The fire of Epimetheus Co-op

by magicrat · Uploaded May 21, 2011

Screenshot 1

File Size: 2.44 MB

Downloads: 5520

Rating: (14 votes)

Description

This is my second release! This time I was going for a more atmospheric map and yet retain the same puzzle feeling that was found in halls. There are a total of three puzzles in the map, and the last one includes a new portal mechanic. I would say that the map is quite challenging, but should not be impossible, and is able to be solved using critical thinking. NOTE: IN ORDER TO PLAY THE LEVEL CORRECTLY MAKE SURE YOU TYPE THIS INTO THE CONSOLE: sv_cheats 1 allow_mobile_portals 1 V 1.1 fixed minor bug at beginning added frames for all glass panes optimized turret level scaled down brutality and frustration of the turret level made the solution to the turret level a tiny bit easier to see. spoiler for the second puzzle is in the zip(use only if needed) screenshots: http://i.imgur.com/HMhti.jpg http://i.imgur.com/tBVHt.jpg

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magicrat • May 21, 2011 • #43324
28 posts

This is my second release! This time I was going for a more atmospheric map and yet retain the same puzzle feeling that was found in halls. There are a total of three puzzles in the map, and the last one includes a new portal mechanic. I would say that the map is quite challenging, but should not be impossible, and is able to be solved using critical thinking.

NOTE:
IN ORDER TO PLAY THE LEVEL CORRECTLY MAKE SURE YOU TYPE THIS INTO THE CONSOLE:
sv_cheats 1
allow_mobile_portals 1

V 1.1
fixed minor bug at beginning
added frames for all glass panes
optimized turret level
scaled down brutality and frustration of the turret level
made the solution to the turret level a tiny bit easier to see.

spoiler for the second puzzle is in the zip(use only if needed)



screenshots:
http://i.imgur.com/HMhti.jpg
http://i.imgur.com/tBVHt.jpg

File Name: mp_coop_fire_of_epimetheus1_1.zip
File Size: 2.44 MiB
Click here to download The fire of Epimetheus Co-op

Pajoncek • May 21, 2011 • #43325
4 posts

Insane map. Creepy atmosphere.

Me and my friend were scared to death the first time Chell showed up.

Still can't figure anything else out other than how to get from the starting chamber but I like the challenge. Keep up the good work.

Horph • May 21, 2011 • #43326
6 posts

Turret room was quite frustrating, but original

Pajoncek • May 21, 2011 • #43327
4 posts

Horph wrote:
Turret room was quite frustrating, but original

Can you please post in spoiler tags how to get from the first corridor?

Horph • May 21, 2011 • #43328
6 posts

Pajoncek wrote:
Can you please post in spoiler tags how to get from the first corridor?

Spoiling ftl! But to give you a hint, use the "cage" construction attached to the roof at the end of the corridor.

Frys • May 21, 2011 • #43329
1 posts

Mind posting spoiler of how to get out of the first room?

VAD94 • May 21, 2011 • #43330
1 posts

Cool map =) Make us think for 40 minutes)
magicrat , I think kiling turrets with Material Emancipation Grill (descending from the ceiling) will be more spectacular

Pajoncek • May 21, 2011 • #43331
4 posts

Horph wrote:
Pajoncek wrote:

Can you please post in spoiler tags how to get from the first corridor?

Spoiling ftl! But to give you a hint, use the "cage" construction attached to the roof at the end of the corridor.

Wow, this map really requires some out of the box thinking. This was quite ingenious.
thanks for not spoiling completely!

magicrat • May 21, 2011 • #43332
28 posts

Thanks for all of the responses!> Frys wrote:

Mind posting spoiler of how to get out of the first room?

Pajoncek wrote:
Horph wrote:

Turret room was quite frustrating, but original

Can you please post in spoiler tags how to get from the first corridor?

and to these comments, I may make the map a little easier to see the solution for that puzzle. I was just awaiting some kind of feedback.

DaTa • May 22, 2011 • #43333
3 posts
magicrat • May 22, 2011 • #43334
28 posts

DaTa wrote:
Your spoiler has been failed at http://www.portal2maps.net/484/the-fire ... co-op.html

noted and fixed

Sulfaras • May 22, 2011 • #43335
67 posts

not playable for us cause it lags so hard in that turret room

msleeper • May 23, 2011 • #43336
4,095 posts • Member

Much like your first map, this is very "un-Portal-like". We got out of the spawn room almost by accident. What was the use of the giant hallway? We could not figure out the proper use of the "cage" element and the tiny hole, so we noclipped past that. Moving portal puzzles are annoying at best as they break every preconception you have about how portals work, and on top of that me and my partner kept dying because the nearly-invisible glass was, well, nearly invisible and we couldn't keep track of where we were being shot from.

Overall:

coopcrowd • May 23, 2011 • #43337
45 posts

Absolutely awesome map! You are introducing a whole new dynamic to these custom portal maps magicrat and myself and my partner in science love it. New, interesting, imaginative and in this case creepy as hell!

I think currently this has to be the most enjoyable map we have played with the dying and the fear!! AWESOME! Check out our play through here (This is part 1, you can find part 2 on our channel, or you can click through at the end of this video). (You probably don't want to watch this if you haven't completed this map yet).

0NEXdJa5xy8

xdiesp • May 23, 2011 • #43338
1,078 posts

I can praise the eerie atmophere of the first part, but the turrets puzzle was really frustrating. Figured out how to do it, but after 10 mins of death we gave up on actual execution.

Would have been better with some perception twist in the turrets area rather than a billion deaths by bullets.

magicrat • May 23, 2011 • #43339
28 posts

coopcrowd wrote:
Absolutely awesome map! You are introducing a whole new dynamic to these custom portal maps magicrat and myself and my partner in science love it. New, interesting, imaginative and in this case creepy as hell!

I think currently this has to be the most enjoyable map we have played with the dying and the fear!! AWESOME! Check out our play through here (This is part 1, you can find part 2 on our channel, or you can click through at the end of this video). (You probably don't want to watch this if you haven't completed this map yet).

0NEXdJa5xy8

awesome video again guys! I did not think the creepy chell thing would get such a reaction, hilarious!

msleeper wrote:
Much like your first map, this is very "un-Portal-like". We got out of the spawn room almost by accident. What was the use of the giant hallway? We could not figure out the proper use of the "cage" element and the tiny hole, so we noclipped past that. Moving portal puzzles are annoying at best as they break every preconception you have about how portals work, and on top of that me and my partner kept dying because the nearly-invisible glass was, well, nearly invisible and we couldn't keep track of where we were being shot from.

Overall:

A few things I would disagree with you about, and a few things I would also like to clarify.
a) the giant hallway was used for atmosphere and atmosphere alone, it added to the creepy nature of the map and gave a distinguished setting. sort of what the portal 2 single player campaign did, only this time for coop.
b) The cage element at the end of the hall uses portals in a way that was not used in either portal or portal 2 and I think many would agree with me with the thinking out side of the box nature of that puzzle is pretty cool.
c)when I create maps I try to be original, this map with moving portals, and the last map with world portals. I loathe on rails thinking puzzles where the design of the puzzle literally guides you to the finish, and is specifically why I like trying different things. first of all if my puzzle breaks every preconception you had about portals and allows you to think in new ways, I would call that beneficial, not detrimental. secondly, I honestly do not believe that moving portals breaks any preconception of portals, as they act exactly as you would expect them to. thirdly, moving portals are found in portal 2 where you have to release the neurotoxin by using lasers.
d)the first iteration I had of my map had no glass in it. This actually turned out to be more confusing and frustrating. with the addition of clear glass, the player is now able to see the objective of the map without it being obscured. also they can see how the motion of the lightrays works by looking through the glass. lastly without clear glass the puzzle is literally broken for if the turrets can not see you before you jump across you can jump across successfully without dying.

xdiesp wrote:
I can praise the eerie atmophere of the first part, but the turrets puzzle was really frustrating. Figured out how to do it, but after 10 mins of death we gave up on actual execution.

Would have been better with some perception twist in the turrets area rather than a billion deaths by bullets.

I am glad you enjoyed the first part, I was trying for something different this time, specifically moving portals, anyhow, I lowered the brutality a bit so that players should not be shot as much as before.
did you seethe one wall by the crossfire of turrets in the middle? that should have helped.
my next map should contain more of those mind twister elements, if you know what I mean

msleeper • May 23, 2011 • #43340
4,095 posts • Member

More power to you for thinking outside the box in terms of gameplay ideas, but your two maps just haven't been for me. I think it's a serious stretch to call more traditional Portal puzzles "on rails", though.

xdiesp • May 24, 2011 • #43341
1,078 posts

magicrat wrote:
did you seethe one wall by the crossfire of turrets in the middle? that should have helped.

We were able to move safely around the isles, each of us, but together we got invariably slaughter at the turning point where left goes to the buttons, and right back to the start. Maybe a "safer" zone than the one immediately to the right at that point could be easier.

Vandread83 • May 28, 2011 • #43342
66 posts

Fun map, turret room was a bitch. Impossible to solo by using in_forceuser to switch control.

Chell freaked me out when I saw her...


Fun map, looking forward to the next one.

Lukavian • May 28, 2011 • #43343
31 posts

Having taken some time from my initial attempt at this, where I utterly failed to solve this puzzle after spending half an hour failing to solve another one (with my co-op partner in the same room as me, verbally speaking to each other the whole time), I can come down from my frustration and such to say, fine work. Coming up with new ways to use the same puzzle elements is one thing...coming up with what are effectively new FUNDAMENTALS is quite another, and your puzzles are at least walking in that direction.

The problem, I think, is not so much that the puzzles are out-of-the-box...it's that they are so unfamiliar that the players have no idea they exist until they're already forced to use them. You notice in the singleplayer modes of both Portal games that teaching the player a new mechanic or approach is not a task taken lightly. Every element, from funnels to flinging, is introduced and then expanded.
So I would suggest adopting that approach. Instead of the somewhat secretive fling-grab-shoot that begins the first room, begin the entire map with a portal already placed in a cage scenario, giving one player only the other side of the gun. Then the players can see the effect of the cage element firsthand, fed simply to them. Then, seeing the cage fires that in their minds and they try to find a way to use it.

I didn't personally get past that part. The second time I saw Chell was actually the "first" appearance, behind the rubble in the strobe-like room, and having already seen her once and having spent five or ten minutes working on the main puzzle, seeing her again with glowing eyes just set me over the edge and I quit. So I can't provide suggestions on how to improve the other areas of the map, having not seen them. In any case, both Halls and Fire could benefit from some introduction to the solution before forcing the player to use it.
Keep coming up with ways to shift the paradigm. Just find a way to tell us what you're doing first. I think it'll be more fulfilling for everyone.

Hayabusalvr • May 29, 2011 • #43344
3 posts

We really liked the first part. I loved the "ghost" who kept appearing; it was unexpected and a very nice touch! The funny thing is that I was the only one who saw her!.

The second map was just too frustrating to complete. We did find the solution but execution was another matter. We finally just gave up.

Rancor • May 31, 2011 • #43345
6 posts

thank you so much for this map!
While it took us a while to figure out how to get out of the long corridor section, we were absolutely loving the sense of thrill brought by the chell apparition. The main turret room was also very enjoyable probably as a result of the utter dread that accompanied pressing against a very thin, moving light beam as it protected you against thousands of bullets.

xdiesp • May 31, 2011 • #43346
1,078 posts

We tried it again after the nerf, and it was definitely more enjoyable. Completed immediately.

magicrat • Jun 01, 2011 • #43347
28 posts

Hayabusalvr wrote:
We really liked the first part. I loved the "ghost" who kept appearing; it was unexpected and a very nice touch! The funny thing is that I was the only one who saw her!.

The second map was just too frustrating to complete. We did find the solution but execution was another matter. We finally just gave up.

The downloader seemed to be have some troubles and was having only the first version downloadable for a while. it is fixed now however. If you do play make sure that in the instructions it says it is version 1.1, that is the less frustrating version.

sentenza7p • Jun 01, 2011 • #43348
2 posts

We totally enjoyed the cleverness of the puzzles, until we got to the turrets one.

Where you have to go in the cage and poke your head out in the portal was especially cool and inventive. Also, of course, my partner left me in the cage and laughed at my ass

Now, that turrets puzzle... I don't drink Redbull while I play and don't intend to start. Those action levels should be left to other games than Portal. Also, the spammed sounds those turrets make can drive you nuts after a while.

wismeril • Jun 02, 2011 • #43349
29 posts

Just like xdiesp, I did'nt like your map at all. Really not in the spirit of portal. Your map is hard, furstrating. you don't resolve portal physic enigmas, you just die killed by a hundred turrets. What's the point. The atmosphere is great. The level is nice. But this is not portal. NO FUN AT ALL. Sorry. Inspire yourself with the original ones. Tell yourself : if valve developpers had done all the map just like mine, would the game have been so appreciated ?

ghfg • Jun 02, 2011 • #43350
4 posts

wismeril wrote:
Just like xdiesp, I did'nt like your map at all. Really not in the spirit of portal. Your map is hard, furstrating. you don't resolve portal physic enigmas, you just die killed by a hundred turrets. What's the point. The atmosphere is great. The level is nice. But this is not portal. NO FUN AT ALL. Sorry. Inspire yourself with the original ones. Tell yourself : if valve developpers had done all the map just like mine, would the game have been so appreciated ?

I can't tell if you are serious or just really stupid.

You can tell his maps are not 'Portal 2' puzzles, they are not the simple figure-it-out by blatantly fitting the pieces together as if it were a jigsaw with only 4 puzzle pieces. These puzzles are true PUZZLES, and must be resolved as such.

The introduction of moving light bridges and the cage, although new, were already introduced in the original Portal game. Not the specific elements of light bridges, but this type of puzzle is what valve ended up shying away from due to the fact that people could not figure these out fast enough to be a game.

Portal 2 itself is a sightseeing tour with puzzles scattered across it.
This is a puzzle. Like Portal. A puzzle game.

But yeah, moving light bridges = seizure.

magicrat • Jun 07, 2011 • #43351
28 posts

ghfg wrote:

But yeah, moving light bridges = seizure.

They are very glitchy but that was the best I could do with them, If the moving portals were any closer to the player they would literally force the player through solid world geometry, yet if I made the ceiling any lower than the puzzle would feel claustrophobic. The final solution was the best I could accomplish given the constraints of moving light bridges. yes they are glitchy but it really is only the re-draw of them that is causing the flashing, they work perfectly though.
On another note I finally released my new map link. I have Applied feedback from this map to the new one and therefore the new one should not be as frustrating as this one and still retain a puzzle like feel.

Djinndrache • Jun 28, 2011 • #43352
1,442 posts

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:

6RueABk8_TE
(Link: http://www.youtube.com/watch?v=6RueABk8_TE)

Also note the video description for more feedback and my signature for additional project information.

khoma • Mar 25, 2012 • #43353
4 posts

liked your map until we couldn't solve the turret room, because we were not able to shoot portals into the moving wall things. bug? or are we just stupid?

Lpfreaky90 • Mar 25, 2012 • #43354
2,842 posts

khoma wrote:
liked your map until we couldn't solve the turret room, because we were not able to shoot portals into the moving wall things. bug? or are we just stupid?

No; this is an issue caused by DLC #1:
Portals on moving platforms is now considered a cheat. This has probably to do with speedruns. The only level in portal 2 self with moving platforms is the neurotoxin level. Dlc 1 had a fix for this where the method used to give the same effect has been placed.

I believe you can re-enable this by typing
sv_cheats 1 and
allow_mobile_portals 1 in the console; I'm not sure about the second one; will check it in-game as soon as my compile is done. And I'll edit my post accordingly.

magicrat • Apr 28, 2012 • #43355
28 posts

lpfreaky90 wrote:
khoma wrote:

liked your map until we couldn't solve the turret room, because we were not able to shoot portals into the moving wall things. bug? or are we just stupid?

No; this is an issue caused by DLC #1:
Portals on moving platforms is now considered a cheat. This has probably to do with speedruns. The only level in portal 2 self with moving platforms is the neurotoxin level. Dlc 1 had a fix for this where the method used to give the same effect has been placed.

I believe you can re-enable this by typing
sv_cheats 1 and
allow_mobile_portals 1 in the console; I'm not sure about the second one; will check it in-game as soon as my compile is done. And I'll edit my post accordingly.

yeah, that sounds like the reason its not working, I will make a post on the main page.