[Coop] Colours Co-Op : : Map 1
Quote from Des on May 5, 2011, 1:25 pmI couldn't play it with my friend! I started chapter 2 first map, then typed map mp_blabla and it closed the server.. :S
I couldn't play it with my friend! I started chapter 2 first map, then typed map mp_blabla and it closed the server.. :S
Quote from narfomatikus on May 5, 2011, 2:26 pmyou have to type "changelevel mapname" but you can also start the server with the map, you dont have to go to lobby first
you have to type "changelevel mapname" but you can also start the server with the map, you dont have to go to lobby first ![]()
Quote from Azkoyen on May 6, 2011, 4:51 amnarfomatikus, how do you start a server with the map and with your coop buddy connected?
IanB, great map, great fun, thanks dude. My only issues with it have already been listed, where the skybox is portalable through the hole in the wall in the first room, and where you have to 'sneak' a portal through the grid to get at the box. With puzzles like that, I always feel as if I've cheated a solution out of it.
Keep up the good work dude
Where's your colours single player map? Is it a Portal 1 map only or something?
narfomatikus, how do you start a server with the map and with your coop buddy connected?
IanB, great map, great fun, thanks dude. My only issues with it have already been listed, where the skybox is portalable through the hole in the wall in the first room, and where you have to 'sneak' a portal through the grid to get at the box. With puzzles like that, I always feel as if I've cheated a solution out of it.
Keep up the good work dude ![]()
Where's your colours single player map? Is it a Portal 1 map only or something?
Quote from sampo on May 6, 2011, 8:21 amWell done!
A friend and me feel as we've cheated even more xd.
We didn't find a cube so we did it without.
He used the bunnyhop(strafe) technique to get to the elevators from the brown wall with the hole in it.
Well done!
A friend and me feel as we've cheated even more xd.
We didn't find a cube so we did it without.
He used the bunnyhop(strafe) technique to get to the elevators from the brown wall with the hole in it.
Quote from PortalCombat on May 6, 2011, 9:32 amHey there.
Very nice co-op map! We enjoyed playin on it.
suggestions and hints
[spoiler]1.) the cube
- placing the cube down there was the only part we did not like.
- portal is a game where we want to be challenged with timing and good puzzles
- I dont want to search for little gaps, but I do want to be challenged
=> hiding the cube is not the best solution in my opinion
=> place it somewhere else, where you have to fling or jump to it2.) placing portals
- some portals can only be placed from some directions
- this is little bit uncomfortable3.) sounds / music / voice
- good use of the music and sounds
- voice part makes it very funny
=> good job on that part![/spoiler]Please keep up your good work.
We really need more co-op maps!Regards
PortalCombat
Hey there.
Very nice co-op map! We enjoyed playin on it.
suggestions and hints
- placing the cube down there was the only part we did not like.
- portal is a game where we want to be challenged with timing and good puzzles
- I dont want to search for little gaps, but I do want to be challenged
=> hiding the cube is not the best solution in my opinion
=> place it somewhere else, where you have to fling or jump to it
2.) placing portals
- some portals can only be placed from some directions
- this is little bit uncomfortable
3.) sounds / music / voice
- good use of the music and sounds
- voice part makes it very funny
=> good job on that part!
Please keep up your good work.
We really need more co-op maps!
Regards
PortalCombat
Quote from bartsimpson94 on May 7, 2011, 6:43 pmdont really like chambers with hidden boxes etc
but its even more fun to do it without the box
me and my friend played together and i got to the other side without having found the cube
(with good team work ,thinking and timing it is possible)
and i think it is more fun to solve the puzzle like that.
so i would move the cube to the exit of the chamber.
maybe you can make a second coop map that looks like that ?enjoyed to solve it without cube
dont really like chambers with hidden boxes etc
but its even more fun to do it without the box
me and my friend played together and i got to the other side without having found the cube
(with good team work ,thinking and timing it is possible)
and i think it is more fun to solve the puzzle like that.
so i would move the cube to the exit of the chamber.
maybe you can make a second coop map that looks like that ?
enjoyed to solve it without cube ![]()
Quote from BenB on May 7, 2011, 7:13 pmMe and my sidekick spent an hour on this one, good fun[spoiler], especially the realisation at the end. The fact that we could fling someone across to the chutes whilst the other stood on the button but then not the other player, it just drove us mental. Is the timer really necessary? It makes you think you have to rush to do something when we didn't in the end.[/spoiler]
Thanks [spoiler]all the same[/spoiler]!
Me and my sidekick spent an hour on this one, good fun
Thanks
Quote from msleeper on May 7, 2011, 7:33 pmFinding the cube requires more luck than intelligence for my own taste, but great map regardless. Looking forward to more!
Finding the cube requires more luck than intelligence for my own taste, but great map regardless. Looking forward to more!
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Quote from Hober on May 7, 2011, 7:57 pm[spoiler]The second button's indicator strip makes it look like it goes to the first door.[/spoiler]
Also, [spoiler]the glass that you can see the cube[/spoiler] through: if you are looking at it through your partner's view, that glass (or maybe the cubemaps?) bug the fuck out and show you part of your screen repainted over that glass. Not only can't you see through it, you see something else over it that which ends up being a total brainfuck. Not sure if you can fix it yet, or if it's an engine problem, but it's something for all coop mappers to look out for.
Also,
Quote from msleeper on May 7, 2011, 7:59 pmI think using a grate instead of glass might make it more apparent that [spoiler]there is something down there that you want to care about[/spoiler]. And also not give the hall of mirrors effect. I'm pretty sure that is caused by the specific refraction shader that the frosted glass uses and the partner view camera being very basic in terms of rendered effects.
I think using a grate instead of glass might make it more apparent that
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