[Coop] Even Mho' Power: Part 1 - "Harmonic Frequency"
Posted Jun 16, 2013
Welcome to Aperture Science, where the science is made up and the Science Collaboration Points don't matter.
This is a two-part map that serves as an introduction to the Aperture Science Hyper-Proximal Super-Conductive Super-Plates, or "Conductive Plates" for short. Originally, as with Mho' Power, it was designed to be a three-part map but it became too large to compile so I split it in two. If there is enough interest I will release the later parts.
Special thanks to Vordwann, for the conductive plate decal and instances, and josepezdj, FelixGriffin, and LpFreaky90 for helping troubleshoot some odd map problems I was having. Thanks again to LpFreaky90 as well for answering some last-minute Workshop questions.
Visit http://wrathofmobius.com for more.
Click here to download Even Mho' Power: Part 1 - "Harmonic Frequency"
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Posted Jun 17, 2013
Replied
18 hours
later
It was a short, fun and gorgeous looking map but there are some major problems;
- optimization is bad, both rooms basically always render.
- there are indicator lights missing on a small little tile in the first room.
- the broken tile model is floating a bit
- if you die in room two you respawn at room 1. A checkpoint would be nice.
- it took us a while to figure out where the third cube came from in the second room. Maybe having a cube dropper there would be nice.
- in the second room, if you portal quite high; for example behind the cube droppers; you can see nodraw.
- you can skip the entire second test by some teamwork in room 1, and crouching the cube under the fizzler in between the rooms.
- optimization is bad, both rooms basically always render.
- there are indicator lights missing on a small little tile in the first room.
- the broken tile model is floating a bit
- if you die in room two you respawn at room 1. A checkpoint would be nice.
- it took us a while to figure out where the third cube came from in the second room. Maybe having a cube dropper there would be nice.
- in the second room, if you portal quite high; for example behind the cube droppers; you can see nodraw.
- you can skip the entire second test by some teamwork in room 1, and crouching the cube under the fizzler in between the rooms.
For now it's a 3/5 good, but needs work. I won't vote just yet, if you fix the issues you can get a higher rating 
Posted Jun 25, 2013
Replied
7 days
later
Cranked out the update in a day but had major uploading problems so it took until today to finally upload the update. Here's the changelog:
Added spawn room between first and second chambers
Fixed puzzle in second room, no more glass chute
Fixed a few visual problems
Better detailing
*SLIGHTLY better optimization, unfortunately this map was not designed very well for optimization so I was not able to fix much. I will definitely keep this in mind for future maps.
Added spawn room between first and second chambers
Fixed puzzle in second room, no more glass chute
Fixed a few visual problems
Better detailing
*SLIGHTLY better optimization, unfortunately this map was not designed very well for optimization so I was not able to fix much. I will definitely keep this in mind for future maps.