[Coop] Space Gardens
Quote from alexbfree on May 12, 2012, 11:03 pmThis level pack looks great, but the lobby/hub doesn't seem to work, i'm having to load levels manually (and the order is non-obvious due to naming). Indeed after each level completion it fails to load the next level.
One of us is on a Mac, one on a PC. Not sure if that makes a difference?
This level pack looks great, but the lobby/hub doesn't seem to work, i'm having to load levels manually (and the order is non-obvious due to naming). Indeed after each level completion it fails to load the next level.
One of us is on a Mac, one on a PC. Not sure if that makes a difference?
Quote from Zonalhaz on May 17, 2012, 3:35 pmA really great map, Azalima and I had a great time
Got utterly stumped on the bridge chamber, had to find your walkthrough XD.
Other than that, a great mix of puzzles and just the right difficulty pretty much throughout. There were a few headscratch moments but they didn't last for too longGreat work and I look forward to more in the future.
A really great map, Azalima and I had a great time
Got utterly stumped on the bridge chamber, had to find your walkthrough XD.
Other than that, a great mix of puzzles and just the right difficulty pretty much throughout. There were a few headscratch moments but they didn't last for too long
Great work and I look forward to more in the future.
Quote from Aizawa on May 18, 2012, 3:42 amI really liked the challenges. It had a good learning curve. The design was good too. There was only one thing I didnt like, I HATED IT! The narrator. It was soo wannabe Glados style, but he talked so boring and unmotivated. If there was no narrator or a good one, I would give 5/5, but this made this map 4/5
I really liked the challenges. It had a good learning curve. The design was good too. There was only one thing I didnt like, I HATED IT! The narrator. It was soo wannabe Glados style, but he talked so boring and unmotivated. If there was no narrator or a good one, I would give 5/5, but this made this map 4/5
http://steamcommunity.com/profiles/7656 ... ?appid=620
Quote from ddrkhat on May 20, 2012, 10:42 am@Aizawa, he said he doesn't speak English well, and so he opted for a text-to-speech system. I thought the voice was alright considering it was literally a robot.
@Fluppy (map author if it isn't fluppy) Great map enjoyed it all. [spoiler]The bridge part had us both stumped for a good long while. "How do we sustain the bridge?!" then we found the hilariously obvious thing and we felt retarded
[/spoiler]
By the by - I recall seeing somewhere in this thread that you didn't believe someone -can- get into the tree area (but had a kill trigger there just in-case someone no-clipped)
Well, Here's a little demo file proving you can, we both went in there thinking the easter egg might be in there (then found where it was)
@Aizawa, he said he doesn't speak English well, and so he opted for a text-to-speech system. I thought the voice was alright considering it was literally a robot.
@Fluppy (map author if it isn't fluppy) Great map enjoyed it all.
By the by - I recall seeing somewhere in this thread that you didn't believe someone -can- get into the tree area (but had a kill trigger there just in-case someone no-clipped)
Well, Here's a little demo file proving you can , we both went in there thinking the easter egg might be in there (then found where it was)
Quote from Fluppy on May 21, 2012, 1:12 amddrkhat wrote:By the by - I recall seeing somewhere in this thread that you didn't believe someone -can- get into the tree area (but had a kill trigger there just in-case someone no-clipped)
Well, Here's a little demo file proving you can, we both went in there thinking the easter egg might be in there (then found where it was)
Haha, I knew you can get up there, but I didn't want to add glass on the top of the garden, so I added here a trigger_hurt as a little easter egg. Have you found the other one in the lobby too? (Sorry, I didn't watched the demo file, I will watch it later.)
Well, Here's a little demo file proving you can

Haha, I knew you can get up there, but I didn't want to add glass on the top of the garden, so I added here a trigger_hurt as a little easter egg. Have you found the other one in the lobby too? (Sorry, I didn't watched the demo file, I will watch it later.)
My workshop
How to control other people
[spoiler]LOL, I've just forced you to click on the 'SHOW' button! Now click here: http://soundcloud.com/vojtasiman/[/spoiler]
Quote from Udderman on May 24, 2012, 7:12 pmMe and my friend have just completed your absolutley fantastic mappack! i loved everything about the maps, especially their difficulty!
truly top notch. when the PET gets coop going (or it already has iunno) i do hope people get to see the sheer high level of quality present throughout.
To sum up;
10/10, most definatley would bang.
Me and my friend have just completed your absolutley fantastic mappack! i loved everything about the maps, especially their difficulty!
truly top notch. when the PET gets coop going (or it already has iunno) i do hope people get to see the sheer high level of quality present throughout.
To sum up;
10/10, most definatley would bang.
Quote from Fluppy on May 25, 2012, 4:13 pmUdderman wrote:Me and my friend have just completed your absolutley fantastic mappack! i loved everything about the maps, especially their difficulty!truly top notch. when the PET gets coop going (or it already has iunno) i do hope people get to see the sheer high level of quality present throughout.
To sum up;
10/10, most definatley would bang.
Thank you
Nilz11 wrote:Am I allowed to use this motherfucking awesome music in one of my youtube videos?Sure, just credit me. I would like to see the video when it is finished. Write me PM if you want.
truly top notch. when the PET gets coop going (or it already has iunno) i do hope people get to see the sheer high level of quality present throughout.
To sum up;
10/10, most definatley would bang.
Thank you
Sure, just credit me. I would like to see the video when it is finished. Write me PM if you want.
My workshop
How to control other people
[spoiler]LOL, I've just forced you to click on the 'SHOW' button! Now click here: http://soundcloud.com/vojtasiman/[/spoiler]
Quote from BEARD! on June 2, 2012, 1:56 pmI was surprised to see that the first map was actually a hub. I'm not sure that was 100% needed (the host could just changelevel to whichever map) but it was a nice touch, and it set the scene for the mappack. I liked how you put a puzzle (and a surprise!) in the hub!
As for the actual puzzles: we solved the first laser puzzle almost immediately by accident. I placed the my portals to get the cube in such a way that the laser went straight through the relays when it turned on. That was a bit of a shame, but never mind. It was apparent from this first test that the sound balance wasn't quite right. The music was a little too loud (especially in this first puzzle map) and the voiceover was too quiet, meaning we couldn't discern what was going on. [Maybe some kind of volume ducking like Valve use with Glados would be possible?] Also, don't forget to turn the music off in the dissasembler - we had chamber and dissasembly music playing at the same time!
Visually there was nothing to complain about (once you'd got used to the orange/brown tint!) In the final map, both me and my partner were blown away by the vista [spoiler]when you see the moon's surface[/spoiler]. We liked the new testing elements - the Quantum Cube Detector (or whatever its name was, I can't quite remember) was ok and we didn't have any trouble with it.
The Gel converter was far more impressive (I'd love to know how you managed that) although I'm not sure how versetile it is (you can convert gel, stop it from being converted with a funnel, suck out the converted gel with a funnel... isn't that about it?). While we're talking of gels, I liked how you were flinging paint bombs; I've not seen that mechanic too much. [Nor have I seen spawnable pre-painted cubes much!]
Difficulty-wise it was ok. Nothing was obvious and we had plenty to think about. Some parts were a little too frustrating - the puzzle with the light bridge, big fizzler, laser walls and the ceiling cube holder in particular was painful. On the other hand we really enjoyed other parts - [spoiler]passing a cube from funnel to funnel[/spoiler] in particular was great.
Total playing time for us was somewhere between 2 and 2.5 hours. Congratulations on creating such a substantial map pack that's really fun to play. Thanks for mapping!
I was surprised to see that the first map was actually a hub. I'm not sure that was 100% needed (the host could just changelevel to whichever map) but it was a nice touch, and it set the scene for the mappack. I liked how you put a puzzle (and a surprise!) in the hub!
As for the actual puzzles: we solved the first laser puzzle almost immediately by accident. I placed the my portals to get the cube in such a way that the laser went straight through the relays when it turned on. That was a bit of a shame, but never mind. It was apparent from this first test that the sound balance wasn't quite right. The music was a little too loud (especially in this first puzzle map) and the voiceover was too quiet, meaning we couldn't discern what was going on. [Maybe some kind of volume ducking like Valve use with Glados would be possible?] Also, don't forget to turn the music off in the dissasembler - we had chamber and dissasembly music playing at the same time!
Visually there was nothing to complain about (once you'd got used to the orange/brown tint!) In the final map, both me and my partner were blown away by the vista
The Gel converter was far more impressive (I'd love to know how you managed that) although I'm not sure how versetile it is (you can convert gel, stop it from being converted with a funnel, suck out the converted gel with a funnel... isn't that about it?). While we're talking of gels, I liked how you were flinging paint bombs; I've not seen that mechanic too much. [Nor have I seen spawnable pre-painted cubes much!]
Difficulty-wise it was ok. Nothing was obvious and we had plenty to think about. Some parts were a little too frustrating - the puzzle with the light bridge, big fizzler, laser walls and the ceiling cube holder in particular was painful. On the other hand we really enjoyed other parts -
Total playing time for us was somewhere between 2 and 2.5 hours. Congratulations on creating such a substantial map pack that's really fun to play. Thanks for mapping!
Co-operative: Lightspeed Upstairs Downstairs