File Size: 6.18 MB
Downloads: 7705
Rating: (31 votes)
Description
In Greek mythology, Prometheus is a Titan, the son of Iapetus and Themis, and brother to Atlas, Epimetheus and Menoetius. He was a champion of mankind, known for his wily intelligence, who stole fire from Zeus and gave it to mortals. Zeus then punished him for his crime by having him bound to a rock while a great eagle ate his liver every day only to have it grow back to be eaten again the next day."The Rock of Prometheus" is a unique Co-op experience designed to tickle the frontal cortex and stimulate the user's imagination. None of the puzzle elements in "the Rock of Prometheus" are impossible or heavily reflex based. No lemons. We promise. Screenshots: 1. http://i.imgur.com/1q4ld.jpg 2. http://i.imgur.com/MYaML.jpg 3. http://i.imgur.com/PVrhZ.jpg 4. http://i.imgur.com/9BhAV.jpg 5. http://i.imgur.com/FfTxy.jpg 6. http://i.imgur.com/omafH.jpg 7. http://i.imgur.com/cQdvg.jpg 8. http://i.imgur.com/WxKV0.jpg Solution: (please only watch if you have finished the level or are stuck) http://www.youtube.com/watch?v=IRCQEAdi-IY V1.3: chamber 1: -completely reworked and streamlined the first puzzle for better player direction and less frustration -improved lighting -added details chamber 2: -changed puzzle as a precursor to the next puzzle -removed unnecessary elements chamber 3: -took out extra puzzle for a stream lined experience, made the solution a little bit more obvious. -improved lighting V1.4: chamber 1: added timer on wall chamber 3: removed all known bugs and exploits made solution more visually obvious V1.5: -removed glados voices -made ending more visible chamber2: -fixed door glitch -fixed extra puzzle solutions chamber 3: -fixed gliding solution
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Got stuck in chamber 1... Frustrating cause we cant get the arms in the middle of the room to get down. There is no indication that tells you what is suppose to activate it. Got the arms down once randomly while playing with the lasers. We restarted to try and see what activated it but couldn't do it again so we were stuck again lol.
Dr_D1cK_H4nDleR wrote:
Got stuck in chamber 1... Frustrating cause we cant get the arms in the middle of the room to get down. There is no indication that tells you what is suppose to activate it. Got the arms down once randomly while playing with the lasers. We restarted to try and see what activated it but couldn't do it again so we were stuck again lol.
the laser makes the arms go down.
Dr_D1cK_H4nDleR wrote:
Where do you point the laser to activate the arms?
at the only laser receiver in the map, you have to use portals.
Dr_D1cK_H4nDleR wrote:
That was the first thing we tried... Its probably glitching out...
no just hold it for 3 seconds
first chamber was really awesome. Took us some time but we found the solution.
second chamber was fun but extremely easy.
third chamber was.....we never found the solution but we did find the secret room that scared the s**t out of me.
i dont want to give this map neither a 4 or a 3 so consider my rating 3.5
Curious, after the final puzzle there is another locked door with two cube slots, is this a functional part of the map with a real way to obtain the two cubes needed? Or is this part just a 'prop'? (for now?)
Nice map BTW, first portion took us a few minutes 
Hey there, me and my mate have completed all of your maps, and needless to say we LIKE them!! Really you do an awesome job at mapping. We like that your puzzles are creative, difficult and coherent (or scary!). Keep it going that way, and again, thank you!
Yet again you have done an awesome job with this level magicrat. It was slightly easier than your others in our opinion, but we understand that this was to please a wider audience and you have managed to keep the atmospheric feel of your challenges as you have in your previous instalments.
Thoroughly enjoyed playing this level, and absolutely adored what the secret room holds (awesome idea and the best easter egg we have found to date).
(You probably don't want to watch this if you haven't completed this map yet).
suYLsCiCnDM
The first puzzle took us quite a while to figure out, a very innovative solution indeed.
First puzzle
You probably want to add an indicator linking the laser catcher with the panels, a timer indicator would be even better. When you try to hit the laser for the first time around those panels, it feels like you're doing it wrong since the placement is so odd. By adding an indicator, you'll know that you have to hit the laser before lowering the panels and not the other way around.
For those stuck at the first puzzle: first hit the laser catcher by holding and aiming the cubes. Then, find a way to keep the panels lowered without having to hold the cubes. It's not a timed puzzle, you don't need to run around a lot between deactivating and restoring the laser route.
The second puzzle was too easy compared to the other two, however I can understand how this could help in finding the solution to the third puzzle.
The third puzzle took us a bit longer again and was at about the same difficulty as the first puzzle, which is good.
Third puzzle
It looks like the coopcrowd did it in an unintended way. We first got one person into the room on the left. The person at the start then used the funnel to gain some height and fling himself to the exit. Then, the second person took over the funnel to gain height and popped a portal on the wall in that room to fling to the exit. I don't remember exactly how the person at the started reached the funnel, I think the other person did something with the funnel as well but whatever.
Easter egg
The companion cube room was scary as s**t again, Chell is still haunting my nightmares. Oh, and nice work with the corridor. 
Great map, a few clever puzzles in a very unique atmosphere. Keep on making awesome maps please! 
Thanks for all the great comments! I am working on updating the map to version 1.4 which should fix more of the bugs and streamline the gameplay even more. 
Very good map. The first chamber idea was really new. And when you screw up, all scripts continued to work as expected.
3rd chamber was a little weird, I have no idea what should be done in the glass room on the left side. We just strafe-jumped to beam.
whew. Finished with v1.4. Hopefully more people will start recognizing the intended solution now. 
It took a while to persuade my mate to retry this one, after what happened with the 1.0 version. The firzt puzzle does not look glitchy and impossible anymore, but I can see people not getting what the laser target does since you have wait 3-4 seconds for it to work - maybe it's better if it kicks off immediately. Formerly it did have dotted lines: why the removal?
The difficulty curve really is 2-3-1, where 2 is kiddie stuff already seen in the campaign, number 3 can be difficult and 1 is just mind numbing + extremely difficult execution. Again the secret rooms where the funniest part. To quote my mate: there are puzzles which work wonders in SP only.
ineyaa wrote:
We just strafe-jumped to beam.
Exactly the same thing I did.
But I do love the concept bringover from 2nd to 3rd puzzle, makes it much easier to figure it out.
xdiesp wrote:
It took a while to persuade my mate to retry this one, after what happened with the 1.0 version. The firzt puzzle does not look glitchy and impossible anymore, but I can see people not getting what the laser target does since you have wait 3-4 seconds for it to work - maybe it's better if it kicks off immediately. Formerly it did have dotted lines: why the removal?The difficulty curve really is 2-3-1, where 2 is kiddie stuff already seen in the campaign, number 3 can be difficult and 1 is just mind numbing + extremely difficult execution. Again the secret rooms where the funniest part. To quote my mate: there are puzzles which work wonders in SP only.
well in version 1.4 I have addressed some of these issues. now there is a visual timer that prompts the users to wait. Also the last puzzle has a bit better design, the intended solution is very similar to the second chamber you bump into each other and it should be more obvious now. also there were still dotted lines in the first chamber, I am not sure what you mean by this. anyway, thanks for trying my map out again 
ghfg wrote:
ineyaa wrote:We just strafe-jumped to beam.
Exactly the same thing I did.
But I do love the concept bringover from 2nd to 3rd puzzle, makes it much easier to figure it out.
where did you strafe-jump from?
ghfg wrote:
ineyaa wrote:We just strafe-jumped to beam.
Exactly the same thing I did.
But I do love the concept bringover from 2nd to 3rd puzzle, makes it much easier to figure it out.
where did you strafe-jump from?
It was fixed in the newer version.
Very good map. Haven't seen anything else similar to what you did with the first chamber.
Here's my playthrough:
IgrQ0sjTCvw
I had some lag when I was playing, which made things a bit frustrating. The puzzles here are challenging, but fair. They require a lot of coordination, but nothing that can't be achieved using the chat and pointer tools.
In the second room with the excursion funnels, things got buggy. When I would fall into a horizontal excursion funnel, I would pass through and fall into the goo and die. From my partner's view, however, my body remained in the funnel. Rather than respawn, my screen went white. It was strange. I'm not sure whether this is a problem with the map or with the game, but it leads me to a general thought on map making:
When a game gets laggy, excursion funnels seem to be the first thing that breaks down. I'm not sure what can be done about this, and I'm not saying that maps should be designed so they are still solvable under laggy conditions, at the expense of giving up interesting puzzles. But it's something to consider.
Overall, it was a good map. It took us a while to figure out some parts, but not in a way that made it frustrating. Great job!
Overall, a solid map. But I have to say, one of the best-crafted easter eggs ever. Scary as sh*t!
And I like how you did the effect pulling the player toward zombie chell. I noclipped around and discovered it. A duplicate of the scary hallway, but vertical. You area portal the player there and gravity takes over and the player is none the wiser (and scared sh*tless!) Awesome job. It got me perfectly. I was just creeping slowly toward zombie chell to get a closer and look and suddenly Im rushing toward her.. NOooo! Get away! lol
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:
_HEmoZ1Roao
(Link: http://www.youtube.com/watch?v=_HEmoZ1Roao)
Also note the video description for more feedback and my signature for additional project information.
just updated to version 1.5, a few more bugs fixed and solutions streamlined, also I got rid of those annoying glados voices, (I did not really think they were doing much for the map anyway) 
While playing as orange I got stuck in the final funnel after crashing with blue in the air. From my viewpoint it was as if I fell into the goo and I got the killing noise. But then the view kept moving below the funnel at the speed of the funnel. Finally stopping inside the wall below the funnel end with a white screen. In partner view it was as if I was moving normally inside the funnel but my robot was not making any body movements. We tried this twice with the same result.
Great map with excellent first puzzle and amazing ending. Many thanks and please more of these
In Greek mythology, Prometheus is a Titan, the son of Iapetus and Themis, and brother to Atlas, Epimetheus and Menoetius. He was a champion of mankind, known for his wily intelligence, who stole fire from Zeus and gave it to mortals. Zeus then punished him for his crime by having him bound to a rock while a great eagle ate his liver every day only to have it grow back to be eaten again the next day."The Rock of Prometheus" is a unique Co-op experience designed to tickle the frontal cortex and stimulate the user's imagination. None of the puzzle elements in "the Rock of Prometheus" are impossible or heavily reflex based. No lemons. We promise.
Screenshots:
1. http://i.imgur.com/1q4ld.jpg
2. http://i.imgur.com/MYaML.jpg
3. http://i.imgur.com/PVrhZ.jpg
4. http://i.imgur.com/9BhAV.jpg
5. http://i.imgur.com/FfTxy.jpg
6. http://i.imgur.com/omafH.jpg
7. http://i.imgur.com/cQdvg.jpg
8. http://i.imgur.com/WxKV0.jpg
Solution: (please only watch if you have finished the level or are stuck)
http://www.youtube.com/watch?v=IRCQEAdi-IY
V1.3:
chamber 1:
-completely reworked and streamlined the first puzzle for better player direction and less frustration
-improved lighting
-added details
chamber 2:
-changed puzzle as a precursor to the next puzzle
-removed unnecessary elements
chamber 3:
-took out extra puzzle for a stream lined experience, made the solution a little bit more obvious.
-improved lighting
V1.4:
chamber 1:
added timer on wall
chamber 3:
removed all known bugs and exploits
made solution more visually obvious
V1.5:
-removed glados voices
-made ending more visible
chamber2:
-fixed door glitch
-fixed extra puzzle solutions
chamber 3:
-fixed gliding solution
File Name: mp_coop_rock_of_prometheus1_5.zip
File Size: 6.18 MiB
Click here to download The Rock of Prometheus