[Coop] Where the Humans Have Failed...
Quote from heimbad on August 13, 2011, 11:32 pmGreat map, very challenging, very complete!
Actually, I'm still trying to finish the first left room... Finished the 3 others, but that one I just can't find how to do it. Even with the hint that shows up, which tells me I shouldn't try to do exactly what I'm trying to do!! Drives me crazy! =DMy teammate gave up, and I must say I'm pretty much out of ideas myself... after banging our heads on the walls for over an hour, maybe two...
Great fun
Thanks!
Great map, very challenging, very complete!
Actually, I'm still trying to finish the first left room... Finished the 3 others, but that one I just can't find how to do it. Even with the hint that shows up, which tells me I shouldn't try to do exactly what I'm trying to do!! Drives me crazy! =D
My teammate gave up, and I must say I'm pretty much out of ideas myself... after banging our heads on the walls for over an hour, maybe two...
Great fun Thanks!
Quote from xdiesp on August 16, 2011, 2:30 pmmacihun93 wrote:yet I will not delete any of them as they all stand for a reason, just as the "invisible walls" that force players to wait for these scenes to end.The problem with invisible walls is that they are invisible, not that they prevent exploits like say a normal fizzler. As for you not fixing any, I guess it's for the best - for other mappers at least.
The problem with invisible walls is that they are invisible, not that they prevent exploits like say a normal fizzler. As for you not fixing any, I guess it's for the best - for other mappers at least.
Quote from macihun93 on August 16, 2011, 4:08 pmThey were actually part of a "plan B", as I could not find a way to make players unable to move for a certain time. I couldn't figure out how to do that. (Tryed some entity (point_playermoveconstraint maybe or something like that), but I couldn't get it working, also tryed to put the invisible brush right onto the players but it caused them to fling above the ground.)
I needed to force them to stay where they are, because of the already mentioned reasons.
[spoiler]I wanted to make (most) sure that the high-five at the beginning is performable,
the wall-break in the light bridge room wouldn't escape the players' attention (as if you could go even more back in the entry-tunnel, you wouldn't be able to see the crush, or if you could get closer to it, it might kill you),
and you couldn't go back to the first four rooms, as the new (5th) respawn points activate when you're standing next to the exit door, and the lasers reactivate the same time.[/spoiler]I'm open for all ideas with which the above listed things remain available.
They were actually part of a "plan B", as I could not find a way to make players unable to move for a certain time. I couldn't figure out how to do that. (Tryed some entity (point_playermoveconstraint maybe or something like that), but I couldn't get it working, also tryed to put the invisible brush right onto the players but it caused them to fling above the ground.)
I needed to force them to stay where they are, because of the already mentioned reasons.
the wall-break in the light bridge room wouldn't escape the players' attention (as if you could go even more back in the entry-tunnel, you wouldn't be able to see the crush, or if you could get closer to it, it might kill you),
and you couldn't go back to the first four rooms, as the new (5th) respawn points activate when you're standing next to the exit door, and the lasers reactivate the same time.
I'm open for all ideas with which the above listed things remain available.
Quote from KumoriMyou on August 21, 2011, 11:42 pmboxes don't respawn and u can get stuck behind the two person activated doors
boxes don't respawn and u can get stuck behind the two person activated doors
Quote from LeBreak on August 22, 2011, 4:17 pmHi,
Thx for mapping. We get stuck in the last room with funnel and brigde (the room after the disabled lasers), but we both have to stand on the buttons... could you please give us a hint?
[spoiler]we tried putting some blue gel in the 2 tops corridors to bounce until the button, but the last jump is too short...[/spoiler]
Hi,
Thx for mapping. We get stuck in the last room with funnel and brigde (the room after the disabled lasers), but we both have to stand on the buttons... could you please give us a hint?
Quote from macihun93 on August 22, 2011, 4:50 pmKumoriMyou wrote:boxes don't respawn and u can get stuck behind the two person activated doorsThere are four rooms from which you can collect boxes from, and in 3 of those, they are dropped by cube droppers, that have buttons that you can use to respawn the cubes. The cube from the laser-relay test has a forcerespawn input on dissolved so I don't really see what you mean. Did you throw the cube from the laser room into a pit at the beams or the catapult?
The airlocks indeed mess up sometimes, when triggered several times too fast. But then you can just ask your playmate to walk by the door for a second, and it will open for you.
LeBreak wrote:Hi,Thx for mapping. We get stuck in the last room with funnel and brigde (the room after the disabled lasers), but we both have to stand on the buttons... could you please give us a hint?
[spoiler]we tried putting some blue gel in the 2 tops corridors to bounce until the button, but the last jump is too short...[/spoiler]
I'm not completely sure you're doing the right thing there.
[spoiler]Standing on both buttons at once is not really an essencial part of solving the test. The projector is for the second player to be able to cross the water, as it's required to have one player on both sides of the chamber while preparing the solution. There are three portable surfaces above the fizzlers, to which you need to bring the bounce gel, not just two, maybe you have missed one.[/spoiler]If that's what you've tryed, and it's still bugged I'll fix it as soon as I get back to my own PC. If not then good luck trying his way. ^^
There are four rooms from which you can collect boxes from, and in 3 of those, they are dropped by cube droppers, that have buttons that you can use to respawn the cubes. The cube from the laser-relay test has a forcerespawn input on dissolved so I don't really see what you mean. Did you throw the cube from the laser room into a pit at the beams or the catapult?
The airlocks indeed mess up sometimes, when triggered several times too fast. But then you can just ask your playmate to walk by the door for a second, and it will open for you.
Thx for mapping. We get stuck in the last room with funnel and brigde (the room after the disabled lasers), but we both have to stand on the buttons... could you please give us a hint?
I'm not completely sure you're doing the right thing there.
If that's what you've tryed, and it's still bugged I'll fix it as soon as I get back to my own PC. If not then good luck trying his way. ^^
Quote from LeBreak on August 22, 2011, 5:14 pmYes, we tried this way: [spoiler]we brought the blue gel on the 3 portable surfaces above the fizzlers, but when we run with the orange gel, we only bounce 2 twice, and the third bounce is unreachable.[/spoiler]
Yes, we tried this way:
Quote from macihun93 on August 23, 2011, 12:28 pmHell.. :S Thanks for posting. I will check it out as soon as I'm home. Which is unfortunately at least one week. :S Sorry for that I might have disabled something last time accidentally.
Hell.. :S Thanks for posting. I will check it out as soon as I'm home. Which is unfortunately at least one week. :S Sorry for that I might have disabled something last time accidentally.
Quote from macihun93 on August 30, 2011, 9:23 amBack from vacation, and going to upload the update in a few hours.
I can only hope it would not disable the whole entry once again. Stay tuned ^^'
Edit:
Woho success ^^ (Damn the approve button, didn't untick it this time.)
I'm sorry LeBreak but I didn't find what you were talking about, when I tested the map, it worked fairly well for me. :/[spoiler]Actually that room works as it recognises when the surfaces get painted, by indicators getting flung with the repulsion gel in the tractor beam. There may be a very small chance that when you painted the surface above the fizzlers, no indicators have got up to the trigger. However I'm not sure because I've tested it quite a few times and it always worked perfectly for me.[/spoiler]
Back from vacation, and going to upload the update in a few hours. I can only hope it would not disable the whole entry once again. Stay tuned ^^'
Edit:
Woho success ^^ (Damn the approve button, didn't untick it this time.)
I'm sorry LeBreak but I didn't find what you were talking about, when I tested the map, it worked fairly well for me. :/
Quote from sora91 on December 1, 2011, 10:06 amIs the last room really able to do? We have put 3 blue gel opposite the 3 white surface to make us bounce to the button.But, we still unable to bounce it for 2nd blue gel.... [spoiler][/spoiler]
Is the last room really able to do? We have put 3 blue gel opposite the 3 white surface to make us bounce to the button.But, we still unable to bounce it for 2nd blue gel....