[Coop] Evolution #01
Each map will have one particular object.
In this first map you will play with lasers.
/!\ Difficult map.
Changelog b5->rc1
- Add steam from opened tubes
- Add some indications with overlays
- Add some lights for button and second laser emitter
- Making a softer light (less dazzling)
- Adding an info_placement_portal somewhere... 
Changelog rc1->rc2
- Add some Glados voices
- Add some signs
- Add a room
- Add a middle spawn
Changelog rc2->rc3
- Fixing the "false" texture to be dynamic (true/false texture)
Changelog rc3->rc4
- Fixing possible exploits
File Name: mp_coop_evolution_n01_rc4.zip
File Size: 4.07 MiB
Idolon wrote:
Beautiful looking and brutally difficult. Took me 30 minutes before I deactivated the last death field, and after that I quit (mostly out of confusion). Excellent work, but could use some more direction.
Thanks.
I don't understand your last remark. As "more direction" do you mean "more elements" (like lasers, funnels) or "more ways" ?
Recording coming soon (I'll try to render it until monday, so I can upload it Tuesday when I'm at university. Due to this big bug this map gets high priority in the uploading queue, but the size is too high for an upload from home.)
it took us a total time of ~45 minutes
As soon as you put the record, I'll try to correct it (if it comes from the map).
Get beers and pen&paper, it lasted us over 1 hour.
Is it fun? Your mileage might vary: as for me I'm used to grind my teeth but my mate was being possessed by demons. It's definitely a bit across the border.
The following might have been us messing around, but something I didn't like because unfitting for the general polishing level: to reach the second laser target (the one across the chasm which extends the lower bridge), we used portals to bring a very obliquely laser (the first one) to it. Had to be done a second time, and felt strangely disjointed with the rest of chirurgical, mirror shine logic.
When I started this map (this set of maps because it's the first of a set), I didn't want to make an easy or medium map because I found all maps of the original game easy (maybe 1 or 2 difficult maps, but not really very difficult). So this map isn't easy (it's the goal) and is maybe not accessible to everyone (not the goal, but we don't have difficult map without public restrictions
).
However, it's true that the laser beam is very oblique. Maybe by having angles less than 45 degres, the map will be "more intituive"...
I'll see what I can do to reduce anglesthis evening.
Edit :
Release of the rc2 of the map.
Due to the strong difficulty of this map, I add a first room which is simpler (version rc2) to motivate those who aren't very patient
.
Changelog rc1->rc2
- Add some Glados voices
- Add some signs
- Add a room
- Add a middle spawn
Enjoy !
Lesar wrote:
How to solve this map?
The first room or the second room ?
Cau3T wrote:
The first room or the second room ?
Second. First is easy.
Lesar wrote:
How to solve this map?
Stop when you're satisfied:
1)
Your goal is to send one player to the exit.
2)
Blue will stay in the room with the cube & laser, Orange will play in the "behind the room" area.
3)
At the very beginning, portal the cube to yourself: then use it on the target to send the 2nd player across. Aligning the laser across will raise the lower bridge, which leads to the room and the exit.
4)
Send Blue to the room and Orange to the starting area. Using the button, Blue can have Orange enter the "behind the room" area and deactivate the fizzler there too.
5)
Orange can go back topside by placing a portal to the upper part of the pit from the starting area to below, and then jumping. Blue can portal freely from the room to the area across the chasm.
6)
Both go back topside, and Orange has Blue come to his side and place a portal at the laser which hits right at the start of the "behind the room" area. This way he can bring the laser to the room, make it hit the cube on the button and then a target. If Blue can't use the room's white walls for his, he can use those of other "behind the room" places (harder).
7)
Orange places a portal at the laser topside, and another downside in a corner so it can hit another target. He will have to go back up and finetune the cube for this.
8 )
Now that you know the correct maneuvres, have Blue connect his laser downside, have Orange extend the lower bridge (Blue walks up to the red barrier), then finally Orange connects the topside laser to the target downside to remove the red barrier.
It is important for players to coordinate every portaling, so that none will remain cut off.
Here is the solution video of the two rooms :
http://www.youtube.com/watch?v=l-gT4o038xk
Don't watch it if you want to reach the exit by yourself !
xdiesp wrote:
Stop when you're satisfied:
It is important for players to coordinate every portaling, so that none will remain cut off.Cau3T wrote:
Here is the solution video of the two rooms :
http://www.youtube.com/watch?v=l-gT4o038xk
Thanks, guys. By the way, I used another method to get the cube in the first room, more simple.
Anyways, here is the recording:
S8MyOn9AFcI
(Link: http://www.youtube.com/watch?v=S8MyOn9AFcI)
Also note the video description for more feedback and my signature for additional project information.
I think that one laser source can only power on one laser catcher. Then it's normal to not have the last powered on. However, your solution uses a bug with laser catchers...
I'm sorry but you aren't on a solution with this bug 
PS : With this map version, you've done only the second room. Because of the difficulty of the map, I added a first room before to "guide" the second room solution.