[Coop] Wreaked

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baca25
342 Posts
Posted Sep 09, 2011
Wheatley is back in control and this time he has Atlas and P-Body to test with.

This is my fifth map. I really wanted to put a lot of effort into the looks of this map. I think the puzzles range from easy to medium. There is a known problem of the console being spammed with an error, but I can't fix it and it doesn't affect gameplay.

Enjoy.

Please let me know what you thought of the map in the "View Topic" section, and let me know if you find anything wrong with the map that I might have overlooked.

Thanks to my testers : CrazyGuy, 54, RockeTek, Roksonixx.

P.S. I like watching the videos of my maps, so if you do record it, I really like to watch them.

Updates:
v1.1 - I fixed the portal under the grate, in the second map. It is no longer black.
v1.2 - Fixed unintended solution on puzzle 1, could stand outside of upper portal.
v1.3 - Adjusted a few things in the second course.
v1.4 - No more Blue soloing the first course, And raised cleanser on second.
v1.5 - Added Normal BSP files to download.
v1.6 - Changed first puzzle a little, put on workshop.

Click here to download [Coop] Wreaked

Click here to download [Coop] Wreaked

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stevebe10
7 Posts
Posted Sep 10, 2011
Replied 1 day later
Really great map, we enjoyed it a lot. The only problem we found out, the portalable surface under the gel is black. I guess it isn't getting light or something.
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baca25
342 Posts
Posted Sep 10, 2011
Replied 1 hour later

stevebe10 wrote:
Really great map, we enjoyed it a lot. The only problem we found out, the portalable surface under the gel is black. I guess it isn't getting light or something.

Well thanks for telling me that. I don't know why it took 300 downloads for someone to say something. Glad you liked the map. I had turned that grate into a func_detail before I uploaded the map, and I guess it doesnt like being a func_detail.

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iWork925
1,080 Posts
Posted Sep 11, 2011
Replied 8 hours later
@sphere: unknown scripted sequence "glados_wheatley_boss_idle"
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baca25
342 Posts
Posted Sep 11, 2011
Replied 44 minutes later

iWork925 wrote:
@sphere: unknown scripted sequence "glados_wheatley_boss_idle"

Ya, that's the error I mentioned in the description, but don't know what the heck to do about it.. sorry.

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Salamandra
65 Posts
Posted Sep 11, 2011
Replied 10 minutes later
Here's a playthrough of the first map:

4UxJ_5SLQ48

Second video incoming.

baca25 wrote:
I don't know why it took 300 downloads for someone to say something.

Most people who download don't have accounts, plus not everyone will have played immediately or necessarily thought it was a bug.

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baca25
342 Posts
Posted Sep 11, 2011
Replied 19 minutes later
OK Salamandra, you found an unintened solution. Congrats! I was watching and like... ohhhhhh damn... when you were trying to figure it out, them I'm like don't do it, don't do it... because I realized my mistake before you did it. Dang, I have to delete that platform, you are not supposed to be able to stand there.
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ChickenMobile
2,460 Posts
Posted Sep 11, 2011
Replied 56 minutes later
First of all: well done. I enjoyed this map, but I have to say the visual aspects were much better than the playing aspects. For simplicity I'm going to split this post in both bad and good aspects of these maps.

The good:
The ambience was lovely, the Wheatley chamber theme was done well and you did feel like you were inside a broken test chamber. It was good that you included Wheatley speaking too, gives interaction so the players are headed in the right direction. You certainly made him look stupid by destroying and jamming random things in .
Overall your test chamber was incredibly interesting to look at, there wasn't any bland walls, and the lighting was in the correct places. I'm glad you put a music changer, because we didn't like the first choice of music xD. The puzzles did make me think... Which is a plus. I hate mind numbing puzzles as they can be more boring than a very hard puzzle.

The bad:
-The puzzles we got a bit stuck on for a bit weren't completely obvious what we had to do. For example: when we did get the cube in the funnel I thought we lost it outside the map but I found it about 3 minutes later on the catwalk.
-In the first puzzle it felt like Orange had to stand on the button constantly while blue did all the work. I know that this is the puzzle and probably cannot be changed, but generally it was a bit boring for myself seeing as it took a while to get the solution.
-Indicator lights are a must, these tell the player what button does what.
-I also noticed that you tried to limit the puzzle to have it 'the one true solution', especially in the second chamber. Overall this is a bad idea. Not everyone will get the intended solution as everyone does think differently. Invisible walls, fizzlers (like the one on the pole) etc. can get annoying, especially if this is the only solution a player can see.

Possible corrections:
If you are going to fix or upload another version, here's what I would suggest:
- Put indicator lights on buttons to what they activate.- When you spawn the Monster cube in the second map, make it auto-spawn once you press the button once. We had to constantly bounce up to the button and spawn the cube around 15 times before we actually completed the puzzle.- Glass windows are very important, whether people know this or not. You could have used glass in many places instead of making whole rooms or areas round a corner. This also improves visibility of puzzle elements which the players need to see to understand what to do.- It was a very long walk for the orange robot in the first test chamber. Perhaps making use of the portal gun would be a good idea.- Make the cubes fizzle when they fall in the pit. It makes more sense as this usually always happens.- I did notice that you made use of a common portal glitch to solve the second chamber. Rising up by spamming portals at a vertical wall should not be the solution to a puzzle. I also heard that this glitch will be fixed in a future update, thus making your test chamber unsolvable.
Please try to understand I'm not being negative but giving advice, the map was interesting and it was a fantastic effort!

P.S. Just noticed your reply: Do not remove unwanted solutions!!! Multiple solutions to a puzzle are good!!

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Salamandra
65 Posts
Posted Sep 11, 2011
Replied 41 minutes later
Second map:

_8DR9-u8Q10

baca25 wrote:
OK Salamandra, you found an unintened solution. Congrats! I was watching and like... ohhhhhh damn... when you were trying to figure it out, them I'm like don't do it, don't do it... because I realized my mistake before you did it. Dang, I have to delete that platform, you are not supposed to be able to stand there.

Yeah, I did realize that wouldn't be intended when I came out of the portal and saw it was that narrow. Hence why my partner called me a dick

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baca25
342 Posts
Posted Sep 11, 2011
Replied 58 minutes later

chickenmobile wrote:
The good:
The ambience was lovely, the Wheatley chamber theme was done well and you did feel like you were inside a broken test chamber. It was good that you included Wheatley speaking too, gives interaction so the players are headed in the right direction. You certainly made him look stupid by destroying and jamming random things in .

Told you I had to put crazy detail into the Wheatley style mapping...

chickenmobile wrote:
I also noticed that you tried to limit the puzzle to have it 'the one true solution', especially in the second chamber.

Actually the second chamber has many different ways to do the same puzzle. Every puzzle except for getting the cube.

chickenmobile wrote:
I did notice that you made use of a common portal glitch to solve the second chamber. Rising up by spamming portals at a vertical wall should not be the solution to a puzzle. I also heard that this glitch will be fixed in a future update, thus making your test chamber unsolvable.

I didn't really know it was a glitch, but it is a very easy fix, by putting a white panel under the first platform, so they can do it either way. Will do.
edit actually after opening it up, not as easy as I thought.

chickenmobile wrote:
P.S. Just noticed your reply: Do not remove unwanted solutions!!! Multiple solutions to a puzzle are good!!

Normally I wouldn't change the puzzle, but in this case... It makes the whole puzzle soloable(except for standing on the button), when he can do that. So I have to make the change.

Love the input... Love that you enjoyed yourself... Will be making adjustment.

Love the video Salamandra, I really can't get enough of watching people play my maps. Please Please Please, more videos.

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xdiesp
1,078 Posts
Posted Sep 11, 2011
Replied 8 hours later
Two very different maps, if anything penalized by mp_wreaked1 being far less appealing than the follow-up. I can relate to that: by chance we tried mp_wreaked2 first, absolutely enjoying the open structure and lots of interactions. Then we rebooted and saw where the previous criticism came from: supposedly tactical, the map's just restrictive without player exchanges and Orange being stuck on a button the whole time - or worse, sniping.

That's quite a feat to nail a bad first impression with a technical side this solid. Indeed the vast and animated Wheatley vistas were impressive, a leap on from your previous works. Not yet superb as one Fling Bridge, but still - that's a job well done, safe part of the bet. Back to the gameplay, I'm not as pessimist as Chickenmobile but that's because we had the luxury of enjoying part 2 as intro: so yes, more indicators would make it less confusing but the situation isn't desperate; but no, I see no need to worry about funneling up being considered a glitch (?).

Pragmatically, what I suggest is to right-on invert the order of the maps: be brutal. Then, loose the bindings of mp_wreaked1 with a simple change: replace the shattered glass with normal one, with no cracks to snipe into (absurdly frustrating to get right). What you can't snipe that way, you fix by widening the visibility from the walkway: that way you will know that the little room is there for the cube, but your place is at the center to help your partner.

Bug: if you funnel yourself to the exit immediately in mp_wreaked1, the entire area will bug out with invisible geometry etc. First of all, that door shouldn't open until you call the first cube. Then, the cube dispenser should stick a bit more so you can't climb up and shoot the funnel panel from up there (to funnel yourself to the exit).

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baca25
342 Posts
Posted Sep 11, 2011
Replied 1 hour later

xdiesp wrote:
Bug: if you funnel yourself to the exit immediately in mp_wreaked1, the entire area will bug out with invisible geometry etc. First of all, that door shouldn't open until you call the first cube. Then, the cube dispenser should stick a bit more so you can't climb up and shoot the funnel panel from up there (to funnel yourself to the exit).

I'm a bit confused... How did you get to the exit immediately... I feel like you played the first version of the map that Salamandra's video shows the bug of getting up to the exit. If you did play that version, and you stepped out onto the tiny ledge sticking out under the top portal surface, then I understand why you think there are no exchanges between Orange and Blue. I got rid of that ledge. Then after getting the cube on the button Orange has, I think, the larger role in sharing his perspectives to get you to the exit. But I do get it is slow for him at the start, standing on that button.

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xdiesp
1,078 Posts
Posted Sep 11, 2011
Replied 1 hour later
See for yourself:

Ny1pHNiMqVI

Being Orange in map 1 is worse than that, not just about waiting on the button. You're trapped between two hotspots incredibly far from each other, themselves as annoying as sniping through cracks in the glass you can't really see. Note that I did nor do not advocate against having the two players separated, what I suggest is to streamline the path which brings players to interact in the center. By shutting down contacts from the little offices and possibly opening more cracks in the center.

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baca25
342 Posts
Posted Sep 11, 2011
Replied 7 minutes later
I dont like seeing that or that.... rawr... back to hammer. I'm going to put a push trigger right there or something, no more standing on there. Thanks for showing me.
edit I moved the tractor beam over to its right, and I put a push trigger on the upper panel, so now you cannot sit between the portals, nor can you see the panel of the tractor beam even if you could.
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Yo_Da
2 Posts
Posted Sep 13, 2011
Replied 1 day later
Hey Guys!

Finally, while playing with an impatient friend, i found the, i guess intended way to solve the first part of this map. And because there are no videos showing that on youtube and i wanted to show it some friends, i just created the video on my own.

CINsQG_lUDs

Follow this Link if u want to play coop in "singleplayer"

Greetz Yo_Da

P.S. Thx for creating this great map! I rly enjoyed the atmosphere, but i think you need a lucky hit to see the solution^^ I remember another, on there was a like 1x1 Pixel hole and behind that there was a portal wall xD.

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baca25
342 Posts
Posted Sep 14, 2011
Replied 7 hours later
Nice video, and that is the correct solution... Glad to see someone actually do it. haha.
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Djinndrache
1,442 Posts
Posted Sep 19, 2011
Replied 5 days later
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:

3F2mfm4_LAY
(Link: http://www.youtube.com/watch?v=3F2mfm4_LAY)

Also note the video description for more feedback and my signature for additional project information.

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azrah
4 Posts
Posted May 10, 2012
Replied 7 months later
Rockman and myself recently played through this map and I read that you liked to watch people play through so here ya go. Good map =)
video split into 3 parts
http://www.twitch.tv/rockman4/b/317784983
http://www.twitch.tv/rockman4/b/317787899
http://www.twitch.tv/rockman4/b/317794692
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baca25
342 Posts
Posted May 11, 2012
Replied 3 hours later
yup. I still watch them all. I like your video. Couldnt hear you guys talk in video 2 and 3 though.
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azrah
4 Posts
Posted May 11, 2012
Replied 18 hours later
yeah his streaming pc's ts dropped and we did'nt notice =/