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When you put the road diagonally , there is 1 turret that should (!) stop us from getting top . But if you run and jump at the right moment you can land on the exit platform . Good map but just spotted the error . I hope i helped :)
Regarding remark 2: I'll update the solution video when I can. Will let you know when it is.
Thanks for letting me know, and thanks for playing :)
Remark 1: at the place with the 2 horizontal portal surfaces separated by a grill, the top one is barely reachable from the nearby platform (the one where the entrance to the laser room is) - is this intended?
Remark 2: The solution video is outdated.
Cheers!
Thank you.
And we also know how important it is to give feedback and how much a mapper
needs to hear that feedback to improve for future mapping.
Too many people just downvote all kinds of maps without leaving a comment.
As long as I enjoy the basic concept of a map or when I see ways to improve it,
i am trying to let the mapper know about my feedback/suggestions.
In the end it might just be personal taste, but leaving a comment is always a good idea.
As for removing one fizzler, I think I'm gonna keep it the way it is now because it find it more aesthetically pleasing.
I'm also fairly sure it used to be in the first draft of this map that there was one fizzler and the player could just by-pass it, though I'm relying on my memory here, so I don't know for sure.
Thanks to both you and Fauli for playing the map and commenting on it. I appreciate it :)
When the player(s) jump(s) down through the fizzler to the laser, there is no way back, because all portals were lost. ;)
PS: The laser catcher from the beginning is connected with two fizzlers. I think one is enough (if needed, just make it 256 units (2 voxel) wide).
I tried to at least give a subtle hint in the title and description, and give a fair warning that this map is for experienced players only, which is a warning I only give to maps that are sorta going outside of what I'd consider proper puzzle design.
I appreciate you and your co-op partner giving this map a shot and leaving a comment to give your view on things though. I hope you'll find some of the next maps you play more towards your liking :)
As for the intended solution, I agree on your notion that players dying in a co-op map as part of the intended solution is the wrong kind of puzzle design, and it's something I usually would steer far, FAR away from.
This is really a rare exception for me though, as the idea that spawned this map, the entire thought process and eventual design behind it, was bred entirely from the idea of "What can you do in the half second moment as one of the players falling from a bridge to their death?". Death was entirely integrated from the very start. (1/2)
You can bypass the turret by activating it and then wait for it to deactivate;
as soon as it 'sleeps' again you just jump of the bridge to the exit and you are done
In order to do that, one player has to reach the exit in the normal way,
but the 2nd player can just use this (unintended) shortcut instead.
Was it intended, that one player has to die, in order to solve the map?
If so, then your map does not match the requirements for a 'real' Portal 2 Map.
death should be something that happens if you fail, not a part of the solution
Using the bridge, getting the laser and thinking about the placement for the portals
was a nice challenge though - so the basic mechanics of the puzzle were great.
unless you require death in it... ^^
http://www.steamcommunity.com/sharedfiles/filedetails?id=111669202
I'll remove that little mistake when I can :)