Colours_05 Crushers - Any advice on making 'em solid?
Quote from IanB on May 21, 2011, 6:54 pmWell if anybody wants to offer any tips / advice / suggestions on Colours_05 please feel free. Not just with regard to the crushers but visuals, lighting etc...
In keeping with most co-op themes I'm basically making 5 maps before doing a boss challenge.
This isn't to say this is the end of colours, just a nice little area to have some change of pace.The theme is: Crushers of course!
Here's a quick little run-through video of what I've got so far:
So far I love the way the skybox has turned out it's really vibrant and the yellow compliments it well.
My only real problem / snag I'm having is the crushers aren't solid. I wish there was a way I could dynamically have the solidity tracked on them rather than having to perfectly time brushes to them. I have the animation timed to about .35 seconds before I have to enable the trigger_hurt, I guess i could enable trigger_hurts and solidity brushes at the same time, but I'm not sure if that's the right way to do this.And for those worried about this chamber being too short: you'll actually have to perform the crusher jump 5 times in at least 3 different ways as the room moves about and transforms.
In other colours news: I'm thinking about going back to red (#4) and adding on more content because it's wide open and nice and all but some things need fixing like the glass should be more prominently lit (or replaced with frizzlers). I'm happy with Blue (#2) since I added that extra room to it, and Green (#3) because most people enjoy its difficulty, and I'm mostly happy with Orange (#1), though I wouldn't mind adding on an extra puzzle or two to it, either. Did anybody like #2 being longer by the way?
TL/DR: Anybody here got any tips on crushers or any experiences you've had yet?
~ Ian B.
Well if anybody wants to offer any tips / advice / suggestions on Colours_05 please feel free. Not just with regard to the crushers but visuals, lighting etc...
In keeping with most co-op themes I'm basically making 5 maps before doing a boss challenge.
This isn't to say this is the end of colours, just a nice little area to have some change of pace.
The theme is: Crushers of course!
Here's a quick little run-through video of what I've got so far:
So far I love the way the skybox has turned out it's really vibrant and the yellow compliments it well.
My only real problem / snag I'm having is the crushers aren't solid. I wish there was a way I could dynamically have the solidity tracked on them rather than having to perfectly time brushes to them. I have the animation timed to about .35 seconds before I have to enable the trigger_hurt, I guess i could enable trigger_hurts and solidity brushes at the same time, but I'm not sure if that's the right way to do this.
And for those worried about this chamber being too short: you'll actually have to perform the crusher jump 5 times in at least 3 different ways as the room moves about and transforms.
In other colours news: I'm thinking about going back to red (#4) and adding on more content because it's wide open and nice and all but some things need fixing like the glass should be more prominently lit (or replaced with frizzlers). I'm happy with Blue (#2) since I added that extra room to it, and Green (#3) because most people enjoy its difficulty, and I'm mostly happy with Orange (#1), though I wouldn't mind adding on an extra puzzle or two to it, either. Did anybody like #2 being longer by the way?
TL/DR: Anybody here got any tips on crushers or any experiences you've had yet?
~ Ian B.

Quote from {SOAP} Pm@c on May 21, 2011, 7:47 pmI stopped at 3 because it was a lagfest whenever the paint was running and it crashed on us a few times.
BTW, I loved #1, but 2 and 3 have had a few bugs that I thought were pretty annoying (my buddy couldnt hear music, whenever we hold tab, we dont see the colours on the other persons screen, just black, my buddy could not see the gel in #3, I could. That made things considerably more annoying).
Have those issues been fixed?
They all look impressive, dont get me wrong. I think you make some of the best coop maps, but my buddy is extremely picky and hes finding it hard to want to play anything after #3.
I stopped at 3 because it was a lagfest whenever the paint was running and it crashed on us a few times.
BTW, I loved #1, but 2 and 3 have had a few bugs that I thought were pretty annoying (my buddy couldnt hear music, whenever we hold tab, we dont see the colours on the other persons screen, just black, my buddy could not see the gel in #3, I could. That made things considerably more annoying).
Have those issues been fixed?
They all look impressive, dont get me wrong. I think you make some of the best coop maps, but my buddy is extremely picky and hes finding it hard to want to play anything after #3.
Quote from IanB on May 21, 2011, 10:13 pmThe issues with 3 were related to sound. Those have all been fixed.
Also map 2 is drastically changed. An entirely new puzzle was added.
I strongly recommend Downloading 2 and 3 since they're nothing like what you played originally.
In fact even map 1 was updated. I'll be doing the same soon for map 4.
I want to personally talk to your buddy about his apprehensions.
He can email me at Ian@motion9studios.com or call me. This is critically important.
The issues with 3 were related to sound. Those have all been fixed.
Also map 2 is drastically changed. An entirely new puzzle was added.
I strongly recommend Downloading 2 and 3 since they're nothing like what you played originally.
In fact even map 1 was updated. I'll be doing the same soon for map 4.
I want to personally talk to your buddy about his apprehensions.
He can email me at Ian@motion9studios.com or call me. This is critically important.

