[Coop] Evolution #01
Cau3T wrote:
I have a little more difficulty to find a hard concept for funnels...
Novel uses of funnels that I remember... "Electrophobia" had 2 white walls facing each other, where one of the players had to keep alternating a funnel to keep a gel blob suspended in between. "It's different" had 2 funnels side by side, and players had to swim in both to avoid obstacles\fizzlers.
Mazes to remotely control a cube in are very popular, generally vertical (unfunnel and the ball falls to its death) if not in rare cases such as "Absolutism" where it's in plain under the grid floor. A few others had funneled items hit a series of triggers on the fly, so the player could pass through several portcullis (i.e. "CG-Oversized Test Chamber Storage Area").
There's also frequent use of funnels in worldportals puzzles, to keep the player stable while the room "rotates". There the funnel is just a way of presentation, you could still innovate on that - I can immagine another "Time Arch" with a funnel going back and forth in different ages.
Something never tried yet in the remote+maze subgenre, is to manage a complex puzzle by controlling several items: generally, it's just one cube being lead all the way and then it stops. That could work as a big mechanism with different final states into it. Alternatively, funnels on moving panels as the laser in the neurotoxin chamber.
I already built the first room of the second map, but your advices will help me to build the second room.
Me and my co-op parter spent a good hour on this until finally had to admit defeat. We had to give up.
Chamber 1 was nice, pretty easy, we did that in under 10 minutes. Now, the 2nd one... let me put it this way: that is the single most difficult chamber I have ever played in Portal 2! We even watched the video walkthrough and still got mixed up what to do.
The difficultly of this map is brutal. Perhaps too difficult, only for hardcore players.
We actually managed to get both cube in the start. I recommend not having the second cube on a portalable surface. I placed a portal, then placed another next to the lower panels, walked through to my death but shot under the cube. So we actually used 2 cubes to get it into the receiver which controls the lower panels.
This is probably the first map me and my parter have completely given up on. So congrats on that. We have taken a sneak peak at how to do certain parts here and there, but never before has a map defeated us so brutally.
s very logic, provoking, without any bugs. I admire that its the puzzle not execution that is the most challenging. I took us 1 hour to solve. Maybe its not as hard as complexo which is my number one but still can give you some moments of "whats next ?". I`m eagerly awiating for your next release. Please make it as hard as possible as so far none of coop maps beat us yet. Many, many thanks for this one ! Coop maps need your input
Room 1: We didn't bother trying to time the catch of the cube. Redunzl landed on top of the cube dropper on the second try. We liked your vertical laser to the second cube, but we did it by portaling low on the source and high on the destination panels at which the lasers are aimed. This unintended(?) solution is easily fixed by a couple info_placement_helpers.
Room 2: We used a much more complicated 4 portal solution to hit the 2 dot target. Your way would have saved us a solid half-hour of tweaking. We didn't switch the upper laser from one bridge to the next. We didn't use any speed or accuracy moves anywhere.
We also didn't use the room behind the 3 and 4 dot target room. We tried so many different things that by the time the solution dawned on us, we can't honestly say if our way was easier on not. It did use one trick, jumping on a cube to get through a portal too high to jump through from the floor. Maybe next week we'll play it again and record it, so you can see for yourself.
The lights were too bright in the two dot room. We couldn't even see where the laser was hitting the walls.
I think the early negative responses may have scared away a lot of people. This map is not hard, it's sophisticated. The path to victory is long, but not difficult. This map is for thinkers, not ninjas. This map deserves some love, people! 4/5 from us.
For the light, it's probably due to a bad compilation with HDR lights. Maybe it's better wihtout the HDR option (video options).
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Suggestions if you want to prevent some parts of our solution. If the 2 dot laser were higher, we couldn't hop on the cube to get back to the 3 dot room. Move the fizzler in the 2 dot room right to the edge. Cut off the ends of the portal surfaces along the sides of the top bridge so we don't have that angle to the 4 dot target.
This map is like the opposite of Puffin in my opinion. Puffin had a clever challenge but horrible indication. It was very clever but extremely frustrating, with horrible indicators and signs and torturous backtracking upon failure. This is just PERFECT.