File Size: 14.31 MB
Downloads: 3854
Rating: (20 votes)
Description
Atlas and P-body face a new puzzle that looks quite easy at the first glance. All they need to do is find a way to stop pumping repulsion gel. But to solve the problem they have to take a slightly different direction. !FIXED VERSION! If you have old version, please replace your bsp with that instance.
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Awesome map! 
Review
We didn't use the moving platforms on the rail. We grabbed the ball, jumped down and flung ourselves to the button from the white wall facing the turrets. By crouching behind the ball to hide from the turrets, we could place the ball on the button and jump down in the pit. You die but it's worth it. 
Still, what was the purpose of those moving platforms? I assume you'd stop them and portal to get on top of the turrets box and then what? Would you mind sharing how they would be used?
The paint puzzle required some pretty tough cooperation. First we practiced the routes to each individual button and noted down which turns were needed and what portals to place. After that, we got it on our first try! 
Still, I think some players would appreciate some more breathing room with an extra second or so between two buttons. I don't know, it feels challenging and rewarding to me but maybe others find it too fast. Need more opinions. 
Is there any use for the first switch on the upper walkway in the first behind-the-scenes area? It seems to only make a buzzer noise without actually doing anything at all.
Here's a 5/5 rating for a challenging puzzle! 
Calculator, thank you for your review.
The answers for your questions:
The answers for your questions:
I think it's good when the puzzle has multiple solutions. But you bypassed some good puzzles.
I'm supposed players to destroy the turrets with the laser from first room, by placing teleport on wall facing the turrets. Here some hints:
1) upper button needed to get a laser to destroy turrets
2) to unlock this button you must use the ball and moving panels
In early version of my map i make the platform with button in front of the turrets with a slope to prevent players from placing a ball on it. But it's looks wierd a little and so i'm placed the button horizontaly. X)
The final puzzle has multiple solutions, I knew it. But if you solve the puzzle, as it was intended by me, the allotted time is more than enough, i think. 
First off, this map is gorgeous. Your exterior area is a perfect example of how that type of area should be built. Top shelf in terms of design and attention to detail. I really like that the map has a clear and ultimate and goal to it, and it helps the players know where they should be going from puzzle to puzzle.
The final gel puzzle, I'm not sure if we were simply Doing It Wrong or if the intended solution is as complex and imprecise as we were trying. I would really like to see a video solution and I hope that we were just trying to solve it the wrong way. Ultimately we had to use noclip and hit the switches because we could not hit them all in time, or hit any two of them consistently enough.
The overall ideas of the map work really well, but I think the individual puzzles could use a little work for the map to totally shine.
Ok, i'll make a video of "proper" solving today or tomorrow. X)
Two of my friend, testing the map, solved the final puzzle. And they was very proud of it.
It requires good planing and cooperation. Yes, it challenging a little, but if i give for the players a little more time on it, it can be solved only by one player after some preparation.
Has someone noticed a little visual glitch in final puzzle?
full wolkthrough
DLws-o-_boYhttp://youtu.be/DLws-o-_boY
Attention! I'm found a critical bug on the map. Make sure to cross the fizzler field in the begining of map, otherwise there might be some problems with completing this puzzle.
I really liked this map. Very nice looks and it had a very obvious goal.
It was great how you had to launch yourself into the glass to get to the next stage. And the rotating panels gave a hint what to do, but it wasn't too obvious.
It took me ages to realise thathad to place a portal on the wall just above the platform to fling onto the other pass overhead. I thought you had to get both players across (and a couple of deaths later) I realised There was a button to lower the bridge. DOH!
I liked how innovative the second puzzle was, and just for fun I covered everything in bouncy paint
.
I thought it was great how you had to use both sides of the rotating platform (one side covered in blue gel) so you can get to all the switches.
When we finished I was like
"we don't get to go do another test on the other platforms in the distance?" 
The only thing that tripped out sometimes was the cube dissolving itself, but you could easily just spawn another one. Other than that it really felt like you were in an unofficial test area, even though the details in the distance were so simple.

Thank you for feedback. I'm really happy all of you enjoyed my puzzle. You have inspired me to create my the next map.
Next time i will spare more time for testing, and i hope next map will not so buggy like this one. 
This map's strenght lies in its coherency imo, I can think only of another so apt at making all its parts feel like a connected whole. Another experience from backtracking or seeing puzzles getting reshaped with new elements: here you see the level expand, one small problem opens to another bigger.
No complaints whatsoever about the technical side. About the puzzles, it gets bumpy once you start experimenting with jumps: your mileage might vary. Yes, it's acrobatic platforming but not a super mario level: it all depends on a strong puzzle infrastructure - not agility.
We got stuck for a while on the multiflings one, for the reason we did not (and still do not) understand where we could get any more momentum. In the end, we thought "it's impossible, but let's do it as a puzzle maker would think it to fully employ 4 portals" and we made it. Last one went strangely fine. As for the first, we didn't use the slated panels - just flinged from the floor up.
we didnt needed the hole middle room. just created that bridge by simple flinging to the button. but the puzzle after was great.
Sulfaras wrote:
we didnt needed the hole middle room. just created that bridge by simple flinging to the button. but the puzzle after was great.
I don't get it. Do You mean "behind the scene" area and puzzle with turrets?
Nice map, looked bit difficult at the beginning though especially the gel room.
I saw the walkthrough video and I we did it different. We didn't use the laser and at the end I was wondering for what you need that laser. I knew that it must have been to kill the turets but we didn't need it. I used the ball to let the turets fall. After that I used the ball for the button.
We also did the gel room with 2 people together. We turned the panel one of us went upper to #2. Than I turned the panel and one of us did #1 and #3 and the other did #2 and $4. at first I thought there was noway that only one person can do it since the timeframe was quit fast. But I was already wondering why you could put orange paint at the control pad.
Thank you for feedback.
Looks like you played old version of my map. In last version i am placed the button in front of turrets with a slope, so ball can't holding on it. And i made portable wall opposite turrets a little smaller to prevent players from flying to them.
But i'm decide to don't change a lot the last puzzle to give a more freedom for the players. It has more than 2 solves. 
Android_r2d2 wrote:
full wolkthrough
DLws-o-_boYhttp://youtu.be/DLws-o-_boY
Attention! I'm found a critical bug on the map. Make sure to cross the fizzler field in the begining of map, otherwise there might be some problems with completing this puzzle.
Me and my co-op partner literally skipped the entire outdoor section of this map.
See those 2 panels by the button (at around 2:53), we just placed portals on them, jumped through and somehow took us right to the other side with the button which lowers the catwalk. There seems to be something on the wall that (while not looking like one) acts as a faith plate. Give it a try. And maybe try and fix it, I believe an above poster also posted this exploit.
Thank you for feedback, shawy89.
I'm found the bug you mentioned. In new version of map this puzzle should work normally in that case.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
VcnkI-OIJXo
(Link: http://www.youtube.com/watch?v=VcnkI-OIJXo)
Also note the video description for more feedback and my signature for additional project information.
Ingenious puzzles. We were confused by the BTS part at first but eventually figured it out without walkthrough.
The final part with the gels was pretty easy to figure out but took some tries to get everything right (because you can miss the ledge while flinging, you can miss the portal, you can accidentaly jump on the blue gel...).
My rating is 5/5 and keep up the good work!
Atlas and P-body face a new puzzle that looks quite easy at the first glance. All they need to do is find a way to stop pumping repulsion gel. But to solve the problem they have to take a slightly different direction.
!FIXED VERSION! If you have old version, please replace your bsp with that instance.
File Name: mp_coop_blueblock11.rar
File Size: 14.31 MiB
Click here to download mp_coop_blueblock