Cage Fling

by Insomnautik · Uploaded Mar 26, 2012

Cage Fling

File Size: 21.95 MB

Downloads: 0

Rating: (0 votes)

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RELEASED! Please Download Here Cage Fling

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Insomnautik • Mar 26, 2012 • #61421
53 posts

RELEASED! Please Download Here
Cage Fling

File Name: mp_coop_cagefling v0.2.zip
File Size: 21.95 MiB
Click here to download Cage Fling

Stephenishere • Mar 26, 2012 • #61422
12 posts

I'm the one who recorded the solution play-through with Nautik.

This is a fun level for people who like some reflex play. Nothing too crazy, but it will take a few try's to get the concepts taught in each puzzle room. I honestly think it is beyond WIP status, as it is very polished and well made. I hope everyone enjoys his level, it'll be pretty hard for first time, blind play-through groups.

Lpfreaky90 • Mar 26, 2012 • #61423
2,842 posts

Zivi7 and I just played this. Puzzles 1-4 are perfectly fine but 5 was just too hardcore for me.
At the end we:

(Had to steal it iWork )

zivi pulled of the fling a couple of times but for me 3 was just too fast.
Also the details in 1-4 are great; 4 feels off theme wise. We didn't experience any lag. Adding texture variation could also help with orientation; making the map easier to pull off.

I can't really give a rating for this at the moment because 1-2 felt really simple and had the feeling you could also solve this in singleplayer.
3 was great
4 was hard but doable (please move the respawn a bit closer?
5 was too difficult; died very often (and again we had to walk a long way)

So I guess there's still room for improvements

zivi7 • Mar 26, 2012 • #61424
649 posts

LP said everything there is to say.

Let me just add this suggestion: In 4, move the spawn tubes directly in front of the two fling-cages. In 5, move the spawn tubes at least to that high area from where you can overlook the whole area. Even better - but I don't know if that's possible - would be if the spawn tubes could be sperated and placed directly down there where the players have to start the flinging.

Those two sections can take a lot of retries, therefore it would be great if the players have to walk as few steps as possible.

Stephenishere • Mar 26, 2012 • #61425
12 posts

I reconverted the play through video with better codecs, here is the link for the updated youtube video. http://youtu.be/156vl7Mj77E?hd=1

Insomnautik • Mar 27, 2012 • #61426
53 posts

Thanks for the play through guys, glad to hear there aren't lag issues so far. Wasn't sure how far i could take the detailing before causing problems.

If i could figure out how to add simple spawn tubes to the ceiling at the main point of each puzzle that disables the airlock spawn on trigger I will. (The airlocks are a prefab downloaded from here actually). Any suggestions on how to do this would be helpful, otherwise i'm sure i'll stumble on a tutorial for it soon enough.

As for simplicity on the first two levels, unless your talking about using an object(cube or something) I'm pretty sure there isn't any way to solve them by your self. If you can find a solo techniquie to any of the levels do let me know, i'll have to fix that right away. The simplicity is really just to give you the idea of how the upcoming puzzles are going to work. With puzzle 5 being hard enough to be its own puzzle, the first 4 merely serve to get you ready without inducing rage right in the beginning.

Anyways though, thanks for the playthrough guys and I hope more people have a chance to let me know what they think. Sorry if I induced too much rage

Lpfreaky90 • Mar 27, 2012 • #61427
2,842 posts

Insomnautik wrote:
Thanks for the play through guys, glad to hear there aren't lag issues so far. Wasn't sure how far i could take the detailing before causing problems.

Your area portals fix that nicely

Insomnautik wrote:
If i could figure out how to add simple spawn tubes to the ceiling at the main point of each puzzle that disables the airlock spawn on trigger I will. (The airlocks are a prefab downloaded from here actually). Any suggestions on how to do this would be helpful, otherwise i'm sure i'll stumble on a tutorial for it soon enough.

I can take a look at that. if you want. Can't promise anything since I haven't even made a coop level yet but I'm sure I can give it a go

Insomnautik wrote:
As for simplicity on the first two levels, unless your talking about using an object(cube or something) I'm pretty sure there isn't any way to solve them by your self. If you can find a solo techniquie to any of the levels do let me know, i'll have to fix that right away. The simplicity is really just to give you the idea of how the upcoming puzzles are going to work. With puzzle 5 being hard enough to be its own puzzle, the first 4 merely serve to get you ready without inducing rage right in the beginning.

No; but if it weren't for the glass at certain sides of the cages it would've been possible

Insomnautik wrote:
Anyways though, thanks for the playthrough guys and I hope more people have a chance to let me know what they think. Sorry if I induced too much rage

You're welcome.

Insomnautik • Mar 27, 2012 • #61428
53 posts

I do find it ironic that the first two levels, which seem like they can be done by your self actually can't. However, the third puzzle CAN be solved with just one person. I just found the break last night and am working on a fix for it. Its quite a challenge to pull it off with one person so I'm wondering if an exploit that is that hard should even be prevented, or maybe left in for some interesting speedrun videos.

Also, i tried the chambers with a cube... its too bad physics objects loose momentum when going back and forth between floor portals but players do not. At least not nearly as much. You can hit the ceiling buttons about 8-9 times before loosing too much momentum to hit them anymore where a cube/sphere will only hit a button once and then be useless. Not to mention half the times it goes flying in every direction.

@Ipfreaky90 - I'll send you a friend request over steam when I get a chance if you want to take a look at the .vmf and see if you can get secondary spawns working. Otherwise I was thinking of moving the airlocks at the end of the "hallways" so the exit door is right at the entry way of each level, instead of having the airlocks at end of the previous test and the hallways after.

Insomnautik • Mar 28, 2012 • #61429
53 posts

Actually, i figured out how to get the quick respawns working so I posted the update.

Djinndrache • Mar 29, 2012 • #61430
1,442 posts

Great map, not too difficult to execute but it can still take a few times to solve the chambers on the first run on the map.

No blindrun video this time as I playtested it and it's nothing like blind to me

Tyronis3 • Apr 10, 2012 • #61431
96 posts
Tyri • May 02, 2012 • #61432
23 posts

Here is another short solution of the last room
iEqCX_igRfU

cairo140 • Jun 24, 2012 • #61433
5 posts

I'd give this map a 6 if I could. Fantastic run! 5 was such a lovely challenge; took us 100 deaths each but we got it! The most satisfying coop map we've played yet. Any more like it? Thanks, Insomnautik.

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