[Coop] Colours Co-Op : : Map 2 V. 1.0

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xdiesp
1,078 Posts
Posted May 16, 2011
Replied 30 minutes later
Great visually, but still just a big fling. How can it weight 150 megs is a mistery of our age.
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Vandread83
66 Posts
Posted May 16, 2011
Replied 14 hours later
||Don't actually need to fling at all... just use light bridges, first person shoots a portal to the light bridge then puts it about the 2nd row of blocks from the top of the giant angled piece behind the glass wall so the bridge shoots over the glass to the portalable floor, then the other person shoots a portal facing the glass wall for that beam then on the angled piece along the wall straight out from the higher platform on the other side. Then either one walks under the angled light bridge through the portal and will come out on top of it and can just walk straight over to the top button.

Then the remaining person just sets their portal on the first wall for the lightbridge then the other one just to the left of the big glass wall and down under the little ledge and walks over to the button. All in all, can solve with 5 total portal placements and no flinging.

I didn't know about the big extra area though so I'll be going back to do that puzzle now that map 3 is out.||

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Thursaz
107 Posts
Posted May 17, 2011
Replied 5 hours later
I will suggest there being a reason to force people into the outdoor area. Or perhaps there are seperate endings based on the extra puzzles found?
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IanB
36 Posts
Posted May 18, 2011
Replied 1 day later
I stand by my decision to make the moon an "easter egg" though I can see why some people would prefer it if I forced the players into going through the moon puzzle.
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BenB
25 Posts
Posted May 18, 2011
Replied 7 hours later
So much better the long way round, makes me wonder why even bother with the previously easy route? Thanks man!
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IanB
36 Posts
Posted May 19, 2011
Replied 20 hours later
Hey everybody!

I just want you all to know I've been working on Map 2 again and now it is a bit longer so as to justify the file size

Enjoy!

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kirgothi
16 Posts
Posted May 20, 2011
Replied 1 day later
This one was good. Reminded me of Portal 1 quite a bit. Great job.
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anthony.j.deschamps
15 Posts
Posted May 21, 2011
Replied 19 hours later
Just finished playing it. I enjoyed it, but it could have been a bit better. The light bridge, being blue, doesn't stand out very well in this map. I like the visual style, but when you're working with a single colour, this is something you should be aware of.

I really liked the second part, with the repulsion gel. In this part, the blue on blue wasn't an issue, because it is more apparent what mechanic that we, as the players, are working with.

Still, it's a good map, and I look forward to playing the rest of the series.

One last thing to note - my game was a bit laggy. I think this might have just been an issue with my connection with my partner, but it's worth noting in case other people are also experiencing lag on this map.

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coopcrowd
45 Posts
Posted May 30, 2011
Replied 8 days later
Colourful you say? Yes, yes IanB your levels are sure colourful, love that there are two paths on this level, although it had to be pointed out to us by some of our youtube subscribers (I guess we should have properly read your download description aye? ;p). Love the voice overs as well, they really add a nice depth to your custom map collection. Look forward to playing Colours 5 once it is released

We have recorded both paths through this level, but here's the more hidden one for your viewing enjoyment (You probably don't want to watch this if you haven't completed this map yet ... or at least not completed it the 'other' way).

wLI5q8YNYQs

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Djinndrache
1,442 Posts
Posted May 31, 2011
Replied 11 hours later
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=QtdUIJ8GqpM

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piiisch
2 Posts
Posted Feb 23, 2012
Replied 8 months later
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