[Coop] Adventure With Light Bridges
Quote from Vislike on April 1, 2012, 9:21 amJust tested this map coop with my friend, and it felt like you did not have to be 2 players to complete it, so afterwards i tried again and i was correct. The only part who require 2 players is to open the door after room 1 and to enter elevators in the end. Rest can be completed by a single player.
But i must say you had some great ideas, just needs some more polishing.
Will see if i can get a youtube up of the solo run.
EDIT:
O_WgyGtcR0c
Just tested this map coop with my friend, and it felt like you did not have to be 2 players to complete it, so afterwards i tried again and i was correct. The only part who require 2 players is to open the door after room 1 and to enter elevators in the end. Rest can be completed by a single player.
But i must say you had some great ideas, just needs some more polishing.
Will see if i can get a youtube up of the solo run.
EDIT:
O_WgyGtcR0c
Quote from KennKong on April 5, 2012, 2:05 amRedunzl and I don't have any different comments from prior posters. We recorded our blind playthrough, so that you can see where we respawned in different places, fell through holes in the floor, ravaged turrets at will, and where I almost completed the map playing by myself while Redunzl was trying to get back to me after respawning at the start.
That isn't to say we didn't like playing the map. Despite the frustrating parts, we enjoyed solving what there was to solve.
The metal stairs leading down from the conveyor with the laser were obscured by the floor texture underneath, flickering back and forth between stair and floor textures.
We did get to the button which operated the lightbridge between the two conveyors, but we had already made it to the other side without it. I guess it might be nice to have as a safety valve if you lost your own lightbridge portals.
The conveyor concept is a good one, but you should figure out a way to make them move visually, too.
Overall, it was a nice looking map, but not much puzzle, even less coop, and a few big bugs. 3/5 from us. I'll post the link to the playthrough when it's done uploading.
Adventures with Light Bridges blind runEmbedded
[spoiler]QD5h4wLoL3o[/spoiler]
Redunzl and I don't have any different comments from prior posters. We recorded our blind playthrough, so that you can see where we respawned in different places, fell through holes in the floor, ravaged turrets at will, and where I almost completed the map playing by myself while Redunzl was trying to get back to me after respawning at the start.
That isn't to say we didn't like playing the map. Despite the frustrating parts, we enjoyed solving what there was to solve.
The metal stairs leading down from the conveyor with the laser were obscured by the floor texture underneath, flickering back and forth between stair and floor textures.
We did get to the button which operated the lightbridge between the two conveyors, but we had already made it to the other side without it. I guess it might be nice to have as a safety valve if you lost your own lightbridge portals.
The conveyor concept is a good one, but you should figure out a way to make them move visually, too.
Overall, it was a nice looking map, but not much puzzle, even less coop, and a few big bugs. 3/5 from us. I'll post the link to the playthrough when it's done uploading.
Adventures with Light Bridges blind runEmbedded
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Quote from redunzl on April 6, 2012, 7:52 amKennKong wrote:I almost completed the map playing by myself while Redunzl was trying to get back to me after respawning at the start.Yeah, I actually had to yell at you -- "Dude, will you quit solving the rest of the damn map?? Get your ass back here and help me!!"
I must say, the screwed-up respawn point for Atlas definitely hurt our experience with this map. Kenn and I were working on the same part of the map when I died due to my clumsiness, then found myself all the way back at the start of the map with no way to get back to him on my own. It wasn't until we got through quite a bit more of the map that my unintended deaths had me respawning in the right place.
Yeah, I actually had to yell at you -- "Dude, will you quit solving the rest of the damn map?? Get your ass back here and help me!!"
I must say, the screwed-up respawn point for Atlas definitely hurt our experience with this map. Kenn and I were working on the same part of the map when I died due to my clumsiness, then found myself all the way back at the start of the map with no way to get back to him on my own. It wasn't until we got through quite a bit more of the map that my unintended deaths had me respawning in the right place.
--Marvin, the Paranoid Android
