[Coop] Broken Neurons
UPDATE ON 25.8.2012
Now you can play the map through the Steam Workshop
Released 1.15! (3.11.2011)
-Added ramp to the last chamber for easier exit.
Short map with 2 chambers. Featuring light bridge, funnel, faith plate and deadly lasers!
Screenshots:
http://dl.dropbox.com/u/3300848/portal/ ... _00001.jpg
http://dl.dropbox.com/u/3300848/portal/ ... _00002.jpg


I got a bit lazy with the 2nd chamber as you can see
Very clever use of the lightbridge in Chamber 1. I'll be honest, it was my partner that got the "Aha!" moment of how to get to the exit.
Thanks for creating. 5/5
I made a slight update to the 2nd chamber in new version I just uploaded. Funny thing... when I just decided to check this map this morning, I didn't know how to get both players to the exit
. In testing I just used noclip...
But I figured out a way to do it anyway, just had to think with portals
. So I just made my "solution" little easier to carry out. I also compiled the map with -final settings which I forgot to do in the first version.
E: Trying to get download working again, could take a while. Select the older version from the "Download" section if the new one does not work
requesting a re-upload
One minor complaint about the room in this screenshot(forgot the count), I think the jumping could be more fun if it had some portal placement helpers. Particularly the jump to get the first cube took a couple of tries just because our portals were misaligned, which is even more confusing because you need to fly with an angle. I think another way to solve this would be making the gap for the cube bigger, although I don't know if it would ruin your maps' looks.
Thanks for playing! 
The fling to the high super button would land us short, or even more inexplicably, into the wall far to the right of the exit portal. The fling to the faith plate landed us short left and high right most of the time. The fling from the faith plate to the button stalk was even more inconsistent. About the only thing we didn't hit was the button stalk.
The second room was fine, although getting the second player to the exit had us stumped for a while (easy to do, we're just dumb that way.)
The lighting was quite good for a map that isn't that brightly lit. Maps this dark often have pitch black nooks and crannies; not yours.
Since this is a newly released map, I'm not going to put a rating on it yet. If you haven't fixed the inconsistent flings in the first room after a while, it will get a 3. Otherwise, it has the potential for a solid 4 from us.
KennKong wrote:
The flings in the first room were wildly inconsistent. We would try the same fling, through the same portals, and land (or die) in a different place every time. Even though we easily figured out what to do, getting it to work was very frustrating.The fling to the high super button would land us short, or even more inexplicably, into the wall far to the right of the exit portal. The fling to the faith plate landed us short left and high right most of the time. The fling from the faith plate to the button stalk was even more inconsistent. About the only thing we didn't hit was the button stalk.
I did not have that kind of problem when I tested it myself. On what surface you jumped on? One with the bullseye, right?
MrLate wrote:
I did not have that kind of problem when I tested it myself. On what surface you jumped on? One with the bullseye, right?
Yes, the bullseye. We tried every orientation, placing the portals from the east, west, north and south. The orientation that seemed to work best was placed from the lower super button platform, so that when you entered it from the faith plate, you were going in sideways.
The greater inconsistencies came from the angled plates. The first portal we would place would go in the center, which worked quite poorly. If you replaced the portal, you could place it either on the left or right side. For both angled plates, we found the most consistent results if we placed them on the right as you face them.
For the angled plate facing the laser grille, placing a portal from behind it never worked. That would almost always shoot us to the right of the laser grille, usually hitting the post on the right, but other times completely missing it to the right. Even with the portal placed on the right side from the front, we found we had to use left stick coming out of the portal to make it. Something about that fling really wants to shoot you to the right. I was almost convinced there was a player_clip there.
For the angled plate facing the super button platforms, placing the portal on the left side would smack us into the wall leading to the exit. Placing the portal in the center would get us to the lower super button consistently, but not the upper one. We had to place it on the right side to get to the upper platform.
Hope that helps. PM me if you want to test with me online.
Since the only fling where you need to replace one of the portals mid-air is the first fling, it shouldn't be too much of a problem, even with a ps3 controller as you said you were using.
If you go though portals that are in straight line, you will also fling out in a straight line.
What we were trying to do, is to enter either the target panel or slated one at the pit via different angles, to later output in front of the exit. Even trying to output to the slated panel close to the exit, BOUNCE on a lightbridge and... well. We solved it by merely dropping from up high (bridge) on the slate-pit, which on second thought might have been possible from the get go (or maybe the momentum wouldn't have sufficed). Imho, either add an obvious hint or some gel unlocked from the upper cubeplate.
xdiesp wrote:
We solved it by merely dropping from up high (bridge) on the slate-pit, which on second thought might have been possible from the get go
I have a feeling he solved it unintendedly, at least I hope so, as the other solution seems much more legit. Well done.
I'll try now to fix that fling bug by using trigger_catapults. Let's see how it helps. If you have demos or something that could help me to fix the bug I would appreciate them.
E: Looking good
-Fixed info_portal_placements
-Fixed flings, hopefully!