File Size: 11.42 MB
Downloads: 4860
Rating: (16 votes)
Description
Is it really that time again? I don't mean to imply I've been sleeping on the job, but I might be spending a bit too much time in the new editor. Anyways, you guys deserve a new coop map with all the flood of SP maps coming around. In this test your goal is to get to the exit door, which is right in front of you. Although its not so easy, with three side puzzles to make it to the exit your going to have to use all the tricks you've learned. Also, I have an invisible checkpoint system implemented so you never have to solve a puzzle more then once to get back to its objective if you fail anywhere in the test. Also, just a note, this has never seen the inside of the new editor, this is a pure hammer baby. Screenshots: Video Playthrough (N/A Yet): ---------- Changelog: v0.1 - Release v0.2 - Fixed Some Minor Bugs
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will play it soon hopefully today if my coop partner comes on steam. if not will play splitscreen when he down next. of course will record it and upload it.
Insomnautik wrote:
C'mon guys don't rush it, play it with a partner. ENJOY the map
just played it. AWESOOME AS USUAL!!! video coming soon 
When I started making portal maps I never intended on making SP maps. And the new editor only allows that. So at least for now, I'll still be trying to bring you guys new coop puzzles. Albeit, I hope not too rushed... Hope to see those videos. I flushed a good amount of glitches thanks to my testers. I guess we'll have to see if it holds up.
In theory you should be able to do most of the work on Coop maps in the puzzle creator. Then just export the VMF and add in the Coop elements you need.
If there were an easier way to test the maps in splitscreen mode then publishing as hidden, opening the vmf, and changing the spawn, then I would probably do it. But the new editor is a bit weird for me and I often don't notice super obvious exploits until I run around the map in game. And sense I do that a lot through the process, I would end up just moving to hammer early on anyways. Plus, the new editor doesn't exactly put out clean brushwork. So I might as well just do it all the way until its easier to convert it to a coop map.
Coughshareitcough. Okay, no one will get that. Less hidden shameless advertisement in 3, 2, 1.
I didn't mean to spam this thread about a brilliant Hammer map with my easy puzzle maker stuff, I just couldn't resist when you said "make everything in PTI then add Coop stuff in Hammer".
Video: Part 1 http://twitch.tv/reikoraph/b/318776215
Part 2 http://twitch.tv/reikoraph/b/318777344
Great playthrough guys, and thanks for the video. All intended solutions. Guess its time to rate the maps as a 30-minute, medium difficulty.
I saw potential for an exploit on the crusher puzzle, where you might be able to drop past both of them instead of ducking in the middle. Might add player clips there to prevent going around them. Although it didn't work so well for you guys and you ended up using the intended solution anyways.
I hope you and everyone else who played this map so far enjoyed it.
I already said that I liked this one a lot. While playing it again with Portalized we found a small negative issue though.
If for some reason one of the players dies (don't ask
) after the cube has been placed behind the lasergrid, it seems like you have to go all the way back to get a new cube to open that door to the last stage. Maybe the door could be opened permanently by that cube button? Or, maybe it could even stay open as soon as both players have made it inside the room?
Then you didn't realize you could portal through that doorway after you've gotten through once, you don't need the cube again.
[Edit] Checked it out to make sure, if you've managed to get the cube on the final button you can make it from start to exit using only portals by your self.
Also, Can i get a mod to fix my post or something. This is the only thread of mine I can't edit the first post, and for some reason the image links I put in by editing from the downloads page only show up on the downloads page. They display as plain text in the forum. Tried it on my Lessons learned map (by editing the first post, not the download page) and they come up fine in the forum. I think its... well... I don't know 
Its ok, I noticed during play testing that deaths in test 3 caused some confusion on the way back. I wanted to put extra spawn points, but then the cube is dropped back at test two so that would cause even more confusion.
Redunzl and I died all the over the place in this map, and never even came close to being "stuck". This map design has the best "outs" I've ever seen. Too bad it's too late tonight for us to play it a second time, but this one's going on my list of favorite coop maps. Just the right speed for us old farts. We loved it, and even though it isn't as epic as Impetuosity, we definitely think it deserves 5/5.
This was probably one of the best custom Co-op maps I've played. Excellent work. Here's a Lets Play a friend and I did.
http://youtu.be/uFznknQGzdM
NB: The map description at the start of the thread isn't formatted correctly: your images don't display for me.
Superb map, with almost no problems at all. It took us a while to notice that the 'funnel holder' could move to puzzle number 2 which delayed us somewhat, and I wasn't convinced that our solution to that part was intended. I rode the funnel, which extended from the upper grated portal surface. I dropped out to my right, down towards the lower grated surface, at which point my partner caught me. It felt a little bit too ninja for me, but we couldn't see another way to solve that part.
To get to part three we used a quick portal replacement trick. I had one portal on the lower wall (which I could walk into) and the other opposite from the entrance to puzzle three. I walked through the portal. As soon as I exited, my partner replaced my exit portal with one of his, allowing the funnel to carry me over. It was a nice moment of cooperation!
I liked the interlude with the door and the cube-button, although holding it in place felt awkward - it would probably have been better if we had to hold the cube up against a ceiling-mounted button. The final puzzle with the crusher was fun, although a little frustrating at times. It took us a while to realise I could crouch between the first crushers and survive, and the cube wasn't fizzled when it fell on the crusher. It would also have been good if we respawned at puzzle four, rather than having to walk all the way back.
Visuals were flawless, a really nicely done clean map. I also liked how the chamber 'edited itself' progressively to make it easy to proceed if you failed. [Examples: the fizzler that disabled itself before puzzle four, the ceiling panel that flips over in puzzle three.] I couldn't believe the end of the map when you revealed the exit was in plain sight after all - nicely done. Thanks for mapping!
Glad everyone is enjoying the map and it's good to see some activity in the coop section again.
I wanted to make spawns at the last puzzle but I have yet to figure out how to make the cube respawn in the third puzzle once you get there. If you loose the cube at the last puzzle and are forced to respawn there, it could make getting a new computer frustratingly hard. If i have some time i'll look more into the cube situation and see if i can sort out a dispenser at the final puzzle. It might be a while for an update though, I have some other projects i'm working on.
Also, thanks again for the video playthroughs. I really underestimated the difficulty of this map. Not to mention there is maybe one or two glitches I have seen so far, but they aren't so bad.
We just broke it a lot, looking for a big bypass to the puzzle. The
the laser never popped out of the panel, but I'm not sure what triggers that. Even though we broke it so much, the chunks we played made us think. Like the last room with the crushers.
Blind playthrough-
http://m.youtube.com/index?desktop_uri= ... 5rLKCIwzrk
First of all Insomnautik many thanks for giving us coop maps. Community is really starving for quality coop maps. As said before design and look are really good but the problem I have with this map is difficulty. Maybe I`m too demanding looking for next "Complexo" but this map really has no challenges. Still 4/5 from me and many thanks for mapping


Is it really that time again? I don't mean to imply I've been sleeping on the job, but I might be spending a bit too much time in the new editor. Anyways, you guys deserve a new coop map with all the flood of SP maps coming around.
In this test your goal is to get to the exit door, which is right in front of you. Although its not so easy, with three side puzzles to make it to the exit your going to have to use all the tricks you've learned.
Also, I have an invisible checkpoint system implemented so you never have to solve a puzzle more then once to get back to its objective if you fail anywhere in the test.
Also, just a note, this has never seen the inside of the new editor, this is a pure hammer baby.
Screenshots:
[url=http://www.nautikdesign.net/portal2maps/problematic/fullsize_01.jpg][img]http://www.nautikdesign.net/portal2maps/problematic/thumb_01.jpg[/img][/url]
[url=http://www.nautikdesign.net/portal2maps/problematic/fullsize_02.jpg][img]http://www.nautikdesign.net/portal2maps/problematic/thumb_02.jpg[/img][/url]
[url=http://www.nautikdesign.net/portal2maps/problematic/fullsize_03.jpg][img]http://www.nautikdesign.net/portal2maps/problematic/thumb_03.jpg[/img][/url]
[url=http://www.nautikdesign.net/portal2maps/problematic/fullsize_04.jpg][img]http://www.nautikdesign.net/portal2maps/problematic/thumb_04.jpg[/img][/url]
Video Playthrough (N/A Yet):
----------
Changelog:
v0.1
- Release
v0.2
- Fixed Some Minor Bugs
File Name: mp_coop_problematic_0.2.zip
File Size: 11.42 MiB
Click here to download Problematic