[Coop] Broken Neurons

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MrLate
159 Posts
Posted Sep 26, 2011

UPDATE ON 25.8.2012
Now you can play the map through the Steam Workshop

Released 1.15! (3.11.2011)

-Added ramp to the last chamber for easier exit.

Short map with 2 chambers. Featuring light bridge, funnel, faith plate and deadly lasers!

Screenshots:

http://dl.dropbox.com/u/3300848/portal/ ... _00001.jpg

http://dl.dropbox.com/u/3300848/portal/ ... _00002.jpg

Click here to download [Coop] Broken Neurons

Click here to download [Coop] Broken Neurons

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MrLate
159 Posts
Posted Sep 26, 2011
Replied 1 minute later
Screenshots!


I got a bit lazy with the 2nd chamber as you can see
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shawy89
74 Posts
Posted Sep 26, 2011
Replied 4 hours later
Once again, excellent coop map MrLate. Short map, with nice puzzles that were easy-ish, but never too easy, very enjoyable. Fantastic looking map as well.

Very clever use of the lightbridge in Chamber 1. I'll be honest, it was my partner that got the "Aha!" moment of how to get to the exit.

Thanks for creating. 5/5

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OnePortalizedGal
156 Posts
Posted Sep 26, 2011
Replied 1 hour later
This map was alot of fun to play. It looked great and worked very well. We had alot of fun playing it. I loved the second chamber. Very innovative. Thanks for the great work. Please more coop maps - we need them.
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MrLate
159 Posts
Posted Sep 27, 2011
Replied 8 hours later
Hey, thanks for comments!

I made a slight update to the 2nd chamber in new version I just uploaded. Funny thing... when I just decided to check this map this morning, I didn't know how to get both players to the exit . In testing I just used noclip...

But I figured out a way to do it anyway, just had to think with portals . So I just made my "solution" little easier to carry out. I also compiled the map with -final settings which I forgot to do in the first version.

E: Trying to get download working again, could take a while. Select the older version from the "Download" section if the new one does not work

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miniman
5 Posts
Posted Sep 27, 2011
Replied 2 hours later
sorry but the latest archive is corrupted
requesting a re-upload
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MrLate
159 Posts
Posted Sep 27, 2011
Replied 1 hour later
I fixed it by using the "external" option. Now you can download the map without problems.
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dinnesch
105 Posts
Posted Sep 29, 2011
Replied 1 day later
This map was great. Above-average difficulty and while the looks are simple, congrats on mixing timing elements with puzzle ones so well.

One minor complaint about the room in this screenshot(forgot the count), I think the jumping could be more fun if it had some portal placement helpers. Particularly the jump to get the first cube took a couple of tries just because our portals were misaligned, which is even more confusing because you need to fly with an angle. I think another way to solve this would be making the gap for the cube bigger, although I don't know if it would ruin your maps' looks.

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MrLate
159 Posts
Posted Sep 29, 2011
Replied 2 hours later
I had placed a placement helper on the floor panel, at least for me it locked in the middle unless I shot a portal there 2nd time. Also I think portal funneling should guide the player though portal.

Thanks for playing!

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KennKong
942 Posts
Posted Sep 29, 2011
Replied 35 minutes later
The flings in the first room were wildly inconsistent. We would try the same fling, through the same portals, and land (or die) in a different place every time. Even though we easily figured out what to do, getting it to work was very frustrating.

The fling to the high super button would land us short, or even more inexplicably, into the wall far to the right of the exit portal. The fling to the faith plate landed us short left and high right most of the time. The fling from the faith plate to the button stalk was even more inconsistent. About the only thing we didn't hit was the button stalk.

The second room was fine, although getting the second player to the exit had us stumped for a while (easy to do, we're just dumb that way.)

The lighting was quite good for a map that isn't that brightly lit. Maps this dark often have pitch black nooks and crannies; not yours.

Since this is a newly released map, I'm not going to put a rating on it yet. If you haven't fixed the inconsistent flings in the first room after a while, it will get a 3. Otherwise, it has the potential for a solid 4 from us.

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MrLate
159 Posts
Posted Sep 29, 2011
Replied 1 hour later

KennKong wrote:
The flings in the first room were wildly inconsistent. We would try the same fling, through the same portals, and land (or die) in a different place every time. Even though we easily figured out what to do, getting it to work was very frustrating.

The fling to the high super button would land us short, or even more inexplicably, into the wall far to the right of the exit portal. The fling to the faith plate landed us short left and high right most of the time. The fling from the faith plate to the button stalk was even more inconsistent. About the only thing we didn't hit was the button stalk.

I did not have that kind of problem when I tested it myself. On what surface you jumped on? One with the bullseye, right?

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KennKong
942 Posts
Posted Sep 29, 2011
Replied 12 hours later

MrLate wrote:

I did not have that kind of problem when I tested it myself. On what surface you jumped on? One with the bullseye, right?

Yes, the bullseye. We tried every orientation, placing the portals from the east, west, north and south. The orientation that seemed to work best was placed from the lower super button platform, so that when you entered it from the faith plate, you were going in sideways.

The greater inconsistencies came from the angled plates. The first portal we would place would go in the center, which worked quite poorly. If you replaced the portal, you could place it either on the left or right side. For both angled plates, we found the most consistent results if we placed them on the right as you face them.

For the angled plate facing the laser grille, placing a portal from behind it never worked. That would almost always shoot us to the right of the laser grille, usually hitting the post on the right, but other times completely missing it to the right. Even with the portal placed on the right side from the front, we found we had to use left stick coming out of the portal to make it. Something about that fling really wants to shoot you to the right. I was almost convinced there was a player_clip there.

For the angled plate facing the super button platforms, placing the portal on the left side would smack us into the wall leading to the exit. Placing the portal in the center would get us to the lower super button consistently, but not the upper one. We had to place it on the right side to get to the upper platform.

Hope that helps. PM me if you want to test with me online.

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MrLate
159 Posts
Posted Sep 30, 2011
Replied 6 hours later
Hmm yeah, going to portals which are sideways cause problems and I think there is not really anything I can do to fix it.

Since the only fling where you need to replace one of the portals mid-air is the first fling, it shouldn't be too much of a problem, even with a ps3 controller as you said you were using.

If you go though portals that are in straight line, you will also fling out in a straight line.

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xdiesp
1,078 Posts
Posted Oct 02, 2011
Replied 2 days later
Agreed with the previous commenters, the hand behind the map's evidently expert as in rich in detail, stark, interesting building (at least the first part, second flies by) but we were bashing our head against a wall to get that damned final jump right. What's tragic is that it seems like an afterthought, like you've won already but retardedly you don't know how to use the door knob to leave. Unpleasant, but without a focused intervention on that issue the map might as well be broken.

What we were trying to do, is to enter either the target panel or slated one at the pit via different angles, to later output in front of the exit. Even trying to output to the slated panel close to the exit, BOUNCE on a lightbridge and... well. We solved it by merely dropping from up high (bridge) on the slate-pit, which on second thought might have been possible from the get go (or maybe the momentum wouldn't have sufficed). Imho, either add an obvious hint or some gel unlocked from the upper cubeplate.

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Random
171 Posts
Posted Oct 02, 2011
Replied 26 minutes later
This was quite an enjoyable map that made good use of the collaboration and timing of both players. The first half had a very nice environment. Unfortunately I agree with KennKong when he mentioned the flinging problem. The only problem I noticed was while flinging to the push-button I honestly have no clue why it was happening, I've never seen it before, but even if I went through straight I would fly at an odd angle to the right more than what should have been possible. I had to reposition the portals a few times to make the flight straight and it seemed like some placement helpers interfered with that.

xdiesp wrote:
We solved it by merely dropping from up high (bridge) on the slate-pit, which on second thought might have been possible from the get go

I have a feeling he solved it unintendedly, at least I hope so, as the other solution seems much more legit. Well done.

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MrLate
159 Posts
Posted Oct 03, 2011
Replied 7 hours later
xdiesp, you are suppose to use the light bridge with the tilted panel to get to checkpoint room. Going to add a light bridge symbol there to help.

I'll try now to fix that fling bug by using trigger_catapults. Let's see how it helps. If you have demos or something that could help me to fix the bug I would appreciate them.

E: Looking good

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MrLate
159 Posts
Posted Oct 03, 2011
Replied 4 hours later
Sorry for double post, but I just uploaded hopefully version which fixed those flings. If you spot any glitches please post them here!
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xdiesp
1,078 Posts
Posted Oct 03, 2011
Replied 1 hour later
Much better then!
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MrLate
159 Posts
Posted Oct 03, 2011
Replied 1 hour later
Released 1.1! (3.10.2011)

-Fixed info_portal_placements
-Fixed flings, hopefully!

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xdiesp
1,078 Posts
Posted Oct 03, 2011
Replied 2 hours later
Right on, improving the guidance was everything the first room needed to be perfect. The second part is still quite understated, but acceptable.