co_cooperation (WIP)

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Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I'm having a problem getting this to work for other people. I've uploaded the map like all other custom maps, the .res file looks fine, and it downloads like normal for everybody. Although it seems nobody is able to get past the "verifying resources" when loading, and get dropped from the server. This only seems to be a problem when downloading off the server itself.

    If I download the file manually off the site here, and install it like normal, then I can join the server just fine. Any clues?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited August 2007
    bugger :S

    I've had that problem on the custom factor server as well, i was assuming it was a one of their amx plugins but its hard to say. I've suggested to try deleting the minimap spr, as its its 0Kb this might be doing something strange - perhaps it can't verify a 0kb file - its an empty file i just put it in there to stop the "cannot find minimap" message comming up in the console.
    Hmm come to think of it that must be it - let me fix the zip file <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>EDIT OK ITS GOOD TO GO NOW.</b><!--colorc--></span><!--/colorc-->

    <!--coloro:#3333FF--><span style="color:#3333FF"><!--/coloro-->for everyone who has downloaded this map before this post - you don't need to re-download, just :-
    delete ns\sprites\minimaps\co_operationb1.SPR
    delete ns\maps\co_operationb1.RES
    <!--colorc--></span><!--/colorc-->

    please let me know if this works <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    feel free to post me a dead fish so i can slap myself in the face with it.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I'm no mapper, but looking at the other co_ minimaps, they are all 321kb, and contain an actual minimap when you view the sprite. Not sure if you'll need to build one for your map or not, or if it needs to be a certain size, even if the game doesn't use it.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    oh ok, i'll build one and update the file again - but it should work without it aswell (intructions above, you'll just get that annoying message "cant find minimap message" in the console
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited August 2007
    It appears to be working now. I don't see realistically how marines\aliens would solve these puzzles, all while fighting eachother.

    My initial impression of the map:

    I thought the essential goal of marines was to camp those two switches by the raised platforms until the hive does (since the aliens said it was doing damage to it).

    - What do the small box weldables do that just shut closed?
    - Why do those platforms have down arrows on them (it appears they're raised), if those switches don't do anything with them?


    EDIT:

    I just read the walkthrough, and if you're going to have the marines fighting aliens the entire time while trying to solve these puzzles, you will really need instructions in each area on what to do. Or at the very least, have some sort of graphic to indicate which upgrade will needed to be used, as marines won't sit around for 10 minutes to figure it out while fighting aliens the whole time.

    Also in the readyroom you will probably want some sort of 'legend' to indicate that aliens should chew the circuit boards to eventually unlock the comm chair, and marines need to weld them shut and activate the circuits to hurt the hive. That wasn't clear to me at all until the aliens said it was hurting their hive, so I just kept hitting those two switches over and over again till it was dead, rather than progressing on the map.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited August 2007
    <!--quoteo(post=1643486:date=Aug 13 2007, 04:03 PM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Aug 13 2007, 04:03 PM) [snapback]1643486[/snapback]</div><div class='quotemain'><!--quotec-->
    It appears to be working now. The map is very short in length, and after a while of trying to figure things out, it seems those 2 switches kill the hive.

    So the essential goal of marines is to camp those 2 switches till the hive dies? Also some other questions:

    - What do the small box weldables do that just shut closed?
    - Why do those platforms have down arrows on them (it appears they're raised), if those switches don't do anything with them?

    EDIT:

    I just read the walkthrough, and there could be some changes to the platform area as using resupply was the last thing I would have thought to do. I don't know if some sort of 'resupply' icon or graphic, but that would help as I was walking around forever thinking those 2 blue switches lowered them.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    Well the button that hurts the hive is there so that marines can lure the aliens out - since marines can't get to the hive until the very end - as a few people mentioned it would be a gameplay breaker if aliens just camp the hive until time is up :S and i'm sure people would.
    So I placed a few of those buttons around the level to encourage conflicts.
    The blue flashing lights that are connected to the buttons can be destroyed - about 50 skulk bites or 3750 damage, which takes about 15 seconds with 2 skulks biting it. Once that is destroyed the button stops working, and marines have to move on.
    It will destroy the hive eventually if marines camp it, but they are in fairly vulnerable areas, so prevent too much camping.


    The weldable flashing blue thingy in the small boxes have to be welded shut by marines - if 4 out of the 8 of these are destroyed the command chair is exposed in the cargo bay area of the map. This was my attempt at balance <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Yeah sorry the down arrows are meant to be way points
    Once you hit the switches that open the door in the resupply room you'll have another 2 main sections with 3 subsections each to get through aswell, its not a huge map, but it does take a bit of time to get through it all - testing it by myself it took me about 8 minutes just to walk through and activate all of the puzzles and then destroy the hive <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />


    EDIT : actually what I plan to have tips displayed on the marine and alien huds, instead of the location - not sure if this works in combat mode though, so instead of have Ventilation Access appear near the timer, it would say "Use The Resupply Upgrade", "Place a Mine on the Wall". There are a few more things i'd like to polish up, just wanted to see if the map would even "work" from a gameplay perspective, and then if people even like it.

    A ready room play guide is a great idea <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    have you found the secret in there yet? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    <!--quoteo(post=1643486:date=Aug 13 2007, 04:03 PM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Aug 13 2007, 04:03 PM) [snapback]1643486[/snapback]</div><div class='quotemain'><!--quotec-->
    That wasn't clear to me at all until the aliens said it was hurting their hive, so I just kept hitting those two switches over and over again till it was dead, rather than progressing on the map.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    ROFL


    are you hosting this on a private server? or is it a pub ? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited August 2007
    Now its making sense, although it won't for any random player that's playing it. Only thing that I can think of to make it more enjoyable for the new player is to add a 'legend' to the readyroom indicating what each side needs to do.

    Things like the 'cc will appear in cargo when 4 of 8 box circuits are destroyed' are vital to players understanding how the map works. At least layout the basic mechanics for players to understand, and let them figure out the smaller puzzles on their own, if that's preferable.

    Main things that should be in the legend (in the RR likely), you would probably use a marine graphic, along with example switches\circuits below it. Vice versa for the alien side.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->EDIT : actually what I plan to have tips displayed on the marine and alien huds, instead of the location - not sure if this works in combat mode though, so instead of have Ventilation Access appear near the timer, it would say "Use The Resupply Upgrade", "Place a Mine on the Wall". There are a few more things i'd like to polish up, just wanted to see if the map would even "work" from a gameplay perspective, and then if people even like it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This would be helpful in addition to the RR legend as well.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->are you hosting this on a private server? or is it a pub ? biggrin-fix.gif <!--QuoteEnd--></div><!--QuoteEEnd-->

    Pub server, see signature for server information. This is not in rotation or anything, just gave it a whirl tonight with 2 other people to see how it plays. Interesting concept for a co_ map.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    Just need a few people to test this map large scale now so that i can try to balance it as best as possible <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • tallmidget22tallmidget22 Join Date: 2007-02-03 Member: 59859Members
    I love the idea, just need to find a server with it on!
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    A few things scorpio, was a interesting read, I instantly thought hey this is my idea then I looked at the date and realized you started this long before I posted my idea which is exstreamly..well it is exsactly like this.

    I love the different ways you have used to progress to each new section, I would of just used the semi same repeated air lock system over and over again,

    A few suggestions the jet pack bridge then the jet pack to activate many switches lose the many switchs and just make two jet packers need to use two switches at the same time to drop a second bridge or open the door.

    You could also use a armor lvl 4 and HA with resupplie through steam or radiation, and have to have someone weld him for the first few feet and most likely die to get the team home.

    Also to save from marines haveing to run all the way through the map, have each section or every second section, have a 5 second weld some were along the way that open up a phase gate that opens up a door at MS to a linking phase gate.

    Also i think this hsould have a lot of dead ends, well not dead ends fer say but things that look like and now we take this courner and use this elevator to go up to.. holy crap the elvators been trashed ok this isnt good that means w now need to take maintshaft and axsilary coridor to get to the next lvl.

    grat though scorp
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1661477:date=Nov 22 2007, 01:11 PM:name=NEX9)--><div class='quotetop'>QUOTE(NEX9 @ Nov 22 2007, 01:11 PM) <a href="index.php?act=findpost&pid=1661477"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A few things scorpio, was a interesting read, I instantly thought hey this is my idea then I looked at the date and realized you started this long before I posted my idea which is exstreamly..well it is exsactly like this.

    I love the different ways you have used to progress to each new section, I would of just used the semi same repeated air lock system over and over again,

    A few suggestions the jet pack bridge then the jet pack to activate many switches lose the many switchs and just make two jet packers need to use two switches at the same time to drop a second bridge or open the door.

    You could also use a armor lvl 4 and HA with resupplie through steam or radiation, and have to have someone weld him for the first few feet and most likely die to get the team home.

    Also to save from marines haveing to run all the way through the map, have each section or every second section, have a 5 second weld some were along the way that open up a phase gate that opens up a door at MS to a linking phase gate.

    Also i think this hsould have a lot of dead ends, well not dead ends fer say but things that look like and now we take this courner and use this elevator to go up to.. holy crap the elvators been trashed ok this isnt good that means w now need to take maintshaft and axsilary coridor to get to the next lvl.

    grat though scorp<!--QuoteEnd--></div><!--QuoteEEnd-->


    cool glad you like it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    like you say, there are plenty of different ways to set up the puzzle bits, and they could even be left open so that there are multiple ways to do them

    It would be great to make it really hard, by have dead ends and what not - i just don't think i'd ever finish a map of that scope though, not while i have a job in RL anyway lol.
    Anothering i thought would be cool, and what i originally set out to do is that the doors and puzzles would be dymanic - so that aliens could reset the puzzles if the marines did a certain one but i just couldnt figure out a way to do it.


    if anyone plays this map on aussie servers let me know - i still haven't played it with anyone :S
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    CustomFactor has it on our server
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    is this map still hosted on custom factor?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    Its on the server, but was removed from the map cycle, because people don't know how to play coop combat...
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I once played some beta. One major problem is that most of the co servers are running 50 min xmenu buildmenu nowadays. If aliens dominate early on, there's nothing the marines can do and since the cc is hidden, its a 50 min fight over nothing. I also joined mid game and absolutely no idea what I was supposed to do. I could just try to jp through 5 focus fades and cloaked onoses in the doorways to hit one random button that says beep, so there is no way to figure out anything complicated.
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    i played the beta version i like it but many players say that they can't f*** see anything

    I think it must be a bit brither
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    schkorpio this map is AWESOME!

    we play it on our server from time to time (to keep the fun, with not overplaying)

    and i just can say the first round we played we needed 15 mins to get the start door opened xD
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1675615:date=Apr 11 2008, 09:59 PM:name=Seker)--><div class='quotetop'>QUOTE(Seker @ Apr 11 2008, 09:59 PM) <a href="index.php?act=findpost&pid=1675615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->schkorpio this map is AWESOME!

    we play it on our server from time to time (to keep the fun, with not overplaying)

    and i just can say the first round we played we needed 15 mins to get the start door opened xD<!--QuoteEnd--></div><!--QuoteEEnd-->

    haha awesome sauce <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    which server ? i'd love to actually play it myself LOL
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    there you go <a href="http://www.nsbrowser.org/en/browser/servers/88.198.10.144:27010/" target="_blank">http://www.nsbrowser.org/en/browser/server...8.10.144:27010/</a>
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    we are playing right now <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    and would be nice if you fix the HULLs bug ^^
  • Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
    Just put this on our server (School of Darwinism, 66.36.243.9:27015). I'll be sure to post community comments! Great work thanks
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    edited October 2008
    Schkorip please fix the onos-shark-hull-bug and give the lava some damage and a nicer look <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    now without ns_ for the moment we need more maps like this <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    haha wow i'm glad you guys are enjoying it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    I'm not sure i'll have time to fix this up (it was almost 18 months ago since i made this map)

    if i upload the source files i'd be more than happy for you guys to change the map as you see fit <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    Fire ahead <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    Though too bad that you won't update it <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
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