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[Coop] Laser Web

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This map is all about lasers (and other stuff ofcourse). Dont worry its nothing as crazy as my other maps. Infact, this map is a bit on easier side.It doesnt have tons of turrets, no crazy flinging nor does it have gigarooms (ok maybe one). But players will have fun playing this map and it is also designed to make you feel smarter.

HDR Enabled

As always, report any bugs or shortcuts on the forum. I would also like to see a video of the playthrough.

Update#1
- Changed laser grill to emancipation grill
- Some bug fixes
- Added an indicator telling the player where to start.

I apologize about releasing the map with bugs.

Enjoy!

File Name: mp_coop_laserweb_v1_2.rar
File Size: 3.16?MiB
Laser Web

The texturing and lighting is pretty bad. Things that are clearly defined in the single player game ( laser field letting cubes through but not people) are completely off. the water underneath the main console stunned you but didnt kill. Everything was so much longer than it was needed, and just beyond buggy. You should have tested this more internally and worked the awful annoying amount of bugs out.

could you please tell me what bugs you encountered?

I played it somewhat, had to stop midway because my partner had to leave (so don't have a video or anything), but I do have some criticisms:

In the center room, it's not clear which room you need to go into first. We activated the lasers for the door at the top, only for it to not open because apparently you need to go to a side door first. In the side rooms, it's really unclear how many cubes you need to bring in or if you need any at all. Also, if a cube gets destroyed in a different room you need to get out of that room, activate lasers to get into the other room and solve that puzzle again just to get it back. It's annoying repetition of previous puzzles.

Also there seems to be a bug in the room with the emancipation grills and laser-guarded door where your portals inexplicably disappear. There's no noise (like there is when you walk through an emancipation grill), and I know I didn't walk through an emancipation grill, my portals just vanished.

on top of what was stated above, my partner had to no clip at the end when i ran in the final door and he delayed for 1 second and the door locked. everything was seemed to be just not polished and long run backs when you had to have 2 partners to get into the laser grid room and it would randomlly spawn on 1 and kill them and any cubes.

FYI
I had to change the file name in order to play. You have a period in the file name.
Other than that, i didn't run into any problems except for the door problem as stated in the previous post.

"I am not a Marshmallow"

Beyond the pros and cons of each one, Dhavalmistry's maps always have his trademark. Again here are vast nonlinear chambers, connected through a hubkeylock - this time, a bit more detailed and credible.

We found it engaging and correctly challenging, but we met bugs and inconsistencies. Lasers not burning turrets; console going crazy over errors, and lag; no cubemaps; still the occasional weird geometry (but that's a minor offense). Most importantly: you can skip the entire left room.

Just bring along the starting cube, solve the right area and place it on the floor button - voil?. If I may suggest, have the 1-2-3-4 buttons spread across all three chambers so you can't just ignore the multiple lasercubes.

the hills are alive... with the sound of music
xdiesp wrote:
Just bring along the starting cube, solve the right area and place it on the floor button - voil?. If I may suggest, have the 1-2-3-4 buttons spread across all three chambers so you can't just ignore the multiple lasercubes.

Yes, I actully realized that first thing in the morning today. I will look into fixing it.

Could you tell me where did you find the weird geometry and/or textures?

dhavalmistry wrote:
Could you tell me where did you find the weird geometry and/or textures?

It's a minor offense and gameplay in COOP is what matters most, but well, these column contraptions don't look like anything in the campaign.

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

My brother and I enjoyed solving the puzzles. We really worked hard to solve this thing the first time, because we were being super cautious about leaving an exit strategy available. We didn't notice

Spoiler
the buttons to reopen the doors into the main room
at first, so we spent a lot of time.

The second playthrough was much easier, once we knew that you had built in some escape hatches (thanks, btw, we often need escape hatches.) We hate levels that make you start the whole thing over for one small mistake.

The turrets in the funnel room never fired at us when we walked into the room. We were going to drop them quickly through the floor, but that didn't work (not enough portal surface, should have been black in the first place.) Needless to say, we were surprised to still be alive.

Spoiler
Not knowing that we would not need the two cubes in the funnel room again, we were very surprised when they got stuck in the funnels.
We don't know if this is a bug or not, but we really don't care since it didn't affect the solution.

Others have noted the problem with the final exit door.

Summary: Clean look is OK, but boring; puzzle difficulty low to moderate; player skill very low; a little bit of fun but really no big "AHA" moments. We gave it 4/5, but after writing this, we think it might actually only deserve a 3.

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