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Scientific collaboration VIII
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7.518 MB
Aug 27, 2012 @ 10:04am
Aug 29, 2012 @ 3:29pm
2 change notes ( view )
In 1 collection by potemkinhr
Scientific collaboration
9 items
Description
The eighth map in the coop series, featuring innovative use of the repulsion gel.
Should one test participant die during the test, a manual reboot is required.

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Feel free to try my other maps at:
http://steamcommunity.com/id/potemkinhr/myworkshopfiles/
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8 Comments
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wildgoosespeeder Jul 9 @ 9:57pm 
"Portal bumping" (Google it) exists with the fizzler. Everything else was clever!
Aimz Mar 9, 2013 @ 4:28pm 
Got glitched in VIII with the automatic panels. The game registered me as 'destroyed' with the automatic panels that spring up to catch you before you fall into the acid, but my partner could still see me just standing there. The glitch kept me permanently dead, no respawn: I could only watch my partner running between the two buttons, unable to finish or leave.
Cave Johnson Oct 23, 2012 @ 9:46pm 
terrible, the entire time was spent trying to get the cube to bounce in the right way. Pure luck has no place in portal, other than that it would have been good.
potemkinhr  [author] Sep 26, 2012 @ 11:25pm 
If i'm not wrong the switch closer to the door resets the cube?
milkand Sep 26, 2012 @ 6:34pm 
i second Orvar's comment
Shotgun Kjell Sep 1, 2012 @ 9:40am 
A way to reset the cube would be nice.
potemkinhr  [author] Aug 29, 2012 @ 3:27pm 
@[BBQ]Calculator:
1) The autosave feature can't be implemented in coop (at least I don't know how - the maps are created with the in-game map creator and BEEMOD). I'll make it better in future maps, have several ideas how to enable players quickly joining their partner to the next room without the need for backtracking.
2) I've lowered the ceiling so the cube will now kick those turrets much faster.
Thanks for your input!
[BBQ]Calculator Aug 29, 2012 @ 2:06pm 
Nice puzzles! We particularly liked using the bouncy cube to knock over the turrets, that was really creative. Two (minor) issues though:
1) If one player dies in the second room, the other has to die as well and redo the first room. Perhaps you should make some kind of checkpoint so you can skip the first room after you've finished it.
2) In our case, the turret on the far left side got hit by the bouncy cube but didn't fall over. It got stuck in the furthest corner, so the only thing we could do was wait until the cube would eventually hit it again. However, because that little room is rather tall, the cube kept bouncing around near the ceiling and rarely hits the floor. In the end, I noclipped to get rid of the turret. I suggest reducing the height of that turret room to make the cube bounce around faster, allowing it to reach all the turrets in any position.
Keep up the good work! :-)