[Coop] Cubism
Quote from Bam191 on June 2, 2012, 11:51 amAtlas and P-Body find themselves plunged into yet another one of GLaDOS' devious tests. After getting their bearings, they notice a lack of the nagging comments and cruel jokes that they had gotten used to. Unperturbed, they make their way to the starting area, but something doesn't feel quite right...
Hey guys, this is my first Portal 2 map. I discovered hammer roughly two weeks ago, and this is the first thing that came to my mind! Please leave some comments and constructive criticism, and let me know if you find any bugs or cheats!
Huge thanks to everyone who walked my through how to use hammer, and to the people who helped me test my map before I released it.
Very special thanks to Max G. (HammerHead) for helping me a considerable amount with the map. The frames on the glass, the cages around the buttons, and a bunch of the textures are entirely thanks to him. Sorry for not mentioning it earlier!READ THE README FILE, IT IS IMPORTANT!
v1.3~~
Removed some cheats. Read patch notes in the README to find out more.
v1.2~~
Minor bug fixes, and removed some cheats. Read patch notes in the README to find out more
v1.1~~
**Map-breaking bug has been solved, read patch notes in the README to find out more**File Name: mp_coop_cubism_v1-3.rar
File Size: 3.02 MiB
Click here to download Cubism
Atlas and P-Body find themselves plunged into yet another one of GLaDOS' devious tests. After getting their bearings, they notice a lack of the nagging comments and cruel jokes that they had gotten used to. Unperturbed, they make their way to the starting area, but something doesn't feel quite right...
Hey guys, this is my first Portal 2 map. I discovered hammer roughly two weeks ago, and this is the first thing that came to my mind! Please leave some comments and constructive criticism, and let me know if you find any bugs or cheats!
Huge thanks to everyone who walked my through how to use hammer, and to the people who helped me test my map before I released it.
Very special thanks to Max G. (HammerHead) for helping me a considerable amount with the map. The frames on the glass, the cages around the buttons, and a bunch of the textures are entirely thanks to him. Sorry for not mentioning it earlier!
READ THE README FILE, IT IS IMPORTANT!
v1.3~~
Removed some cheats. Read patch notes in the README to find out more.
v1.2~~
Minor bug fixes, and removed some cheats. Read patch notes in the README to find out more
v1.1~~
**Map-breaking bug has been solved, read patch notes in the README to find out more**
File Name: mp_coop_cubism_v1-3.rar
File Size: 3.02 MiB
Click here to download Cubism
Quote from Insomnautik on June 2, 2012, 12:48 pmThought I would boot this up in split screen and have a look around before trying this out with a partner. There are three main things I noticed in the shot time I had to look around. I am going to put this is a large spoiler so to not get harassed (and screenshots) but these are all design related and have nothing to do with puzzle yet as I just walked around for a few minutes.
--- Spoiler ---
[spoiler]01. The main ceiling door flickers and is not placed correctly, it should be properly aligned. Plus, this is a coop map, you could make two buttons that pressed at the same time open it up.
02. Every single light in the map is colored Neutral. This is has a very unsettling effect to your map, and is very uncommon in real lighting situations. More commonly used are cool and warm lights depending on the placement and what mood you want to convey. Neutral should probably be used least often. At least, not for every light. Read up on the Vavle wiki about mood lighting and what cool and warm represent. Intermediate_Lighting
03. I was able to shoot a portal right onto your laser grid, can't go through it, but its a bit odd and can cause visual glitches. Here are screenshots:
[/spoiler]
--- /Spoiler ---Having said all that I would like to say the map looks fairly interesting and I'll be looking for someone to play this with soon. Glad to see more people starting to use hammer, we need more coop maps.
Thought I would boot this up in split screen and have a look around before trying this out with a partner. There are three main things I noticed in the shot time I had to look around. I am going to put this is a large spoiler so to not get harassed (and screenshots) but these are all design related and have nothing to do with puzzle yet as I just walked around for a few minutes.
--- Spoiler ---
--- /Spoiler ---
Having said all that I would like to say the map looks fairly interesting and I'll be looking for someone to play this with soon. Glad to see more people starting to use hammer, we need more coop maps.
Quote from Bam191 on June 2, 2012, 1:12 pmThanks for the info! I'll be sure to fix those up, and put up a v1.1 after a few more bugs are found
Thanks for the info! I'll be sure to fix those up, and put up a v1.1 after a few more bugs are found
Quote from Bam191 on June 2, 2012, 6:41 pmNOTE: I recently discovered a map-breaking bug, I'll make a patch for it very soon.
Bug has been fixed, please download v1.1 for the updated map. Patch notes are in the readme file.
NOTE: I recently discovered a map-breaking bug, I'll make a patch for it very soon.
Bug has been fixed, please download v1.1 for the updated map. Patch notes are in the readme file.
Quote from zivi7 on June 3, 2012, 11:09 amWow, this was a bit confusing...
Not because of the world portals in each of the five directions you face, but because of some other things. Still, this had some pretty nice moments.
Spoilers ahead:
[spoiler]The room with the many hand buttons spawning cubes and starting the first orange funnel could use some symbols that describe what which button does. Portalized and me kept forgetting which button did what and fizzled the cubes we already had more than once.
The cubes that are fired by the faithplates bounce off pretty hard and unpredictable. You will be able to catch them eventually, but maybe there's a way to make that a bit smoother?
The idea of having one player in the maze and the second one directing her/him was pretty nice. The Chell-scare was awesome! But I would recommend to only use it once. The second time we saw her she moved pretty artificially. What we didn't understand was: What was the white goo for in there? We weren't able to use it because the area it had sprayed was too small.
The final laser room was pretty annoying to us laser noobs. Smarter players will probably solve this in no time, but I just hate these puzzles. We had four cubes in there and eventually gave up - partly because we weren't sure if we were supposed to solve the puzzle with these four cubes or if we missed a step somewhere else to maybe get a fifth one or even more. We cheated on the puzzle by creating more lasercubes eventually. We didn't understand what the blue funnel in there was for then - we just shot portals through the small window and went out.[/spoiler]
All in all, I'd say 3/5. It had some fun but also some tedious parts. But thanks a lot for creating, there can't be enough Coop-Maps!
Edit: I totally ignored that it's your first map in my reply. The result is pretty cool for only two weeks in Hammer imho.
Wow, this was a bit confusing...
Not because of the world portals in each of the five directions you face, but because of some other things. Still, this had some pretty nice moments.
Spoilers ahead:
All in all, I'd say 3/5. It had some fun but also some tedious parts. But thanks a lot for creating, there can't be enough Coop-Maps!
Edit: I totally ignored that it's your first map in my reply. The result is pretty cool for only two weeks in Hammer imho.
Quote from Bam191 on June 3, 2012, 11:50 amzivi7 wrote:Wow, this was a bit confusing...Not because of the world portals in each of the five directions you face, but because of some other things. Still, this had some pretty nice moments.
Spoilers ahead:
[spoiler]The room with the many hand buttons spawning cubes and starting the first orange funnel could use some symbols that describe what which button does. Portalized and me kept forgetting which button did what and fizzled the cubes we already had more than once.
The cubes that are fired by the faithplates bounce off pretty hard and unpredictable. You will be able to catch them eventually, but maybe there's a way to make that a bit smoother?
The idea of having one player in the maze and the second one directing her/him was pretty nice. The Chell-scare was awesome! But I would recommend to only use it once. The second time we saw her she moved pretty artificially. What we didn't understand was: What was the white goo for in there? We weren't able to use it because the area it had sprayed was too small.
The final laser room was pretty annoying to us laser noobs. Smarter players will probably solve this in no time, but I just hate these puzzles. We had four cubes in there and eventually gave up - partly because we weren't sure if we were supposed to solve the puzzle with these four cubes or if we missed a step somewhere else to maybe get a fifth one or even more. We cheated on the puzzle by creating more lasercubes eventually. We didn't understand what the blue funnel in there was for then - we just shot portals through the small window and went out.[/spoiler]
All in all, I'd say 3/5. It had some fun but also some tedious parts. But thanks a lot for creating, there can't be enough Coop-Maps!
Edit: I totally ignored that it's your first map in my reply. The result is pretty cool for only two weeks in Hammer imho.
Thanks for the review!
SPOILER ALERT~~
[spoiler]A quick question, did you play through the v1.1 or the v1.0? The v1.0 has some problems with the white goo bit, it was unsolvable, you were supposed to use the blue funnel to make the white goo go to the ceiling of that little room but the grate didn't let the funnel go through, I fixed that with the v1.1.
As for the chell scare, the maze is pretty straight forward if one of the players is guiding you, so I made only 1 chell appear on the correct path, with one appear on each of the dead ends. If the second player were guiding you efficiently, then you would only come across a single chell
I'll take the cube room suggestion and maybe implement it into a later version, but if you didn't notice the buttons send cubes to the face opposite them.
And finally, the laser puzzle room was meant to have 4 cubes, notice the little dots on the floor numbered 1 through 4 with the 4th one missing? [/spoiler]
Anyway, thanks alot for the comments, and thanks for playing the map! I'm glad you enjoyed it
Not because of the world portals in each of the five directions you face, but because of some other things. Still, this had some pretty nice moments.
Spoilers ahead:
All in all, I'd say 3/5. It had some fun but also some tedious parts. But thanks a lot for creating, there can't be enough Coop-Maps!
Edit: I totally ignored that it's your first map in my reply. The result is pretty cool for only two weeks in Hammer imho.
Thanks for the review!
SPOILER ALERT~~
Anyway, thanks alot for the comments, and thanks for playing the map! I'm glad you enjoyed it
Quote from zivi7 on June 3, 2012, 12:40 pmBam191 wrote:A quick question, did you play through the v1.1 or the v1.0? The v1.0 has some problems with the white goo bit, it was unsolvable...We played version 1.1. I guess it would have been possible to do what you described, but we never even tried to do that. Since we got to the laser puzzle with four cubes without doing it, it seems like we did something unintended there... I wish I could offer you a video of our way to solve it, but I didn't have enough free space.
We played version 1.1. I guess it would have been possible to do what you described, but we never even tried to do that. Since we got to the laser puzzle with four cubes without doing it, it seems like we did something unintended there... I wish I could offer you a video of our way to solve it, but I didn't have enough free space.
Quote from Bam191 on June 3, 2012, 1:05 pmzivi7 wrote:Bam191 wrote:A quick question, did you play through the v1.1 or the v1.0? The v1.0 has some problems with the white goo bit, it was unsolvable...We played version 1.1. I guess it would have been possible to do what you described, but we never even tried to do that. Since we got to the laser puzzle with four cubes without doing it, it seems like we did something unintended there... I wish I could offer you a video of our way to solve it, but I didn't have enough free space.
Interesting, how did you actually manage to push the [spoiler]button in the white gel room[/spoiler]? It is required to complete the level, and the way you're supposed to get to it (and the only way I can think of getting it) is the way I just described
Also, the [spoiler]white goo room is supposed to be the second last button you press, notice the #5 behind it? [/spoiler]
We played version 1.1. I guess it would have been possible to do what you described, but we never even tried to do that. Since we got to the laser puzzle with four cubes without doing it, it seems like we did something unintended there... I wish I could offer you a video of our way to solve it, but I didn't have enough free space.
Interesting, how did you actually manage to push the
Also, the
Quote from zivi7 on June 4, 2012, 10:18 amAh, we pressed the button with another fling from the faithplates in the first room. I hope you know what I mean by that, let me know if not and I'll give more details.
About the numbers: No, sorry, we ignored them completely at some point. Especially because the exit room is covered with several 1,2,3 signs.
Ah, we pressed the button with another fling from the faithplates in the first room. I hope you know what I mean by that, let me know if not and I'll give more details.
About the numbers: No, sorry, we ignored them completely at some point. Especially because the exit room is covered with several 1,2,3 signs.