[Coop] Spare map pack
IMPORTANT
The last map is poorly optimized and the floor buttons are a little glitchy so dont give them a hard time. I would have thrown away the last map but by the time i realized it had a few too many problems i had already finished it.
Please leave a comment after playing.
Some parts were 5/5, some where 2/5.
First map:
Issue: We got out of the intended map; resulting in us getting stuck.
Puzzle 1: I didn't really like the timing
Puzzle 2: quite standard; not really interesting tbh.
Second map:
Issues: none
Puzzle 1: Clever... very clever!
Puzzle 2: Nice coop bridge map!
Third map:
Issues: Lag; got stuck, the fling after the crash in the air was very shocky; we were constantly hitting each other
I think Djinn's vid will explain.
There is some room for improvements but I'd go for a 4/5 here. Great job!
Puzzle: quite straight forward but it was pretty ok.
The blindrun of lpfreaky and me ended up becoming a full hour episode of "Really?". Look forward for it, I'll upload it after the Easter weekend. Don't miss to see lpfreaky fail 
Djinndrache wrote:
Don't miss to see lpfreaky fail
I BLAME YOU! 
But, i stuck in the first chamber.
and there i had to kill myself =(||
Note to myself: record a blindrun video at the next map we play 
Tyri wrote:
But, i stuck in the first chamber.and there i had to kill myself =(||
Note to myself: record a blindrun video at the next map we play
We got stuck the same way
Tyri wrote:
Cool Map-Pack. I really enjoyed it to play. I like the Lightbridge-Labyrinth in the 2nd chamber and the Catapult run in the last chamber - very funny and cool idea.But, i stuck in the first chamber.
and there i had to kill myself =(||
Ok i fixed it. But i gotta say. what did you think was gonna happen when you went up there? Did it really look like somewhere you were supposed to be?
That Greek Guy wrote:
Tyri wrote:Cool Map-Pack. I really enjoyed it to play. I like the Lightbridge-Labyrinth in the 2nd chamber and the Catapult run in the last chamber - very funny and cool idea.
But, i stuck in the first chamber.
and there i had to kill myself =(||
Ok i fixed it. But i gotta say. what did you think was gonna happen when you went up there? Did it really look like somewhere you were supposed to be?
Yes it did
we had no idea where to go and this seemed to be the only possibility so we tried that :p
I found it a bit confusing. Dying and respawning in different areas didn't help me with it. The buttons didn't seem to register the cube was on them sometimes. I didn't understand that we had reached the exit and that we'd have to stand below those sucker tubes. Instead I explored that office building across the gap forever. But since you posted a warning about the last map and because the first two maps of the pack are good fun I'd say 4/5.
zivi7 wrote:
Maps 1 and 2 were very nice like the others already said. But Map 3 was rather annoying for me.I found it a bit confusing. Dying and respawning in different areas didn't help me with it. The buttons didn't seem to register the cube was on them sometimes. I didn't understand that we had reached the exit and that we'd have to stand below those sucker tubes. Instead I explored that office building across the gap forever. But since you posted a warning about the last map and because the first two maps of the pack are good fun I'd say 4/5.
There is only one button that can be pressed for one faithplate at the time.
If you have a cube on one button and you step onto the other button nothing will happen since the cube was there before you.
I agree on the different area re-spawn. This was helpful in some cases and confusing and helping to get stuck in the other case. You might want to consider changing this.
zivi7 wrote:
There is only one button that can be pressed for one faithplate at the time. If you have a cube on one button and you step onto the other button nothing will happen since the cube was there before you.
Yeah, but that's not what I meant. Instead, the button didn't register that a cube was placed on it and therefore didn't activate the faithplate I wanted to jump on.
This way, only one of us was able to do the final fling ALTHOUGH both cubes were placed on the correct buttons. If that makes sense. 
That Greek Guy wrote:
what did you think was gonna happen when you went up there? Did it really look like somewhere you were supposed to be?
There is a room after the "bridge climb".. we can go in there.. we search for the next room we have to go^^ so we fire portals to all possible and impossible walls
And there is a bridge in this "room" (where i stuck) .. so i think there's the next way we have to go 
our blind run.
http://www.youtube.com/watch?v=qmdWoMVU9Ck
qmdWoMVU9Ck
A fun map-pack i like the way it looks as it doesn't use the same beginning and finish then almost all the other maps, and we worked out a new console command as we sort-of broke the first level by losing the "edge-less safety cube" the rest of the map i found to be a fun experience.
Maps are played blind unless stated otherwise this means i have no idea what i am walking in to and if i am doing them correctly. their may be bits where i stop to think.
lpfreaky90 wrote:
Djinndrache wrote:Don't miss to see lpfreaky fail
I BLAME YOU!
Now, let's all see how lpfreaky failed hard 
3fNdqL7CS2k
(Link: http://www.youtube.com/watch?v=3fNdqL7CS2k)
The mappack is amazing; a must-play for fans of great cooperative maps.
Djinndrache wrote:
The mappack is amazing; a must-play for fans of great cooperative maps.
Im glad you liked it and thanks for posting a video. But i couldn't help but notice that you rush through too fast. Try to look around from time to time. Theres no timer most of the times.
I am not just saying this for my maps btw. Just a suggestion in general.
I recommend getting rid of the broken glass in the last puzzle, that was mainly what caused lag spikes for me whenever I looked in that general direction.
MutatedTurret wrote:
A great and original map set!
I recommend getting rid of the broken glass in the last puzzle, that was mainly what caused lag spikes for me whenever I looked in that general direction.
Its not the glass causing the lag. Its all the props behind it that are rendered. I cant avoid this and i cant fix it without changing the entire map. Which is what i would do if i had realized the problem before putting the finishing touches.
ED_Alloc: no free edicts
thiagolg wrote:
I getting this error in the map 1, bridjesED_Alloc: no free edicts
Ok fixed. Go have fun.