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[Coop]Floor Plan

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TheNightmaren wrote:
Iviv and LyLy here, and we played Floor Plan!

Hilarious playthrough. Too bad the description caused some disappointment though. But that would be very cool indeed: Having some sort of reward for bringing the companion cube along. Would that be possible to do with the editor tools? Making the game distinguish what kind of cube is positioned on a button or brought to a certain area?

I guess i should have put confetti or something, but someone used my last bag....

Or I just don't know how to make a trigger only recognize a certain entitiy :notwant:

SteamID: Nautik | /HG\
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Insomnautik wrote:
Salamandra wrote:
That floor seems to act in a rather strange manner. Someone following someone else is highly treacherous. Also the cube sometimes bounces really high for no reason at all.

Well I'm glad you still had fun even with the experimental floor. I did my best to make it with as little bugs as possible, but a floor like this, especially in coop, is bound to have its problems.

Ugh, tell me about it. I'm using a similar idea in my map for one of my rooms (and frankly a little miffed that you beat me to this concept considering I've had that room done for months TT) but yea, SO freaking buggy. I keep moving triggers around, but the platforms still have a propensity to really want to kill everyone who doesn't do the exact thing I want them to. In some circumstances, it's hilarious and intentional, and in others I've had entire platforms drop out from under people for seemingly no reason rofl...

I've ironed most of those bugs out, but it's too late to shit-can that whole room. Never again.

Played through this last night with a friend and thought it was great... Loved the main concept and the puzzles were hard enough to make us think but not so hard that we ever really got stuck for more than a few minutes. Really good map, 5/5 from me.

The only problem I noticed was that the floor is a bit buggy and tends to catapult players and cubes for seemingly no reason.

So, i know it catapults cubes, especially if you try to set one down then walk away, realize what you have done and go running back to your cube causing the floor to drop and raise really fast. However, how in zee hell did you get it to catapult a player? If thats reproducible it could probably cause some exploits. I've played on that floor quite a bit and have never seen it catapult a player :lol:

SteamID: Nautik | /HG\
Website: http://www.nautikdesign.net/
List of my COOP Maps
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I literally have no idea! I wish I'd recorded our play through because a few other parts were hilllarious too. But basically...

Spoiler
it was towards the end, when you have to place a portal on the floor and one on the ceiling to drop in to the funnel. I'd used my portals to create the funnel, so my friend passed me the cube so he could put his portals down and BOING! It sent my flying up in to the funnel with the cube in my hands.

Truly bazaar...

Redunzl and I recorded our blind playthrough of v0.1 for you. We edited out about twenty minutes of useless running around, but we left in at least one example of our failures.

We encountered one bug in the blind run that didn't affect us, but was a map killer on our second playthrough. We hadn't realized that we didn't need to be on the lightbridge,
because

Spoiler
it was just there to hold the cube.
The first time, the cube disappeared behind the panel in the ceiling, but when Redunzl moved out of the way, it popped back into view. The second time, Redunzl got stuck behind the panel, and we couldn't get him out. We killed him from the console, and then he was stuck at the top of the respawn tube. We added brief clips of this at the end of the video.

As others have mentioned, the cube can do strange things on the moving floor panels. In our case, we highlighted when the cube just disappeared when Redunzl tried to pick it up. Apparently, it rematerialized under the floor. We were disappointed because we failed to save the companion cube.

None of that affected our enjoyment of the map in any way. We had fun figuring out the puzzles. The looks were clean and varied enough to be interesting. The way the pieces of the puzzles ware strung together is a definite plus. Redunzl says he appreciated that screwing up at any point didn't cause any long resets. Very well done! I was leaning towards a 4, just because it's not very long, but Redunzl convinced me it's a 5/5.

You mentioned in the description this might be hard on some systems, but we had no lag problems at all.

Link: Floor Plan blind playthroughembedded

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So far, my coop partner and i are really enjoying this map. I just love maps that are challenging, but real fun to play.I think we have found a bug though, take a look at this pic,

http://img513.imageshack.us/img513/9076/2012050900001j.jpg

We accidently made the cube go over to there, but there is no way to get it back. We cant get a new cube as there is no button to press to get a new cube. The cube at the start was already there. Is there a way to get the cube back, or do we need to start again. If there is a way to get it back, do not tell me :lol:

This is our walkthrough of you're amazing map. It was a lot of fun and thanks for the effort!

http://www.youtube.com/watch?v=49cx2TUgHlI

That button you used to open the door in the ceiling to get the cube in the first place spawns a new one once you have got the first cube off the floorbutton.

SteamID: Nautik | /HG\
Website: http://www.nautikdesign.net/
List of my COOP Maps
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