Turret Love

by dhavalmistry · Uploaded Aug 07, 2011

Screenshot 1

File Size: 12.57 MB

Downloads: 4743

Rating: (16 votes)

Description

This medium difficulty map is designed to overcome your fobia of turrents. This map will require both players wits and wisdom in addition to teamwork and patience. I wish you good luck and please report any bugs, shortcuts, or broken parts on the forums. This is my first coop map, so go easy on me Update #1 -Major visual changes -Removed 3/4 of the turrets (hopefully that fixes the lagging issues) -fixed the cube spawn problem. Update #2 -Major gameplay changes -Some visual changes -Removed the shortcut where the player could easily get the cube from the room with lot of turrets and paint.

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dhavalmistry • Aug 07, 2011 • #47174
107 posts

This medium difficulty map is designed to overcome your fobia of turrents. This map will require both players wits and wisdom in addition to teamwork and patience.

I wish you good luck and please report any bugs, shortcuts, or broken parts on the forums.

This is my first coop map, so go easy on me

Update #1
-Major visual changes
-Removed 3/4 of the turrets (hopefully that fixes the lagging issues)
-fixed the cube spawn problem.

Update #2
-Major gameplay changes
-Some visual changes
-Removed the shortcut where the player could easily get the cube from the room with lot of turrets and paint.

File Name: mp_coop_turretlove_v1_7.rar
File Size: 12.57 MiB
Click here to download Turret Love

xdiesp • Aug 07, 2011 • #47175
1,078 posts

This map requires some pretty hefty leap of faith, to be appreciated: even then, at most it will prove that it works - maybe that's the surprising thing. As in the previous Laser Pit we're dealing with gigarooms, this time rehashing the old idea of having hundreds of turrets in a single place: that's preposterous, looks absurd and sucks away any credit of credibility one holds for it. We saw it and it was instant joke material, so really we proceeded out of faith. And by digging you indeed find a coherent, fun puzzle... no rough gem here: play it if you want to test your disbelief.

Aside from the unpresentable setting which only an heroic change of setting could save (the turret opera assemble?), the underdetailed looks and lack of P2 fitting geometry is something which needs to be dealt with. It shows maturity as a mapper: leave behind the league of those building test chambers with green zigguraths inside.

Bugs: once the three buttons in the lower hub are pressed, sometimes (not always) they will reset after a few seconds; add portal info placers, because in some places (such as the catapult) it's maddening to enter one; ca va sans dire turrets cause heavy lag, I guess you could still achieve the same effect with some less; imho a more polished experience would be having to deal with the turrets just at the start and ending segments of the course, i.e. the stray shots when you fling to the side rooms seemed unnecessary.

dhavalmistry • Aug 07, 2011 • #47176
107 posts

xdiesp wrote:
Bugs: once the three buttons in the lower hub are pressed, sometimes (not always) they will reset after a few seconds

Yes, I have noticed that recently, and I honestly am not sure why its doing that. Maybe someone more experienced then me can decompile the bsp and figure it out....If you reset all the buttons, it will work.

msleeper • Aug 08, 2011 • #47177
4,095 posts • Member

You realize there is no "N" in the word "turret", right?

dhavalmistry • Aug 08, 2011 • #47178
107 posts

msleeper wrote:
You realize there is no "N" in the word "turret", right?

lol, no I didnt, but now I do....

Passenger88 • Aug 08, 2011 • #47179
9 posts

The map was nice, never saw so many turrets before
But the map was a bit laggy and I don't know if everyone has the same problem atleast I had it.
I also wanna add that we broke 2 cubes and there was no way it would return. So we had to restart the level and do it all over again.

Furthermore nice Idea, the end button with the bridge reminded me of the movie Tron Legacy

dhavalmistry • Aug 08, 2011 • #47180
107 posts

Passenger88 wrote:
the map was a bit laggy and I don't know if everyone has the same problem atleast I had it.

Thanks for the feedback! I will look into the cube thing and yes, some people are having the lag issues and I am working on it.

ddta • Aug 10, 2011 • #47181
2 posts

The map is very laggy... even with a Geforce 230. I think if you remove most of the turrets and only leave the essential ones, it will fix it.

dhavalmistry • Aug 10, 2011 • #47182
107 posts

ddta wrote:
The map is very laggy... even with a Geforce 230. I think if you remove most of the turrets and only leave the essential ones, it will fix it.

did you try the updated version (1.5)?

Salamandra • Aug 10, 2011 • #47183
65 posts

Good that you removed those superfluous turrets (I think it was 216 just in the main room), it's not like the current number is insufficient.

Problems: The gel in the side room which also has turrets is entirely unnecessary, and the floor in that room seems to act as if you go through water (destroying cubes, making a splash sound) if you pass through a portal on it. The button which opens the doors directly in the middle in the middle room is fairly buggy.

It is rather unappealing visually, but the puzzles are functional and the mechanism in the center is fairly unique.

j2xqa86WMzw

dhavalmistry • Aug 10, 2011 • #47184
107 posts

Salamandra wrote:
The gel in the side room which also has turrets is entirely unnecessary

I just had the gel so you could spread around on the floor, that way navigating the room is much quicker. The way you guys got the cube from the same room is not the intended solution, but if it works, it works. good job on solving the whole puzzle and thanks for the video!

Looking at you guys play, I might make some changes to the map (remove unnecessary things like the switch near exit.

BlumCoLe • Aug 13, 2011 • #47185
211 posts

thanks for fixing the big bugs!

but still there: http://steamcommunity.com/id/s3thcole/s ... tab=public

dhavalmistry • Aug 13, 2011 • #47186
107 posts

BlumCoLe wrote:
thanks for fixing the big bugs!

but still there: http://steamcommunity.com/id/s3thcole/s ... tab=public

The map you have is an older version (1.5). I have updated the map today morning (1.7), try that!

Djinndrache • Oct 24, 2011 • #47187
1,442 posts

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

2w2271bl4Cg
(Link: http://www.youtube.com/watch?v=2w2271bl4Cg)

Also note the video description for more feedback and my signature for additional project information.

PsyMan • Oct 26, 2011 • #47188
17 posts

Great map, we had good fun figuring it out, I agree with the speed gel though, no real need for it after a single suicide run to get the cube near the edge it was easily retrievable through a portal Still a great bit of headscratching and some nice teamwork required. Keep up the good work.

yugiohmastercomeatme • Oct 27, 2011 • #47189
15 posts

Did you know it's possible to knock over every single turret on this map? It just takes a lot of time and a good partner. Thanks for making a really fun map. I've spent hours playing this map and it's been a real blast. Also don't listen to the guy above me. The more speed gel the better.

Krem • Nov 19, 2011 • #47190
36 posts

Here's another video of this map. We did run into a couple issues - we also solved the gel room without using the gel (though plenty of respawns were involved), and we were more or less unable to figure out how the "trapdoor" mechanism in the center room was supposed to work. Please take the suggestions in our big gay commentary into account, buried as they may be under injoke-laden banter and outright non-sequitors

hopMN2JmyPg

rinel • Jul 09, 2012 • #47191
3 posts

nice map, thanks creators! ^^

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