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[Coop] Colours Co-Op : : Map 3 V. 1.2

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I liked it, although the rather large number of surfaces (both with the emancipation grills travelling over and without) is quite a lot to think about as soon as you come into the level, although that's not really a bad thing. This is a puzzle game after all.

IanB wrote:
What do I need to do to make you happy?

I didn't want to poke at you, I really respect your work here. Different maps have different strenghts and weaknesses, that's all. Continue at ease without having the modder's burnout rise at you. :)

the hills are alive... with the sound of music

I think out of the Colours maps out at the moment (1-4), this has been the most interesting and challenging. Although I don't think that the 'easy button' did much to change the dynamics of the level, but perhaps that is just because of the way we completed the level?

Overall another beautifully designed level IanB, and to check out our play through of colours 3 on hard mode watch the video below:(You probably don't want to watch this if you haven't completed this map yet)

3azbVGRgRyg

I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.

Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=6JoZIPF27eA

This map was perfect. the design that is. the lag on the one that isn't toned down is impossible.
On the map that is toned down, there's some kind of bug with it.
the bug is only for the client though not the server, which is good b/c ppl can then do the map utilizing "ss_map". I am sorry that i can not give you more info on this bug I wasn't exactly paying attention to it at the time. ill try and get the the bug agian and edit it in but until then...

The only "play" problem i had was using the funnel. i could get into the room where the cube is to be placed and complete it that way. im not sure if you intended this bug but i personally think it should be fixed. otherwise great map/maps nothing needs to be changed.

Why have the sliding fizzlers when those surfaces could just be plain old non-portalable? It seems like that would help speed up the map. Also, with the weak rig version, my partner and I ran into a bit of a problem. According to my game, the repulsion gel that we got into an excursion funnel was carried by the beam. According to my partner's game, the gel fell right through the excursion funnel. Some more optimization would be appreciated.

Try out Twin Pillars, a Portal 2 map by BOB74j.

hey i really like the song in colours 3 is there an mp3 of it?

Image

Hey Ian
My coop-partner and me are having some problems with your maps.
after finishing one of them and entering the elevators the screen goes black, but nothing happens...
i copypasted the errors appearing in the console..

Map2

Error! Variable "1" is multiply defined in material "models/props/combine_ball_launcher"!
Unable to load sprite material materials/sprites/lgtning.vmt!
Error! Variable "1" is multiply defined in material "models/props/ball_catcher_sheet"!
PrecacheScriptSound 'music.mp_coop_COLOURS2_lbout' failed, no such sound script entry
Warning: env_projected_texture () forced off by (PROJEY_TEXT_01)
Dead end link: path_ball_track_02

S_StartSound: Invalid sample rate (8000) for sound 'mitm_fix_it.wav'.

Warning: env_projected_texture () forced off by (PROJEY_TEXT_01)
Dead end link: path_ball_track_02

Can't find factory for entity: wearable_item
NULL Ent in UTIL_PrecacheOther

S_StartSound: Invalid sample rate (8000) for sound 'mitm_fix_it.wav'.
EmitSound: player/high_velocity_impact_04.wav pitch out of bounds = -1

Map 3

PrecacheScriptSound 'music.mp_coop_COLOURS3_tbout' failed, no such sound script entry
CSoundEmitterSystemBase::GetParametersForSound: No such sound ambient/industrial/warehouse_ambience_lp_01.wav
CSoundEmitterSystemBase::GetParametersForSound: No such sound Error

Can't find factory for entity: wearable_item
NULL Ent in UTIL_PrecacheOther

regards,
peter

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