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[Coop] Compulsive

This map is a vast improvement from my previous maps, and thanks to Nautik for all his help.

about 40% of this map was helped by from Nautik.

anyway this is a 3 chamber map, with easy elements in first chamber.

3rd chamber is i think my best chamber i ever made, but Nautik helped me out with some issues i had in this room.

I am sorry if you dont like jumping platforms in 3rd room, but i have now edited the WIP version into this version and you will see that jumping platform part of the puzzle is now much easier :) (trying not to give any details out to those who didnt see my WIP version

As always all comments will be greatly appreciated

and i also would hope this map is upto the standards now of the Admins :)

Have fun all and enjoy

Ok although i know i am having 2 tiny problems with HDR, some textures are showing odd, and in the 3rd room in the part of the chamber where there is a cube button part of the ceiling is showing very dark, i tried to fix this but this HDR full compiling is making it show dark, so unless i did a normal compile cant find a solution as of yet, but i want to do HDR so will keep it as this for now. (so please dont comment bad for this lol)

I will update this version when i find a fix for it :), but my map is ready

LuckyRJ

EDIT: just updated the screenshot

File Name: mp_coop_compulsive.rar
File Size: 8.07 MiB
Click here to download Compulsive

LuckyRJ wrote:
Ok although i know i am having 2 tiny problems with HDR, some textures are showing odd, and in the 3rd room in the part of the chamber where there is a cube button part of the ceiling is showing very dark, i tried to fix this but this HDR full compiling is making it show dark, so unless i did a normal compile cant find a solution as of yet, but i want to do HDR so will keep it as this for now. (so please dont comment bad for this lol)

It's very normal that your lightning looks or too dark or too shiny after the HDR compile. That needs to be corrected this way:

1. First of all, place an entity called env_tonemap_controller. It doesn't really matters where you place it but you need it to be inside your map. Important: name it (name for example "tonemap")

2. Now you compile the map in HDR or "both" (full compile: LDR + HDR).

3. Now in order to adjust the intensity of your lightning according to your wish, run your map and type this in the console:

- ent_fire tonemap setautoexposuremax 5 (for example... it could be any number: just go varying the values to check the changes and decide what is your number :wink:)

- ent_fire tonemap setautoexposuremin 0.5 (again, any number)

4. Once you know what numbers are ok for you for those parameters, simply go to your map again, add a logic_auto and enter these inputs:

OnMapSpawn > tonemap > setautoexposuremax > 5 / delay 0.00
OnMapSpawn > tonemap > setautoexposuremin > 0.5 / delay 0.00

(ofc if "5" and "0.5" are the numbers you want)

Now it should appear as you wanted to... :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

Thanks for sharing this jose it sounds like great stuff!

josepezdj wrote:
LuckyRJ wrote:
Ok although i know i am having 2 tiny problems with HDR, some textures are showing odd, and in the 3rd room in the part of the chamber where there is a cube button part of the ceiling is showing very dark, i tried to fix this but this HDR full compiling is making it show dark, so unless i did a normal compile cant find a solution as of yet, but i want to do HDR so will keep it as this for now. (so please dont comment bad for this lol)

It's very normal that your lightning looks or too dark or too shiny after the HDR compile. That needs to be corrected this way:

1. First of all, place an entity called env_tonemap_controller. It doesn't really matters where you place it but you need it to be inside your map. Important: name it (name for example "tonemap")

2. Now you compile the map in HDR or "both" (full compile: LDR + HDR).

3. Now in order to adjust the intensity of your lightning according to your wish, run your map and type this in the console:

- ent_fire tonemap setautoexposuremax 5 (for example... it could be any number: just go varying the values to check the changes and decide what is your number :wink:)

- ent_fire tonemap setautoexposuremin 0.5 (again, any number)

4. Once you know what numbers are ok for you for those parameters, simply go to your map again, add a logic_auto and enter these inputs:

OnMapSpawn > tonemap > setautoexposuremax > 5 / delay 0.00
OnMapSpawn > tonemap > setautoexposuremin > 0.5 / delay 0.00

(ofc if "5" and "0.5" are the numbers you want)

Now it should appear as you wanted to... :thumbup:

thanks soo much for this information, will take a look later and try sort it out :)

i will also be updating the screenshot for the download page too :)

LuckyRJ

Jepp wrote:
Thanks for sharing this jose it sounds like great stuff!

You're welcome Jepp :thumbup: Yeah, I've been using that since I learnt of it and it works great.

LuckyRJ wrote:
thanks soo much for this information, will take a look later and try sort it out :)

:thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

Hey! Thanks for the job !
Great map, 5/5 for me.

straxjam wrote:
Hey! Thanks for the job !
Great map, 5/5 for me.

Thanks, i am glad you enjoyed it :)

LuckyRJ

Hi all,

Just wanted to say if anyone who tested this map all comments and youtube playthroughs are welcome.

Thanks and i hope you all enjoyed this map. :)

LuckyRJ

Iviv and LyLy here, and we just played Compulsive. I have to say, we really liked this map! You've already come a long way in map making. The puzzles were really nice in this one, and while the visuals looked a bit too PTI-ish for my taste, they didn't bug me like PTI looking maps usually do. All in all, a very solid map. Keep it up!

dvu4KWOUCZI

tdUiTUQCyYI

2Nightmaren Coop YouTube Channel
We play maps and break things!

Hi again Iviv and LyLy,

thank you again for playing my map, and thanks for the playthrough video too :),

and thanks for saying it is a great map it took a few weeks to get this map to this end product, i had a lot of problems i had to learn and overcome and thanks to Nautik for helping me it might have not been as good as it was (but then i wouldnt have released it). and anyway my next map is going to be a overgrown theme map, so i really hope you will enjoy my next map too. it is still a work in progress so it will probly take another feww weeks or maybe a month to complete because the deatil on it is immense as u can imagine, also now that PTI has been converted to allow coop chambers hopefully this will add more interest and can i also say, i use hammer, i do not use PTI in my maps, all my maps are fully made in hammer,

thanks again

LuckyRJ