[Coop] Strubadur
Quote from Arnar105 on August 6, 2011, 9:38 amA good map, but there are a few glitches, and as told before, if you get in the room without the cube, ou can't get back.... it got really frustrating. And in the 2 second test, [spoiler]you can just walk throught the chrushers :/[/spoiler]
A good map, but there are a few glitches, and as told before, if you get in the room without the cube, ou can't get back.... it got really frustrating. And in the 2 second test,
Quote from xdiesp on August 7, 2011, 11:38 amThe feeling we've got, is of a substantial map stopped in its tracks by lack of polish and easily breakable solutions. Double check the glitches already mentioned by others: intervene on the get stuck scenarios, shortcuts - then add a second coat of paint with music, decor, signs, voiceovers, eye candy. But with a purpose: more on this in a sec.
Generally, I think strubadur_1 is too lenghty for a single map. Even resized, because most chambers are oversized which is the mark of the amateur, it would be worthwile to split in two. You could fit an entire Coop Course of Glados storyline in there, and maybe you'd like to: my point is you have to give a personality to each station, make it worthwile. That's what I mean by purpose, not mere cleaning up with little fixes (still good) but directing them.
Same considerations for strubadur_2: it ranks high in the scale of complex maps, but gets brought down by visual boredom. See how elegantly mp_coop_chickentest_2 pulls it off, using the same compartized structure. Smooth, defined. Compared to that one, yours has all the workings it needs to work awesomely and yet a glamorous inability to sell itself. These surface impressions are hard to shake off, you need to tell the player how good you are: I've got to watch each specific area and know it's there for a reasion, not just see a honeycomb with numbers scattered around. Keep working on it, you've got the dormant beta of a big thing here.
The feeling we've got, is of a substantial map stopped in its tracks by lack of polish and easily breakable solutions. Double check the glitches already mentioned by others: intervene on the get stuck scenarios, shortcuts - then add a second coat of paint with music, decor, signs, voiceovers, eye candy. But with a purpose: more on this in a sec.
Generally, I think strubadur_1 is too lenghty for a single map. Even resized, because most chambers are oversized which is the mark of the amateur, it would be worthwile to split in two. You could fit an entire Coop Course of Glados storyline in there, and maybe you'd like to: my point is you have to give a personality to each station, make it worthwile. That's what I mean by purpose, not mere cleaning up with little fixes (still good) but directing them.
Same considerations for strubadur_2: it ranks high in the scale of complex maps, but gets brought down by visual boredom. See how elegantly mp_coop_chickentest_2 pulls it off, using the same compartized structure. Smooth, defined. Compared to that one, yours has all the workings it needs to work awesomely and yet a glamorous inability to sell itself. These surface impressions are hard to shake off, you need to tell the player how good you are: I've got to watch each specific area and know it's there for a reasion, not just see a honeycomb with numbers scattered around. Keep working on it, you've got the dormant beta of a big thing here.
Quote from baca25 on August 8, 2011, 11:29 amZelyhn wrote:Seriously boring and way too easy map, exploitable, uninteresting... Cute you tried to map. Give up now.Cute you tried to reply on someones map. Give up now.
You think that telling a newer mapper to give up on making maps is a good thing? You don't just tell someone who spent hours and hours making something selflessly to give up on something he is providing to you, for free. Look at xdiesp post... He doesn't just say, this is awful and you suck. He says, this is what was good about this map, this is whats bad, and this is what you can do to improve your map.
Cute you tried to reply on someones map. Give up now.
You think that telling a newer mapper to give up on making maps is a good thing? You don't just tell someone who spent hours and hours making something selflessly to give up on something he is providing to you, for free. Look at xdiesp post... He doesn't just say, this is awful and you suck. He says, this is what was good about this map, this is whats bad, and this is what you can do to improve your map.
Mapping Since May 21, 2011
Quote from Zelyhn on August 11, 2011, 8:26 ambaca25 wrote:Zelyhn wrote:Seriously boring and way too easy map, exploitable, uninteresting... Cute you tried to map. Give up now.Cute you tried to reply on someones map. Give up now.
You think that telling a newer mapper to give up on making maps is a good thing? You don't just tell someone who spent hours and hours making something selflessly to give up on something he is providing to you, for free. Look at xdiesp post... He doesn't just say, this is awful and you suck. He says, this is what was good about this map, this is whats bad, and this is what you can do to improve your map.You're right, of course. I was just so frustrated at this map that a rage outburst made me write this. Anyway, if I am to get into details (objectively) I may not be much nicer... So let me explain. Like many others said, the map is over-sized, visually boring and way too exploitable. All of this could somehow be excused by taking into account that it is his first map, but here is what made me so frustrated: the puzzles are NOT puzzles. I see no complexity in this map, at all. Basically it consists of a collection of incredibly linear button-door systems, where creativity is thoroughly alienated. Therefore no thinking is necessary to complete it. The only hard part is gathering the information. Taken by themselves, not a single "puzzle" in this map is worth giving a second of interest. To be honest it is all the more annoying to see that a large part of the community says the map is complex, while it is only over-loaded and ill-designed.
Bottom the line this map needs to be polished, but that won't make it pretty anyway. I believe a mapper should not undertake any project if the idea behind them doesn't challenge the community (with creativity, difficulty, or ... fun!).
Cute you tried to reply on someones map. Give up now.
You think that telling a newer mapper to give up on making maps is a good thing? You don't just tell someone who spent hours and hours making something selflessly to give up on something he is providing to you, for free. Look at xdiesp post... He doesn't just say, this is awful and you suck. He says, this is what was good about this map, this is whats bad, and this is what you can do to improve your map.
You're right, of course. I was just so frustrated at this map that a rage outburst made me write this. Anyway, if I am to get into details (objectively) I may not be much nicer... So let me explain. Like many others said, the map is over-sized, visually boring and way too exploitable. All of this could somehow be excused by taking into account that it is his first map, but here is what made me so frustrated: the puzzles are NOT puzzles. I see no complexity in this map, at all. Basically it consists of a collection of incredibly linear button-door systems, where creativity is thoroughly alienated. Therefore no thinking is necessary to complete it. The only hard part is gathering the information. Taken by themselves, not a single "puzzle" in this map is worth giving a second of interest. To be honest it is all the more annoying to see that a large part of the community says the map is complex, while it is only over-loaded and ill-designed.
Bottom the line this map needs to be polished, but that won't make it pretty anyway. I believe a mapper should not undertake any project if the idea behind them doesn't challenge the community (with creativity, difficulty, or ... fun!).
Quote from DannyBoy76 on August 11, 2011, 7:06 pmQuality, especially for a first map, way better than my first map, really enjoyed playing it through
Quality, especially for a first map, way better than my first map, really enjoyed playing it through
Quote from iWork925 on August 17, 2011, 12:21 amGood, sorta semifun map. Looks like Glados on crack. Also; Holy indicator lights, batman! Do you have enough? (Jk its a good thing)
Good, sorta semifun map. Looks like Glados on crack. Also; Holy indicator lights, batman! Do you have enough? (Jk its a good thing)

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Djinndrache on September 19, 2011, 10:27 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:ENin15j-MqQ
(Link: http://www.youtube.com/watch?v=ENin15j-MqQ)Also note the video description for more feedback and my signature for additional project information.
Second part:
aaQJ_1-7m2k
(Link: http://www.youtube.com/watch?v=aaQJ_1-7m2k)
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
ENin15j-MqQ
(Link: http://www.youtube.com/watch?v=ENin15j-MqQ)
Also note the video description for more feedback and my signature for additional project information.
Second part:
aaQJ_1-7m2k
(Link: http://www.youtube.com/watch?v=aaQJ_1-7m2k)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from rinel on July 10, 2012, 1:00 pm] changelevel mp_coop_strubadur_1
CModelLoader::Map_IsValid: No such map 'maps/mp_coop_strubadur_1.bsp'
changelevel failed: mp_coop_strubadur_1 not found
]any ideas how to open this map? we both tried and got the same error.
] changelevel mp_coop_strubadur_1
CModelLoader::Map_IsValid: No such map 'maps/mp_coop_strubadur_1.bsp'
changelevel failed: mp_coop_strubadur_1 not found
]
any ideas how to open this map? we both tried and got the same error.
Quote from zivi7 on July 10, 2012, 2:11 pmrinel wrote:any ideas how to open this map? we both tried and got the same error.It is because it's a .vpk. They once were meant to be placed in a folder called addons but this method is no longer supported. To still play the map, you have to download GCFScape (https://developer.valvesoftware.com/wiki/GCFScape), open the .vpk-file with it and extract the content. This should give you the map's .bsp-file as well as added custom sounds etc. Next, place these files in the respective folders of your Portal-folder and start the map from the console like you tried to.
It is because it's a .vpk. They once were meant to be placed in a folder called addons but this method is no longer supported. To still play the map, you have to download GCFScape (https://developer.valvesoftware.com/wiki/GCFScape), open the .vpk-file with it and extract the content. This should give you the map's .bsp-file as well as added custom sounds etc. Next, place these files in the respective folders of your Portal-folder and start the map from the console like you tried to.