[Coop] the History of Co-Op
Quote from KeeganDeathman on August 19, 2012, 12:02 amRememeber from singleplayer how cave johnson was working on phasing out human testing? Well if he had succed it might look something like this.
Head through Aperture as Atlas and P-body guided by lines of text that go by the name of Robert. Everything but the spawn and end rooms level choosers portal guns and you is old fashioned. Except for one chamber at the end.
Do you guys think I should add another course after the end?
CHANGELOG:
1.1intial
1.2added missing maps
1.3fixed map 7File Name: The History of COOP.rar
File Size: 2.3 MiB
Click here to download the History of Co-Op
Rememeber from singleplayer how cave johnson was working on phasing out human testing? Well if he had succed it might look something like this.
Head through Aperture as Atlas and P-body guided by lines of text that go by the name of Robert. Everything but the spawn and end rooms level choosers portal guns and you is old fashioned. Except for one chamber at the end.
Do you guys think I should add another course after the end?
CHANGELOG:
1.1intial
1.2added missing maps
1.3fixed map 7
File Name: The History of COOP.rar
File Size: 2.3 MiB
Click here to download the History of Co-Op
Quote from protoborg on August 19, 2012, 2:34 pmFirst, it was GLaDOS who was going to phase out human testing. Second, this seems like just an excuse to mix styles in a map.
I would recommend you get some testers to play this level before you release it as it sounds like you haven't had anyone test it for you yet.
First, it was GLaDOS who was going to phase out human testing. Second, this seems like just an excuse to mix styles in a map.
I would recommend you get some testers to play this level before you release it as it sounds like you haven't had anyone test it for you yet.
Quote from TheNightmaren on August 19, 2012, 3:21 pmAlright, lets run down a few problems we spotted before even loading the maps. You do not have a map 7, it goes from map_6 to map_8. You say "2.have the host(Atlas) type in the consloe:changelevel mp_coop_history_hub" in your read me, but there is no mp_coop_history_hub. Your folders have some spelling errors as well. Also, do you have to use the default /Chicken_scripts/ in the vscripts folder? It will break older installed maps if everyone did this.
Once this is all sorted, we'll play the maps.
Alright, lets run down a few problems we spotted before even loading the maps. You do not have a map 7, it goes from map_6 to map_8. You say "2.have the host(Atlas) type in the consloe:changelevel mp_coop_history_hub" in your read me, but there is no mp_coop_history_hub. Your folders have some spelling errors as well. Also, do you have to use the default /Chicken_scripts/ in the vscripts folder? It will break older installed maps if everyone did this.
Once this is all sorted, we'll play the maps.
Quote from KeeganDeathman on August 19, 2012, 8:27 pmOkay well I made the missing maps just didny grab them, fix that real soon, Also,yes i am going to keep the chicken scripts folder for now, If i update the map ill make a new folder, but for now it stays.
Also, Cave Johnson said he was working on phasing out human tes subjects at the begining of the conversion gel test. Listen.
Okay well I made the missing maps just didny grab them, fix that real soon, Also,yes i am going to keep the chicken scripts folder for now, If i update the map ill make a new folder, but for now it stays.
Also, Cave Johnson said he was working on phasing out human tes subjects at the begining of the conversion gel test. Listen.
Quote from KeeganDeathman on August 19, 2012, 9:11 pmevery thing is fixed, 1.3 is being uploaded as I type. (get it?)
By the Way TheNightMaren, fell free to do a lets play of my map
every thing is fixed, 1.3 is being uploaded as I type. (get it?)
By the Way TheNightMaren, fell free to do a lets play of my map
Quote from LuckyRJ on August 22, 2012, 3:56 pmhi there,
ok, was this your first coop map, and how long have u been making maps in hammer for,
i feel i need to say this, when u publish a map u should make sure it is totally working and also dont ask if you should add more levels too it, you should make that choice yourself, then upload the complete finished puzzle, and once u have sorted any issues u spot and even playtested it as many times as it takes, then you should publish it.
i have made many mistakes when i started making maps too, so i follow these rules now and i find it is all ok
i havent downloaded this map yet, but i might in a few days when i have time
LuckyRJ
hi there,
ok, was this your first coop map, and how long have u been making maps in hammer for,
i feel i need to say this, when u publish a map u should make sure it is totally working and also dont ask if you should add more levels too it, you should make that choice yourself, then upload the complete finished puzzle, and once u have sorted any issues u spot and even playtested it as many times as it takes, then you should publish it.
i have made many mistakes when i started making maps too, so i follow these rules now and i find it is all ok
i havent downloaded this map yet, but i might in a few days when i have time
LuckyRJ
Quote from Lpfreaky90 on September 26, 2012, 3:56 pmThese 9 maps took us about 10 minutes, including the loading screens.
There are some serious flaws in these levels: you are obviously new to mapping in source.
1: your maps are fullbright, you have no lighting in them, that looks bad.
2: Your maps are mostly consistent of 1-3 different textures, that;s boring
3: Your maps are not on the grid, learn to use the grid, it's really really really useful.
4: Your maps don't require any team work in 8 of the 9 maps... that's not a way to create coop maps
5: The gel in your maps doesn't show, due to the fullbrightness.All in all it's just a bad map pack. 1/5.
Don't be too discouraged, work on your skills and I'm sure you can come up with something nice in the future! If you have any questions about mapping: feel free to ask them here on this website
These 9 maps took us about 10 minutes, including the loading screens.
There are some serious flaws in these levels: you are obviously new to mapping in source.
1: your maps are fullbright, you have no lighting in them, that looks bad.
2: Your maps are mostly consistent of 1-3 different textures, that;s boring
3: Your maps are not on the grid, learn to use the grid, it's really really really useful.
4: Your maps don't require any team work in 8 of the 9 maps... that's not a way to create coop maps
5: The gel in your maps doesn't show, due to the fullbrightness.
All in all it's just a bad map pack. 1/5.
Don't be too discouraged, work on your skills and I'm sure you can come up with something nice in the future! If you have any questions about mapping: feel free to ask them here on this website
Quote from KeeganDeathman on September 26, 2012, 8:57 pmIts really wierd, in my creation, i use lights, but they disappear in the recompiling.
Its really wierd, in my creation, i use lights, but they disappear in the recompiling.
Quote from Lpfreaky90 on September 26, 2012, 10:36 pmKeeganDeathman wrote:Its really wierd, in my creation, i use lights, but they disappear in the recompiling.That is probably due to a leak in your map or something.
Try to make a 128x128x128 box, and make sure all the walls are 32 units thick. then add a light in the middle, and an info_player start and see if it works.
If it works, you probably did something wrong with mapping.
If it didn't work, make sure you're doing a normal compile and not a quick one
That is probably due to a leak in your map or something.
Try to make a 128x128x128 box, and make sure all the walls are 32 units thick. then add a light in the middle, and an info_player start and see if it works.
If it works, you probably did something wrong with mapping.
If it didn't work, make sure you're doing a normal compile and not a quick one
Quote from KeeganDeathman on October 3, 2012, 8:17 pmOh! I uually used like 5 or 2
Oh! I uually used like 5 or 2