Portal 2
67 평점
Insurance Collection Agency
   
어워드
즐겨찾기
즐겨찾기됨
즐겨찾기 해제
파일 크기
게시일
업데이트일
14.028 MB
2013년 6월 23일 오후 1시 17분
2013년 7월 17일 오후 2시 03분
업데이트 노트 8개 (보기)

다운로드 위해 구독하기
Insurance Collection Agency

Bisqwit님의 4 모음집
Bisqwit's coop puzzles
아이템 4개
Bisqwit's medium-hard puzzles
아이템 10개
Bisqwit's puzzles with custom visuals
아이템 11개
Bisqwit’s best Portal 2 maps
아이템 8개
설명
A medium-difficulty cooperative map.


The map is created in the puzzlemaker editor without ever exporting it for Hammer, but includes many custom elements I created in Hammer, such as the really cold lightstrip[forums.thinkingwithportals.com], the large observation room[forums.thinkingwithportals.com], the dice signages[forums.thinkingwithportals.com], and many others I haven't yet published. And others which come from FGEMOD or BEEMOD.
댓글 10
Jupiter_Hadley 2013년 7월 23일 오후 5시 49분 
Im glad you enjoyed it
Bisqwit  [작성자] 2013년 7월 23일 오후 2시 35분 
Thanks Jupiter_Hadley! Commented on the video. Was enjoyable to watch.
Jupiter_Hadley 2013년 7월 23일 오후 12시 46분 
Hey Bisqwit! Benji and I made a little Let's Play of this amazing map. It is very well done and VERY enjoyable, however we did get extremely stuck in that whole Gravity, falling into a portal infinite loop thinger. :P
http://www.youtube.com/watch?v=wX3wg9UNyTI
Bisqwit  [작성자] 2013년 7월 17일 오후 2시 20분 
Thanks Prototype. I took your idea for the solution of room #1; it is now the only solution. I also improved many details in this map.
Prototype 2013년 7월 17일 오전 5시 06분 
(Part 2/2)

As for the triggers, the first time I noticed the trigger was when I walked over there (considering running past) and it stopped smashing...I proceeded to run and get crushed. Next time I came over and stood there and noticed the check mark on the wall, and got my partner to stand there while I went past. Perhaps if you could emphasise the indicators on the wall (maybe surround them with a square box of indicator lights), and link them too the triggers with indicator lights. A different texture might help, but I'm not sure of any texture that would make the player think "trigger".
Prototype 2013년 7월 17일 오전 5시 06분 
(Part 1/2)

When I first entered the room, I pushed the button, without realising what it did, and jumped onto the portal surface down below (flip panel) without putting a portal on it and looked around (planning on going gently out the wall on the other side). While I was looking around it flipped and I was trapped in it (now that I think about it, I could have had my partner push the button again...) and forced to jump into the goo. After that experience I wasn't inclined to use that panel again, and saw that as a solution to the problem.
Bisqwit  [작성자] 2013년 7월 17일 오전 4시 38분 
Ah. Thanks for explaining. I wonder what made you try that; it is clearly a more complicated way of doing it. Is it just the general way of thinking of "can we abuse that"?
About the crushers, I now see I made a mistake with the antlines (only one side of the panels lights up even though both trigger), which may be the reason for confusion. Maybe I should put some other texture on those panels for better clarity. What do you think? Triggers can be like that; being invisible elements they need to be explicitly illustrated.
Prototype 2013년 7월 15일 오후 9시 23분 
Both partners returned alive, we took the first cube through and switched cubes, and then respawned the first cube.
Bisqwit  [작성자] 2013년 7월 15일 오후 9시 21분 
The timed flip panel and the angled panels are only necessary if you intend that both partners return alive. Thanks for playing!
Prototype 2013년 7월 15일 오후 9시 09분 
That was good fun, took us a while to work out the "magic" flip panel crusher triggers and in the room with the cube dropper connected to two timed buttons, we didn't use the timed flip panel on the floor or the timed angled panels.