File Size: 41.25 MB
Downloads: 12406
Rating: (22 votes)
Description
: : : ATTENTION - You can now pick up the cube - So that's been fixed! This is a full working bug-free version! Enjoy! The Hardest, Greenest Colours Co-Op Map Yet! The whole map revolves around a central elevator shaft. It makes heavy use of funnels, faith-plates, and goo! Adventures inside a giant gyroscope? We've got you covered. [[UPDATED]] Due to numerous requests to make this chamber easier, I've ramepd down the difficulty by adding an "easy" button. I also removed the Frankencube due to a number of bugs related to it. Lastly I trimmed some fat to make it less laggy for people with slower machines, if you're still having lag issues I can cut the support lines out altogether and make the map run silky smooth if there's a big enough demand for a low-def version please do not hesitate to ask me for it! ALSO: The map now contains a version that can run on machines with less RAM!
Comments
Sign in to comment.
You are really cranking these out Ian! Looking forward to checking this one out (once my coop partner is online...).
you are a real mapping-pro! again crazy nice design and whats even better: funny puzzle!
I am so glad that someone is doing a full map pack/mod for co-op. I feel like co-op is where the most challenging puzzle ideas can be implemented. 
This map was incredibly laggy, for both me and my co-op partner. We couldn't play, even when looking at the floor it was still too laggy. Optimize the map, optimize it like hell.
This map looked fun. I'd say more but I didn't get any farther, because it lagged so bad I was hitting 1 FPS. The map needs some serious optimization to be at a playable, let alone enjoyable, level.
I had no clue where to go or what to do. The whole thing was just such sensory overload, it was pretty much just a playground with some sweet faith plates. Definitely need more hints of what to do when.
It took us 30 mins to solve the map! You are great, keep it up! Waiting for a full realase with all in one 
Okay, finally got around to completing this map (I'll be honest, the complexity and the lag intimidated me so I just left it the first time I opened it).
In retrospect, once you really start thinking, it isn't too difficult- But tedious, especially with the lag and the number of mistakes you can make. Also, I have a strong feeling I only completed this with an exploit. I got to the funnel by placing a portal at the very edge so it doesn't shoot the funnel out at the other side, then stood horizontally there, shot a new portal, fell onto the other platform which led me to the exit.
Issues
1. Map is very, very laggy. I have a good computer and still had a very low FPS, judging by others' posts, theirs were even worse.
2. Bugs, as pointed out above.
3. Complexity is very intimidating. Very, very intimidating. It looks great visually, but it honestly takes a while just to figure out what to do, or where everything is.
4. The change when you have both the sphere and the cube isn't obvious. I had no idea that the exit had appeared -on top- of the elevators I landed on.
Otherwise, this map is actually pretty great. Just needs less lag so it can be thoroughly enjoyed, heh.
We didn't even end up using the platforms with the wipers on them! We also had to restart because we had 2 copies of the cube but we could not let go of them! We did not have any lag issue, but this map has too many issues to be considered a solid map. There's more than 1 possible way to complete the map, and I believe the mapper only meant for 1.
We got annoyed at this map pretty fast, because of the huge lag and unforgiving puzzles - the combination of which is deadly. I hope the Colours series won't keep getting bigger and more punishing, or our roads will depart. 
Got the cube duplication bug too. Maybe these retard-cubes are not suitable for multiplayer?
Also, as said before, very laggy. Got 20-30 fps on medium details. 
If you plan to make this map run better by removing stuff, you could really get rid of some plates and objects you don't need. It took us about 30 minutes tu figure out what we need to use. Then it was actually not too hard.
I'm curious if this was just happening for me and my friend: When redirecting the gel using the funnel, player two could not see the gel coming out of the second pair of portals when it was created by player one.
beat this last night solo (ss_map loaded with in_forceuser bound to z) my insanely powerful computer didn't show any hint of lag (crossfire 6970s with an nf200 chipset that supports 16x16 crossfire) so I didn't have any of those issues others complain about.
However I'm not sure if I solved it right as the solution i came up with resulted in me not needing any goo at all.
I was just using the funnels to get the frankencube and was able to get them in place which changed some elements of the map then I was able to get back up to the sphere drop room and shoot a portal to a panel in the back, hit the faith plate and it would ride me right over between the faith plates that launched me to the exits.
The only thing I used the blue goo for was to kill the turrets on the blue goo side, but I didn't even do that until I had figured out how to clear it and realized that I could portal on the floor the blue goo drops on. And didn't need to kill those turrets at all. I jumped past them (one bot places a portal on the wall with a sweeper and other bot faith plates through it into a funnel stream before the sweeper wiped the portal. Did that countless times and was never killed by any turrets.
Thanks for the update, I hope this fixes the issues I had with a friend:
The most annoying bug was that it crashed each time for the client after a couple of minutes.
Then we also had the issue that the server could see both gels come through the portals, for the client however the blue gel didn't make it through in most situations. When on certain surfaces the orange gel came through a portal with the excursion funnel the funnel lost its effect on the gel which just dropped down or some drops randomly got launched in any direction, so we were unable to completely soak the long run leading to the door of the backside of the area with the box- and sphere-buttons. I don't know if what we achieved was enough though, since the game always crashed for the client of us around that time.
Only once when we exchanged roles by making him the server though he has the slower upload speed we made it to the point where "THE_MOST_IMPORTANT_THING_EVER" is activated and when we were looking for a way to get to the faith plates I consider as the final ones the game crashed on me. So though we gave it like fifteen tries we didn't make it to the exit yet
.
And an other thing that's not working properly (but most likely rather Valve's than your fault) is that the in gel soaked edgeless safety cube changed its texture to a non-soaked one when picking it up.
I hope when my coop partner comes home later the day and we try the updated version the game breaking bgus are gone
.
Oookay. We have a problem with this map. We can't lift up the companion cube. It just doesn't react.
Repair that, please.
P.S. Two hours spent trying to solve it without lifting up the cube. Oh my God, we are nerds )
Has anybody else had this bug with lifting the cube?
I also noticed gels don't pass through portals for Players in multiplayer. I don't understand how or why this bug is occurring at all.
Runs much better now, no more lags. Nice! 
Noticed another bug however: You can manage to get blue gel on the cube, which prevents you from picking it up. Even if you manage to kick the cube down, it will respawn witl blue gel already applied.
EDIT: OK, didn't see the last two posts, so maybe this is related. We didn't restart the map either to check if it was caused by the gel. We already solved the map in V1.0 and merely wanted to check if the bad performance is gone.
Awesome map. No lag here. Only thing is the exit isn't visible until later, so we really didn't know what we were working towards.
The concept of an Easy Button is pretty patronising. Maybe we just need more of a clue about what it is you want us to do?
It would help if the frame rates weren't so high they we didn't crash to desktop. Easier to figure things out when you're playing at 30+fps.
Now that there's an update we'll give it a go of course. However that's in spite of the easy button not because of it.
IanB wrote:
I'm going to put a water spawner parented to the boxthat way it can never get dirty.
It's not the gel that makes it unable to be picked up:
http://s283.photobucket.com/albums/kk30 ... e_cube.mp4
We grew tired of still not having solved that puzzle so we spawned us a new cube via console and we brought that one over.
this map was just right!
having fun getting this thing solved. just wanna have more of this hard stuff!
btw: portal 2 was way too easy!
GOOD JOB, DUDE and keep on the good work!!! 
Played this map yesterday with a mate (the whole series, actually).
This map is really awesome, I love how you have a lot of options to solve this, I like the look of the map, and even with the regular versions had no performance issues.
We encountered the "lead-cube" problem (could not pick up the cube) too. Drove us quite mad. We finally solved it by some combination of weird funnel action and jumping against the cube to get it over some rails and onto the receptical.
I wonder if this is part of the puzzle or a bug. The cubes visible through the glass but never reachable were quite taunting too.
I tried to use noclip to figure out if there was a way to get behind the glass (there isn't) and tried to get a cube out of there and place it on the receptical. Didn't work. The normal (jumping) cube is a lot heavier than the normal cubes. So maybe this is really part of the puzzle. If so, I just think it should be possible to transport the cube to the receptical only with the use of funnels, no jumping and shoving the cube from the sides. We also ended up with the cube in some place we couldn't reach.
Another point that I didn't like was the cube spawning out of thin air (same for edgeless) and the "easy-button" not being marked as such. Although we pressed it accidentally once and I couldn't really figured out what got easier anyway...
Overall a really nice map. Not being able to see where I needed to go to didn't bug me much... just go all the places and activate whatever there is to activate and you'll make it.
Thanks for the good work and keep it up 
-D
Hey Ho,
Please dont make this maps easier - thats what i love on that game and on that Colours maps. The "Stonecube" is just an awesome idea 
What is the heavy cube supposed to be fixing? 
I mean, perfect that they fixed the lag but this seems uncalled.
Ok.
No matter how many times I play this, I cannot re-create or experience the heavy cube bug 
Can somebody give me some advice on what I'm doing wrong here?
All right, now with all the updates the map is playable. 
Still too big for its own good, though: there's fewer things to do than imaginable in such a big space, and players are likely to stay separated a lot. Colours 4 is much better on all regards imo.
I have to agree, this map is way too much at the very start. I looked at it for 10 mins and decided it wasn't worth more time. There are tons of other maps to go play.
It's visually large, yes but shouldn't be too overwhelming.
The large sliding parts are just for disolving your portals for instance.
What do I need to do to make you happy?
I liked it, although the rather large number of surfaces (both with the emancipation grills travelling over and without) is quite a lot to think about as soon as you come into the level, although that's not really a bad thing. This is a puzzle game after all.
IanB wrote:
What do I need to do to make you happy?
I didn't want to poke at you, I really respect your work here. Different maps have different strenghts and weaknesses, that's all. Continue at ease without having the modder's burnout rise at you. 
I think out of the Colours maps out at the moment (1-4), this has been the most interesting and challenging. Although I don't think that the 'easy button' did much to change the dynamics of the level, but perhaps that is just because of the way we completed the level?
Overall another beautifully designed level IanB, and to check out our play through of colours 3 on hard mode watch the video below:(You probably don't want to watch this if you haven't completed this map yet)
3azbVGRgRyg
I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=6JoZIPF27eA
This map was perfect. the design that is. the lag on the one that isn't toned down is impossible.
On the map that is toned down, there's some kind of bug with it.
the bug is only for the client though not the server, which is good b/c ppl can then do the map utilizing "ss_map". I am sorry that i can not give you more info on this bug I wasn't exactly paying attention to it at the time. ill try and get the the bug agian and edit it in but until then...
The only "play" problem i had was using the funnel. i could get into the room where the cube is to be placed and complete it that way. im not sure if you intended this bug but i personally think it should be fixed. otherwise great map/maps nothing needs to be changed.
Why have the sliding fizzlers when those surfaces could just be plain old non-portalable? It seems like that would help speed up the map. Also, with the weak rig version, my partner and I ran into a bit of a problem. According to my game, the repulsion gel that we got into an excursion funnel was carried by the beam. According to my partner's game, the gel fell right through the excursion funnel. Some more optimization would be appreciated.
Hey Ian
My coop-partner and me are having some problems with your maps.
after finishing one of them and entering the elevators the screen goes black, but nothing happens...
i copypasted the errors appearing in the console..
Map2
Error! Variable "1" is multiply defined in material "models/props/combine_ball_launcher"!
Unable to load sprite material materials/sprites/lgtning.vmt!
Error! Variable "1" is multiply defined in material "models/props/ball_catcher_sheet"!
PrecacheScriptSound 'music.mp_coop_COLOURS2_lbout' failed, no such sound script entry
Warning: env_projected_texture () forced off by (PROJEY_TEXT_01)
Dead end link: path_ball_track_02
S_StartSound: Invalid sample rate (8000) for sound 'mitm_fix_it.wav'.
Warning: env_projected_texture () forced off by (PROJEY_TEXT_01)
Dead end link: path_ball_track_02
Can't find factory for entity: wearable_item
NULL Ent in UTIL_PrecacheOther
S_StartSound: Invalid sample rate (8000) for sound 'mitm_fix_it.wav'.
EmitSound: player/high_velocity_impact_04.wav pitch out of bounds = -1
Map 3
PrecacheScriptSound 'music.mp_coop_COLOURS3_tbout' failed, no such sound script entry
CSoundEmitterSystemBase::GetParametersForSound: No such sound ambient/industrial/warehouse_ambience_lp_01.wav
CSoundEmitterSystemBase::GetParametersForSound: No such sound Error
Can't find factory for entity: wearable_item
NULL Ent in UTIL_PrecacheOther
regards,
peter
: : : ATTENTION - You can now pick up the cube - So that's been fixed! This is a full working bug-free version! Enjoy!
The Hardest, Greenest Colours Co-Op Map Yet! The whole map revolves around a central elevator shaft. It makes heavy use of funnels, faith-plates, and goo! Adventures inside a giant gyroscope? We've got you covered.
[[UPDATED]] Due to numerous requests to make this chamber easier, I've ramepd down the difficulty by adding an "easy" button. I also removed the Frankencube due to a number of bugs related to it. Lastly I trimmed some fat to make it less laggy for people with slower machines, if you're still having lag issues I can cut the support lines out altogether and make the map run silky smooth if there's a big enough demand for a low-def version please do not hesitate to ask me for it!
ALSO: The map now contains a version that can run on machines with less RAM!
File Name: COLOURS_Map_3_v9.zip
File Size: 41.25 MiB
Click here to download Colours Co-Op : : Map 3