[Coop] Turret Love
Quote from dhavalmistry on August 7, 2011, 12:44 pmThis medium difficulty map is designed to overcome your fobia of turrents. This map will require both players wits and wisdom in addition to teamwork and patience.
I wish you good luck and please report any bugs, shortcuts, or broken parts on the forums.
This is my first coop map, so go easy on me
Update #1
-Major visual changes
-Removed 3/4 of the turrets (hopefully that fixes the lagging issues)
-fixed the cube spawn problem.Update #2
-Major gameplay changes
-Some visual changes
-Removed the shortcut where the player could easily get the cube from the room with lot of turrets and paint.File Name: mp_coop_turretlove_v1_7.rar
File Size: 12.57 MiB
Click here to download Turret Love
This medium difficulty map is designed to overcome your fobia of turrents. This map will require both players wits and wisdom in addition to teamwork and patience.
I wish you good luck and please report any bugs, shortcuts, or broken parts on the forums.
This is my first coop map, so go easy on me
Update #1
-Major visual changes
-Removed 3/4 of the turrets (hopefully that fixes the lagging issues)
-fixed the cube spawn problem.
Update #2
-Major gameplay changes
-Some visual changes
-Removed the shortcut where the player could easily get the cube from the room with lot of turrets and paint.
File Name: mp_coop_turretlove_v1_7.rar
File Size: 12.57 MiB
Click here to download Turret Love
Quote from xdiesp on August 7, 2011, 6:15 pmThis map requires some pretty hefty leap of faith, to be appreciated: even then, at most it will prove that it works - maybe that's the surprising thing. As in the previous Laser Pit we're dealing with gigarooms, this time rehashing the old idea of having hundreds of turrets in a single place: that's preposterous, looks absurd and sucks away any credit of credibility one holds for it. We saw it and it was instant joke material, so really we proceeded out of faith. And by digging you indeed find a coherent, fun puzzle... no rough gem here: play it if you want to test your disbelief.
Aside from the unpresentable setting which only an heroic change of setting could save (the turret opera assemble?), the underdetailed looks and lack of P2 fitting geometry is something which needs to be dealt with. It shows maturity as a mapper: leave behind the league of those building test chambers with green zigguraths inside.
Bugs: once the three buttons in the lower hub are pressed, sometimes (not always) they will reset after a few seconds; add portal info placers, because in some places (such as the catapult) it's maddening to enter one; ca va sans dire turrets cause heavy lag, I guess you could still achieve the same effect with some less; imho a more polished experience would be having to deal with the turrets just at the start and ending segments of the course, i.e. the stray shots when you fling to the side rooms seemed unnecessary.
This map requires some pretty hefty leap of faith, to be appreciated: even then, at most it will prove that it works - maybe that's the surprising thing. As in the previous Laser Pit we're dealing with gigarooms, this time rehashing the old idea of having hundreds of turrets in a single place: that's preposterous, looks absurd and sucks away any credit of credibility one holds for it. We saw it and it was instant joke material, so really we proceeded out of faith. And by digging you indeed find a coherent, fun puzzle... no rough gem here: play it if you want to test your disbelief.
Aside from the unpresentable setting which only an heroic change of setting could save (the turret opera assemble?), the underdetailed looks and lack of P2 fitting geometry is something which needs to be dealt with. It shows maturity as a mapper: leave behind the league of those building test chambers with green zigguraths inside.
Bugs: once the three buttons in the lower hub are pressed, sometimes (not always) they will reset after a few seconds; add portal info placers, because in some places (such as the catapult) it's maddening to enter one; ca va sans dire turrets cause heavy lag, I guess you could still achieve the same effect with some less; imho a more polished experience would be having to deal with the turrets just at the start and ending segments of the course, i.e. the stray shots when you fling to the side rooms seemed unnecessary.
Quote from dhavalmistry on August 7, 2011, 9:27 pmxdiesp wrote:Bugs: once the three buttons in the lower hub are pressed, sometimes (not always) they will reset after a few secondsYes, I have noticed that recently, and I honestly am not sure why its doing that. Maybe someone more experienced then me can decompile the bsp and figure it out....If you reset all the buttons, it will work.
Yes, I have noticed that recently, and I honestly am not sure why its doing that. Maybe someone more experienced then me can decompile the bsp and figure it out....If you reset all the buttons, it will work.

Quote from msleeper on August 8, 2011, 3:25 pmYou realize there is no "N" in the word "turret", right?
You realize there is no "N" in the word "turret", right?
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Quote from dhavalmistry on August 8, 2011, 3:30 pmmsleeper wrote:You realize there is no "N" in the word "turret", right?lol, no I didnt, but now I do....
lol, no I didnt, but now I do....
Quote from Passenger88 on August 8, 2011, 8:34 pmThe map was nice, never saw so many turrets before
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But the map was a bit laggy and I don't know if everyone has the same problem atleast I had it.
I also wanna add that we broke 2 cubes and there was no way it would return. So we had to restart the level and do it all over again.[spoiler]Furthermore nice Idea, the end button with the bridge reminded me of the movie Tron Legacy
[/spoiler]
The map was nice, never saw so many turrets before
But the map was a bit laggy and I don't know if everyone has the same problem atleast I had it.
I also wanna add that we broke 2 cubes and there was no way it would return. So we had to restart the level and do it all over again.

Quote from dhavalmistry on August 8, 2011, 9:21 pmPassenger88 wrote:the map was a bit laggy and I don't know if everyone has the same problem atleast I had it.Thanks for the feedback! I will look into the cube thing and yes, some people are having the lag issues and I am working on it.
Thanks for the feedback! I will look into the cube thing and yes, some people are having the lag issues and I am working on it.
Quote from ddta on August 10, 2011, 10:01 amThe map is very laggy... even with a Geforce 230. I think if you remove most of the turrets and only leave the essential ones, it will fix it.
The map is very laggy... even with a Geforce 230. I think if you remove most of the turrets and only leave the essential ones, it will fix it.
Quote from dhavalmistry on August 10, 2011, 11:17 amddta wrote:The map is very laggy... even with a Geforce 230. I think if you remove most of the turrets and only leave the essential ones, it will fix it.did you try the updated version (1.5)?
did you try the updated version (1.5)?
Quote from Salamandra on August 10, 2011, 9:32 pmGood that you removed those superfluous turrets (I think it was 216 just in the main room), it's not like the current number is insufficient.
Problems: [spoiler]The gel in the side room which also has turrets is entirely unnecessary, and the floor in that room seems to act as if you go through water (destroying cubes, making a splash sound) if you pass through a portal on it. The button which opens the doors directly in the middle in the middle room is fairly buggy.[/spoiler]
It is rather unappealing visually, but the puzzles are functional and the mechanism in the center is fairly unique.
Good that you removed those superfluous turrets (I think it was 216 just in the main room), it's not like the current number is insufficient.
Problems:
It is rather unappealing visually, but the puzzles are functional and the mechanism in the center is fairly unique.