[Coop] Adventure With Light Bridges
Quote from Gmex on March 25, 2012, 4:41 amOriginally I was going to make this map a lot more detailed, but the hammer client became fairly sluggish with all the information I had on the map.
If I do anymore maps in the future they will be smaller, possibly in map packs with more interesting details.The gameplay of this level is complete though, barring a few minor bugs.
File Name: LBadventures.rar
File Size: 5.7 MiB
Click here to download Adventure With Light Bridges
Originally I was going to make this map a lot more detailed, but the hammer client became fairly sluggish with all the information I had on the map.
If I do anymore maps in the future they will be smaller, possibly in map packs with more interesting details.
The gameplay of this level is complete though, barring a few minor bugs.
File Name: LBadventures.rar
File Size: 5.7 MiB
Click here to download Adventure With Light Bridges
Quote from Jepp on March 25, 2012, 5:28 amI only manage do load this map in singleplayer and not splitscreen, pretty sure its due to that the file name i mp_first11 instead of mp_coop_first11. Fix this quickly!
I only manage do load this map in singleplayer and not splitscreen, pretty sure its due to that the file name i mp_first11 instead of mp_coop_first11. Fix this quickly! ![]()
Quote from Gmex on March 25, 2012, 6:21 amI was able to launch it with my friends just fine. You could always rename the file yourself if it's a problem for you.
I was able to launch it with my friends just fine. You could always rename the file yourself if it's a problem for you.
Quote from Lpfreaky90 on March 25, 2012, 6:43 amFrom the mapping wiki:
Quote:Here are the basic steps needed to create a coop map:
Create a func_instance. Set its VMF file to one of the coop spawn rooms, such as instances/coop/coop_spawn_room.vmf. These VMF files already contain an info_player_start, so don't create another one.
Create another func_instance, this one set to one of the level end rooms, such as instances/coop/coop_endlevel_room.vmf.
Build your map in between these rooms. (You can move them, of course.) The embedded VMF files have an obvious exit which should lead into your map. You may need to enclose the rooms in order to prevent leaks.
Make sure you save the map with the prefix mp_coop_.The prefixes make a difference!!! for example a sp_ prefix won't load as a coop map and will give you a potatogun (since DLC #1)
Changing the name of the map and doing a compile shouldn't be too much of a hassle and it will save a lot of trouble for future players
From the mapping wiki:
Create a func_instance. Set its VMF file to one of the coop spawn rooms, such as instances/coop/coop_spawn_room.vmf. These VMF files already contain an info_player_start, so don't create another one.
Create another func_instance, this one set to one of the level end rooms, such as instances/coop/coop_endlevel_room.vmf.
Build your map in between these rooms. (You can move them, of course.) The embedded VMF files have an obvious exit which should lead into your map. You may need to enclose the rooms in order to prevent leaks.
Make sure you save the map with the prefix mp_coop_.
The prefixes make a difference!!! for example a sp_ prefix won't load as a coop map and will give you a potatogun (since DLC #1)
Changing the name of the map and doing a compile shouldn't be too much of a hassle and it will save a lot of trouble for future players ![]()
Quote from Gmex on March 25, 2012, 7:43 amAh, it's for the coding functions. Although I never experienced any problems testing the map I edited the name of the bsp file.
Ah, it's for the coding functions. Although I never experienced any problems testing the map I edited the name of the bsp file.
Quote from zivi7 on March 25, 2012, 2:01 pmI'd give this one a 3/5, mainly because the respawn didn't seem to work right, but also because of some other things.
[spoiler]In each turret position, except the vertical funnel one, it was possible to use the surface that was obviously meant for a shiedling light bridge to just go through and toss the turrets away.
The door that leads to the hand button to move away the elevator thing (that's what it roughly looks like at least) didn't look like it would open as soon as you approach it. Therefore, I wasn't tempted to go there first. Instead, we found a way to get the cube in front of the next section door first, without moving that elevator (?) out of the way. I think the intended way leads to the hand button first?
The respawn system seemed broken. After entering the next area and dying there, sometimes we spawned back down in the starting area. One time when we both died the same time, one of us spawned up in the next area, the other one down in the starting area.
It was pretty annoying to realize that we'd have to repeat the first section of the next area again to make use of the funnel in the second area. We noclipped that part.
In the end, you probably meant those fizzlers on the sides to prevent the light bridge person to cross unless the second person presses the button for the next lightbridge. However, the light bridge person can just make a diagonal jump onto the light bridge to avoid the fizzlers.[/spoiler]
I'd give this one a 3/5, mainly because the respawn didn't seem to work right, but also because of some other things.
The door that leads to the hand button to move away the elevator thing (that's what it roughly looks like at least) didn't look like it would open as soon as you approach it. Therefore, I wasn't tempted to go there first. Instead, we found a way to get the cube in front of the next section door first, without moving that elevator (?) out of the way. I think the intended way leads to the hand button first?
The respawn system seemed broken. After entering the next area and dying there, sometimes we spawned back down in the starting area. One time when we both died the same time, one of us spawned up in the next area, the other one down in the starting area.
It was pretty annoying to realize that we'd have to repeat the first section of the next area again to make use of the funnel in the second area. We noclipped that part.
In the end, you probably meant those fizzlers on the sides to prevent the light bridge person to cross unless the second person presses the button for the next lightbridge. However, the light bridge person can just make a diagonal jump onto the light bridge to avoid the fizzlers.
Quote from the_nature on March 31, 2012, 11:15 amit was a nice idea for a map, but most of the turrets were tossable in stead of blocking with the light bridges.
Moreover was it annoying to find out that i died from falling through 'holes' in the map, where you could just look through walls and floors. it made the last part of the map unplayable for me, because the floor i needed to walk over wasn't see-able or touchable. too bad, the intention of the map was very nice!
it was a nice idea for a map, but most of the turrets were tossable in stead of blocking with the light bridges.
Moreover was it annoying to find out that i died from falling through 'holes' in the map, where you could just look through walls and floors. it made the last part of the map unplayable for me, because the floor i needed to walk over wasn't see-able or touchable. too bad, the intention of the map was very nice!
Quote from Djinndrache on March 31, 2012, 11:24 amGmex wrote:Ah, it's for the coding functions. Although I never experienced any problems testing the map I edited the name of the bsp file.Still no update applied though.
Still no update applied though.
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Quote from Gmex on March 31, 2012, 7:14 pmDjinndrache wrote:Still no update applied though.?
I applied an updated version to include a proper structured name for the bsp.the_nature wrote:it was a nice idea for a map, but most of the turrets were tossable in stead of blocking with the light bridges.
Moreover was it annoying to find out that i died from falling through 'holes' in the map, where you could just look through walls and floors. it made the last part of the map unplayable for me, because the floor i needed to walk over wasn't see-able or touchable. too bad, the intention of the map was very nice!Not sure of any holes you could be experiencing. If you have the time or if anybody else experiences such issues taking screenshots would help explain this better.
?
I applied an updated version to include a proper structured name for the bsp.
Moreover was it annoying to find out that i died from falling through 'holes' in the map, where you could just look through walls and floors. it made the last part of the map unplayable for me, because the floor i needed to walk over wasn't see-able or touchable. too bad, the intention of the map was very nice!
Not sure of any holes you could be experiencing. If you have the time or if anybody else experiences such issues taking screenshots would help explain this better.
Quote from Lpfreaky90 on March 31, 2012, 7:51 pmGmex wrote:Djinndrache wrote:Still no update applied though.?
I applied an updated version to include a proper structured name for the bsp.DID YOU CHANGE THE NAME OF YOUR ZIP BEFORE UPLOADING?
this MUST be done or else it WON'T update the name!
?
I applied an updated version to include a proper structured name for the bsp.
DID YOU CHANGE THE NAME OF YOUR ZIP BEFORE UPLOADING?
this MUST be done or else it WON'T update the name!

