Adventure With Light Bridges

by Gmex · Uploaded Mar 25, 2012

Screenshot 1

File Size: 5.70 MB

Downloads: 1875

Rating: (10 votes)

Description

Originally I was going to make this map a lot more detailed, but the hammer client became fairly sluggish with all the information I had on the map. If I do anymore maps in the future they will be smaller, possibly in map packs with more interesting details. The gameplay of this level is complete though, barring a few minor bugs.

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Gmex • Mar 25, 2012 • #45856
7 posts

Originally I was going to make this map a lot more detailed, but the hammer client became fairly sluggish with all the information I had on the map.
If I do anymore maps in the future they will be smaller, possibly in map packs with more interesting details.

The gameplay of this level is complete though, barring a few minor bugs.

File Name: LBadventures.rar
File Size: 5.7 MiB
Click here to download Adventure With Light Bridges

Jepp • Mar 25, 2012 • #45857
134 posts

I only manage do load this map in singleplayer and not splitscreen, pretty sure its due to that the file name i mp_first11 instead of mp_coop_first11. Fix this quickly!

Gmex • Mar 25, 2012 • #45858
7 posts

I was able to launch it with my friends just fine. You could always rename the file yourself if it's a problem for you.

Lpfreaky90 • Mar 25, 2012 • #45859
2,842 posts

From the mapping wiki:

Quote:
Here are the basic steps needed to create a coop map:
Create a func_instance. Set its VMF file to one of the coop spawn rooms, such as instances/coop/coop_spawn_room.vmf. These VMF files already contain an info_player_start, so don't create another one.
Create another func_instance, this one set to one of the level end rooms, such as instances/coop/coop_endlevel_room.vmf.
Build your map in between these rooms. (You can move them, of course.) The embedded VMF files have an obvious exit which should lead into your map. You may need to enclose the rooms in order to prevent leaks.
Make sure you save the map with the prefix mp_coop_.

The prefixes make a difference!!! for example a sp_ prefix won't load as a coop map and will give you a potatogun (since DLC #1)

Changing the name of the map and doing a compile shouldn't be too much of a hassle and it will save a lot of trouble for future players

Gmex • Mar 25, 2012 • #45860
7 posts

Ah, it's for the coding functions. Although I never experienced any problems testing the map I edited the name of the bsp file.

zivi7 • Mar 25, 2012 • #45861
649 posts

I'd give this one a 3/5, mainly because the respawn didn't seem to work right, but also because of some other things.


In each turret position, except the vertical funnel one, it was possible to use the surface that was obviously meant for a shiedling light bridge to just go through and toss the turrets away.

The door that leads to the hand button to move away the elevator thing (that's what it roughly looks like at least) didn't look like it would open as soon as you approach it. Therefore, I wasn't tempted to go there first. Instead, we found a way to get the cube in front of the next section door first, without moving that elevator (?) out of the way. I think the intended way leads to the hand button first?

The respawn system seemed broken. After entering the next area and dying there, sometimes we spawned back down in the starting area. One time when we both died the same time, one of us spawned up in the next area, the other one down in the starting area.

It was pretty annoying to realize that we'd have to repeat the first section of the next area again to make use of the funnel in the second area. We noclipped that part.

In the end, you probably meant those fizzlers on the sides to prevent the light bridge person to cross unless the second person presses the button for the next lightbridge. However, the light bridge person can just make a diagonal jump onto the light bridge to avoid the fizzlers.

the_nature • Mar 31, 2012 • #45862
3 posts

it was a nice idea for a map, but most of the turrets were tossable in stead of blocking with the light bridges.
Moreover was it annoying to find out that i died from falling through 'holes' in the map, where you could just look through walls and floors. it made the last part of the map unplayable for me, because the floor i needed to walk over wasn't see-able or touchable. too bad, the intention of the map was very nice!

Djinndrache • Mar 31, 2012 • #45863
1,442 posts

Gmex wrote:
Ah, it's for the coding functions. Although I never experienced any problems testing the map I edited the name of the bsp file.

Still no update applied though.

Gmex • Mar 31, 2012 • #45864
7 posts

Djinndrache wrote:
Still no update applied though.

?
I applied an updated version to include a proper structured name for the bsp.

the_nature wrote:
it was a nice idea for a map, but most of the turrets were tossable in stead of blocking with the light bridges.
Moreover was it annoying to find out that i died from falling through 'holes' in the map, where you could just look through walls and floors. it made the last part of the map unplayable for me, because the floor i needed to walk over wasn't see-able or touchable. too bad, the intention of the map was very nice!

Not sure of any holes you could be experiencing. If you have the time or if anybody else experiences such issues taking screenshots would help explain this better.

Lpfreaky90 • Mar 31, 2012 • #45865
2,842 posts

Gmex wrote:
Djinndrache wrote:

Still no update applied though.

?
I applied an updated version to include a proper structured name for the bsp.

DID YOU CHANGE THE NAME OF YOUR ZIP BEFORE UPLOADING?
this MUST be done or else it WON'T update the name!

Vislike • Apr 01, 2012 • #45866
5 posts

Just tested this map coop with my friend, and it felt like you did not have to be 2 players to complete it, so afterwards i tried again and i was correct. The only part who require 2 players is to open the door after room 1 and to enter elevators in the end. Rest can be completed by a single player.

But i must say you had some great ideas, just needs some more polishing.

Will see if i can get a youtube up of the solo run.

EDIT:
O_WgyGtcR0c

KennKong • Apr 05, 2012 • #45867
942 posts

Redunzl and I don't have any different comments from prior posters. We recorded our blind playthrough, so that you can see where we respawned in different places, fell through holes in the floor, ravaged turrets at will, and where I almost completed the map playing by myself while Redunzl was trying to get back to me after respawning at the start.

That isn't to say we didn't like playing the map. Despite the frustrating parts, we enjoyed solving what there was to solve.

The metal stairs leading down from the conveyor with the laser were obscured by the floor texture underneath, flickering back and forth between stair and floor textures.

We did get to the button which operated the lightbridge between the two conveyors, but we had already made it to the other side without it. I guess it might be nice to have as a safety valve if you lost your own lightbridge portals.

The conveyor concept is a good one, but you should figure out a way to make them move visually, too.

Overall, it was a nice looking map, but not much puzzle, even less coop, and a few big bugs. 3/5 from us. I'll post the link to the playthrough when it's done uploading.

Adventures with Light Bridges blind runEmbedded
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redunzl • Apr 06, 2012 • #45868
58 posts

KennKong wrote:
I almost completed the map playing by myself while Redunzl was trying to get back to me after respawning at the start.

Yeah, I actually had to yell at you -- "Dude, will you quit solving the rest of the damn map?? Get your ass back here and help me!!"

I must say, the screwed-up respawn point for Atlas definitely hurt our experience with this map. Kenn and I were working on the same part of the map when I died due to my clumsiness, then found myself all the way back at the start of the map with no way to get back to him on my own. It wasn't until we got through quite a bit more of the map that my unintended deaths had me respawning in the right place.

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