWESOME. We get to the exacly the same setup but it took us around two hours. Great thing with ceiling receiver. If it would be only those two rooms I would rate the map 5/5<br />- Third puzzle is unfortunatley a disaster. After 5 min you know what have to be done but getting it done reuires enourmous amount of patience, luck and determination. After several failures it was so boring that we had to noclip as there was 0 fun and thinking related to it.<br />- Last part is also an arcade. This is similar to heroics one must do in third room. Initial redirection is however very fresh. Still some interesting solutions are mirred by excessive accuracy and meticulus execution which is not our case.<br /><br /> Its evident that a lot of effort was put into creation of this one and this has to be appreciated. Because of the second part which is over the top in our perspective the rating is 4/5. Many thanks Diehard please do not be discouraged. We are eagerly waiting for your next release !

DieHARD34 • Jan 06, 2013 • #57966
10 posts

Can i? put this map on steamcommunity?

Lpfreaky90 • Jan 06, 2013 • #57967
2,842 posts

DieHARD34 wrote:
Can i? put this map on steamcommunity?

If you mean steam workshop; sure! The steam workshop is awesome!
When you update the map to the workshop: please edit this download to point to an external download (the workshop link) so people can still find your map here

DieHARD34 • Jan 19, 2013 • #57968
10 posts

Lpfreaky90 wrote:
DieHARD34 wrote:

Can i? put this map on steamcommunity?

If you mean steam workshop; sure! The steam workshop is awesome!
When you update the map to the workshop: please edit this download to point to an external download (the workshop link) so people can still find your map here

i cant upload on steamcommunity.i got error this "This map does not have proper support for workshop"
i cant change my map so my save is gone...

Lpfreaky90 • Jan 31, 2013 • #57969
2,842 posts

you'll need to at the global_ents_pti instance in your map.

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