[Coop] Electrophobia
This is an ABSOLUTELY 5/5! Not the kind of 5/5 where the map is still okey, but an Absolutely 5/5!
Needs some work specially on last part, where if you die you get back to behind the door (and your partner needs to get you), and at some point in the map I swear the door was always open, nothing on the buttons. The scenery was nice though!
Qosmo wrote:
I disagree! Not exactly a genius map, it had good parts but it kinda felt monotonous.
Needs some work specially on last part, where if you die you get back to behind the door (and your partner needs to get you), and at some point in the map I swear the door was always open, nothing on the buttons. The scenery was nice though!
It is intensional that the other bot needs to let the player out. Its up to the players to figure out why it is designed that way, but it is not required to solve the puzzle. If you'd like, think of it as a mental puzzle: Why is it required that one player must let the other player out? There is a good reason, which is better understood once you have solved the puzzled, and have tried\pondered alternate solutions. 
This is what free dlc looks like: three retail quality (big) chambers, requiring both players' input for real and not just one standing on a button the whole time. Mostly, in COOP we don't care much mapping skills (kind of a more "visceral" experience) but we noticed this one's care for looks nonetheless.
As for puzzles, the first went away with a modicum of stupid deaths but generally fine; the second one we finished pretty easy; then got stuck at least 30 mins on the third. Big thumbs up! ![]()
*yes, we realized the backtracking at each death was intended not to skip a part of the puzzle, but still annoying.
xdiesp wrote:
*yes, we realized the backtracking at each death was intended not to skip a part of the puzzle, but still annoying.
Good feedback.
Can you explain why you found it annoying? Was one of the players dying a lot trying a solution that was not working out?
Do you have suggestions on alternate ways to prevent "solution by suicide"
I can think of a fix, but not so elegant: you could have that button on the inside of the gate, and when you press it the funnel deactivates for a second.
xdiesp wrote:
Let me explain: the 3rd chamber surely is not a death trap, the only place you can really die is in the funnel pit. But when one gets stuck having eliminated all viable solution, he will try whatever remains (however dangerous). Like playing around the pit, with the available blue gel.I can think of a fix, but not so elegant: you could have that button on the inside of the gate, and when you press it the funnel deactivates for a second.
Thanks for the feedback. I didn't know why people were dying so much on the last level, but now it makes sense. Not only did you give a good explanation of the frustration from a player's point of view, but you provided a suggestion to fix it. I like the idea, but I agree it isn't so elegant. You have gotten me to start thinking about other solutions though.
EDIT: I implemented a simple solution. It allows one player to get back to the gel area alone but doesn't break the puzzle. The door stuff is gone from the beginning. I'll release the next version when the contest is over.
xdiesp wrote:
Let me explain: the 3rd chamber surely is not a death trap, the only place you can really die is in the funnel pit. But when one gets stuck having eliminated all viable solution, he will try whatever remains (however dangerous). Like playing around the pit, with the available blue gel.I can think of a fix, but not so elegant: you could have that button on the inside of the gate, and when you press it the funnel deactivates for a second.
I understand what you mean by attempting remote possibilities even ones that result in dying. Not so much with maps created by Mevious, but other unknown mappers that do require extreme\obscure efforts. I have played all of Mevious's puzzles so I know when I get stuck it's because I am not seeing something that is hidding in plain site.
Anyways, here is the recording:
bc1MS-TsAdQ
(Link: http://www.youtube.com/watch?v=bc1MS-TsAdQ)
Also note the video description for more feedback and my signature for additional project information.
As for the third, I like it overall , although I can't shake the feeling that it needs something superficial, like more signs or more glass to let the other player get a better view. You did leave blue splatters around the floor portal, which might be all anyone can do.
Also, one player has to stay behind and keep switching the direction of the funnel to keep the orange gel, but I don't think that adds any value to the map and it makes playing alone with ss_map unfeasible (I needed to get a buddy). If you did something brilliant so that the gel would be taken from one end to the other, that would be great.
Also, our ping tools didn't work on the latter courses of this map. Surely that wasn't intentional.
second test: easy but cool
third test: Took us half an hour to figure out (and that's why its was pure epicness when we solved it)
design: excellent, it WAS the old aperture labs without any visual glitches or not matching props
The only bad thing about the map was the fact that after the first chamber we couldnt use our ping tool or do a gesture which got really annoying.
http://www.youtube.com/watch?v=nOdyZUVk ... tube_gdata
&
They never showed up.
I checked to see if maybe they were Coop which would explain why they did not show up - and nowhere in the Descriptions does it say "Coop".
Finally I came here to TWP and saw that they are indeed Coop maps.
Please add trhe word "coop" to all coop maps.
I am surprised that Steam has no automatic Flag showing all Coop files as such.
the flags
sp-coop-tags.jpg