Scooter Entry

by Scooter · Uploaded Jun 06, 2011

Screenshot 1

File Size: 1.32 MB

Downloads: 857

Rating: (1 votes)

Description

A fairly small and easy map the introduces new ideas, timing, and cooperation.

Comments

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Scooter • Jun 06, 2011 • #52154
1 posts

A fairly small and easy map the introduces new ideas, timing, and cooperation.

File Name: mp_coop_scooter.zip
File Size: 1.32 MiB
Click here to download Scooter Entry

Djinndrache • Jun 08, 2011 • #52155
1,442 posts

There is not even the smallest hint what you need to do in the second room. I absolutely dislike that. Got it in wireframe mode, but don't like to play this anymore

xdiesp • Jun 15, 2011 • #52156
1,078 posts

We're not there yet... Probably one of the mappers here can give you specific suggestions. But as a consumer I can tell you that these rooms (with a single texture), that kind diffuse light (with no visible sources!) and the monster moat make everything look flat and\or bad. Make people travel and do their game, platforms of different height can be just as good as water without limiting your map to 8 white AND walkable tiles.

I don't know if it's in your best interest to fix this one or just move to the next project. Puzzle wise, having no indicators and leaving one of the players at home playing buttons wasn't the happiest solution: and in the very last room, we didn't use that lone button over there in the corner.

Djinndrache wrote:
There is not even the smallest hint what you need to do in the second room.

You have to walk to the end of the only lightbridge you can put there, straight into a wall which opens.

msleeper • Jun 16, 2011 • #52157
4,095 posts • Member

Looks terrible, zero indication of what to do, and best of all we couldn't beat it. If the players are separated, one at the ending platform and the other anywhere else, there was no logical or reasonable way to rejoin them.

Hober • Jun 16, 2011 • #52158
1,180 posts

Don't forget the mystery panel that you have to stumble on randomly to continue.

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