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[Coop] Storming the Castle

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btw i managed to break the levers aswell. i know why though. if you press the lever and then either player stands in the way of the level start posistion so that the lever is blocked it will jam and not work any more. i had to restart the level twice cuz of this. will attempt it again in a little while.

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fma965 wrote:
btw i managed to break the levers aswell.

Ok this is an easy fix to eliminate this problem. I have made all the levers non_solid to players, and left the playerclips how they are. Now they can't be blocked. I'll upload this fix tomorrow.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011
baca25 wrote:
fma965 wrote:
btw i managed to break the levers aswell.

Ok this is an easy fix to eliminate this problem. I have made all the levers non_solid to players, and left the playerclips how they are. Now they can't be blocked. I'll upload this fix tomorrow.

ok cool. just played it again recorded it it took around 1 hour really loved the ending chamber as u wud tell by the mass amount of laughing in the video.

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CLICK FOR YOUTUBE VIDEO AND DOWNLOAD LINK - V1.6 Was Released On The 05/05/2012
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Spoiler
What I think of every time i see a personality core on human body.

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[edit] as vague as a joke that is I put the text in spoilers [/edit]

SteamID: Nautik | /HG\
Website: http://www.nautikdesign.net/
List of my COOP Maps
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lol u shud use spoiler tags cuz that cud be classed as a spoiler :D

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CLICK FOR YOUTUBE VIDEO AND DOWNLOAD LINK - V1.6 Was Released On The 05/05/2012
[spoiler]TWP Download Link or ForgottenCoders Download Link! (Usually Updated Quicker)
s0AEErcYx5A[/spoiler]

My brother and I got to the ending normally but had trouble beating the king.

see spoiler for additional comments and unintended solution:

Spoiler
The king was very difficult to overcome we were having a hard time placing the gels where we wanted them without being killed by them landing near us. We eventually had to use no clip to reach the levers because it was really frustrating to get them .

I do like killing the king takes two players with a sword and a shield, very good use of co-op.

Also, I'm confused on what purpose the light beam had in the castle room with the balcony?
We managed to get up to the balcony without it. Both of us combined we only used the center floor and the angled pillar legs.

We used the flow / swirl machine to get us in both infinite loops on the sides. We counted down and each placed a portal on the other angle facing the balcony. We smacked into each other and landed safely.

Redunzl and I loved the theme and looks of this map, but the playability was a real problem for us. We get that it's a castle, but it is unrealistically huge.

In the courtyard, the catapult flung us onto the parapets, where we found this nodraw texture (left screen).

2012-05-14_00001.jpg

The sightlines in the great hall made setting up the fling unnecessarily difficult.

In the final gauntlet, we just got tired of never knowing if we were going to be on red or blue gel at any given moment. We gave up, because we kept having to start over, never being able to maintain any progress we made.

In summary, great concept, beautiful map, but too big and too difficult to do even the simple things. 3/5 from us.

P.S. Learn to pack your custom content into your map. Uninstalling this is a real pain in the ass with all those files to track down and delete.

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KennKong wrote:
In the courtyard, the catapult flung us onto the parapets, where we found this nodraw texture (left screen).

Catapults are a little buggy. Moving brushes and stuff is difficult to tame. Nothing i can really do there. got them to where I could... So, sometimes its shoots you straight up,so your not supposed to be up there.

KennKong wrote:
The sightlines in the great hall made setting up the fling unnecessarily difficult.

Not entirly sure what your talking about. I made the sightlines purposely how they are.

Spoiler
supposed to use the lightbrige to split the two of you up in the funnel. then kill the funnel, then loop yourselves on the angled panels on each side of the room. then just shoot the panel going to the platform at the same time.
Answers Austins question. Not using the light bridge is unintended, but I figure its harder and more time consuming to do it without, so I never cared if you sync up, one at a time.

KennKong wrote:
In the final gauntlet, we just got tired of never knowing if we were going to be on red or blue gel at any given moment.

Red gel gets shot at red player, blue gel gets shot at blue player... can be difficult without mics I guess.

KennKong wrote:
P.S. Learn to pack your custom content into your map. Uninstalling this is a real pain in the ass with all those files to track down and delete.

Probably should learn that, but I named all files "Castle" so that they would be easy to delete.

Maps(Newest to Oldest): Storming the Castle / The Amazing Race / Wreaked / Mental Breakdown / Lost In Transition / Split / Mind Lock
Mapping Since May 21, 2011

Personally I don't feel that hard light bridges and modern cubes fit in this style.
The "faithplate" is beautifully done and the gel fits as well but yea, don't like the hlb and modern cubes ;)

Your description of the intended solution for the great hall is certainly different than what we used. We never thought of

Spoiler
looping on the sides of the room
. We did experiment with using the lightbridge
Spoiler
to hold us above the two floor panels
. Since we play with controllers, the quick and accurate aiming your method requires might have been more difficult than what we did.
our method
Spoiler

  1. Blue stands in portal on panel crossing the room near the ceiling, and places other portal for the fling to the balcony.
  2. Red funnels to the ceiling on the opposite side of the room
  3. Red fires portal behind blue, carrying blue across the room
  4. When blue reaches the middle, red fires portal from funnel to his fling panel, then in floor beneath
  5. Blue fires portal in floor in center
  6. Since both players started falling at the same time from the same height, they meet in the middle above the balcony.

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