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Author Topic: [Co-Op Map Pack] 2ndCoop (v6b compatible)  (Read 24731 times)

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October 07, 2012, 09:01:01 PM
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Offline Gummywormz

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[Co-Op Map Pack] 2ndCoop (v6b compatible)
« on: October 07, 2012, 09:01:01 PM »
v6B Compatible
IMPORTANT NOTE: Map02's map code was changed to map002 due to compatibility issues. Update your configs!
v6a or lower Mirror #1
v6a or lower Mirror #2

What's this about?
2ndcoop is a very serious map pack that allows you to save your favorite (and not so favorite) WADs from destruction at the hands of the evil trolls. 25 levels and 5 secret levels are playable at this time.

Can I contibute a map / be a beta tester?
We are not accepting maps or testers at this time. What we do need, however is:
* Par time submissions. Simply post a screenshot of the level complete screen and I'll average out the best scores for a future release.

General Tips:
* Don't start the maps through the offline skirmish menu.
* PLEASE set the skill to ultra-violence / 3 or lower especially on servers.
* If server lag becomes a problem in map08 / map06, try setting "compat_limitpain 1".
* Playing with "All enemies must be killed to exit" on is generally not recommended.
* Fly / Swim Up / Down is needed for the second secret map. The use key is required for a non-level secret in Map03.
* Switches with skulls on them are shootable. The red circlular switches can be stepped on to activate them.
* sv_unblockplayers 1 and sv_nomonsters 0 is pretty much a requirement. sv_sharekeys 1 and sv_samespawnspot 1 are recommended if the mod is too difficult.


Not Bugs (PLEASE read before reporting something (including things related to the difficulty of the levels / getting stuck in levels!)):
(click to show/hide)

Shots of Screenieness:
(click to show/hide)

October 08, 2012, 02:27:05 AM
Reply #1

Offline Dr. Freeman

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #1 on: October 08, 2012, 02:27:05 AM »
I don't know what I just played.
All I know is that it was an adventure.

...Of some kind.

Ohandthishappened
(click to show/hide)

Even though this isn't the most...serious pack. I'm honestly surprised by the amount of coding that went into this thing, and how well made it is.
..."Well made" being ummm
Yeah.

October 08, 2012, 02:53:34 AM
Reply #2

Offline doofusroad

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my god this is the best thing ever
« Reply #2 on: October 08, 2012, 02:53:34 AM »
Gummy, put up a permanet server for this
Is god tier mappack

October 08, 2012, 11:26:52 AM
Reply #3

Offline Myroc

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #3 on: October 08, 2012, 11:26:52 AM »
Ah, satire, how I love thee. This pack entertained me a great deal. Kudos.

October 08, 2012, 12:34:58 PM
Reply #4

Offline HD_

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #4 on: October 08, 2012, 12:34:58 PM »
If you don't like this map pack, then you my friend have a serious problem.

Although, I don't think I can ever unsee that last segment of MAP003 >.>

October 08, 2012, 02:03:04 PM
Reply #5

Offline Myroc

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #5 on: October 08, 2012, 02:03:04 PM »
Who says I'm disliking it? I love it! It really did provide me with a strangely entertaining half hour, and I the way you poked fun at pretty much every single map pack out there was just genius.

October 08, 2012, 02:24:35 PM
Reply #6

Offline HD_

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #6 on: October 08, 2012, 02:24:35 PM »
I didn't say you did, that was a general statement. ;)

October 08, 2012, 09:38:37 PM
Reply #7

Offline GameAndWatcher

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #7 on: October 08, 2012, 09:38:37 PM »
Needs more PU parody that gives Oil Slider. *Shot*

October 08, 2012, 11:09:12 PM
Reply #8

Offline TheDoc

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #8 on: October 08, 2012, 11:09:12 PM »
I loved 1 & 2 (only found 1 secret in MAP02 and I don't even know how. Good job with the "secret" aspect", then I got to MAP03. It looks like a barrel of fun, and Megaman found the secret weapon and the beginning, but DAT LAG. I cant say I haven't experienced lag before, but this was just horrendous. I'm guessing that's what I get for playing on Windows XP, but even for that....wow.

October 09, 2012, 12:34:59 AM
Reply #9

Offline Gummywormz

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #9 on: October 09, 2012, 12:34:59 AM »
Quote from: "TheDoc"
DAT LAG. I cant say I haven't experienced lag before, but this was just horrendous. I'm guessing that's what I get for playing on Windows XP, but even for that....wow.

If you are playing offline and have FPS lag, then that is a possible issue that needs to be addressed. If you were playing online, yeah my server isn't exactly the best...

October 09, 2012, 12:42:25 AM
Reply #10

Offline HD_

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #10 on: October 09, 2012, 12:42:25 AM »
Actually, EVERY server I've been on so far has lagged like that. I think it is an issue on the mod's end (too much code or something maybe?)

October 09, 2012, 01:26:33 AM
Reply #11

Offline TheDoc

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #11 on: October 09, 2012, 01:26:33 AM »
Was offline, but when I removed the bot, it worked again.

October 09, 2012, 01:29:44 AM
Reply #12

Offline Dr. Freeman

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #12 on: October 09, 2012, 01:29:44 AM »
The servers I've been on had some lags in certain places (Namely that one room where you have to shoot the Telly statues) but some levels have been working just fine.

October 09, 2012, 01:34:09 AM
Reply #13

Offline MEGAMANX123

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #13 on: October 09, 2012, 01:34:09 AM »
amazing plain amazing nice maps  :cool:  :cool:  how did you program this?? its amazing
i haven't seen anything like this since inavasion uac for doom wow!

October 09, 2012, 02:01:39 AM
Reply #14

Offline Gummywormz

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Re: [Co-Op Map Pack] 2ndCoop (Public Beta 2 Revision 1)
« Reply #14 on: October 09, 2012, 02:01:39 AM »
Quote from: "TheDoc"
Was offline, but when I removed the bot, it worked again.
Bots in cooperative modes are not supported by skulltag / zandronum.

Quote from: "Dr. Freeman"
(Namely that one room where you have to shoot the Telly statues)
Server hosters can try setting "compat_limitpain 1". I'll probably implement that later.