Advanced Search

Author Topic: [Co-Op Map Pack] 2ndCoop (fix)  (Read 11351 times)

0 Members and 1 Guest are viewing this topic.

October 07, 2012, 09:01:01 PM
Read 11351 times

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast

  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
[Co-Op Map Pack] 2ndCoop (fix)
« on: October 07, 2012, 09:01:01 PM »
Mirror #1
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!)):
Spoiler for Hiden:
B: I don't get a wave bike when entering the pipes online!
A: I don't know how to fix this at the moment. All sections with wavebikes can be completed without them. Just enter the water directly after exploding.

B: Mets get stuck / won't target me online!
A: Mets are currently coded so that they lock on to one target at a time. If someone doesn't kill the met before passing by it, it will not target another player until the player that passed it comes back into range. All sections that involve needing to kill all mets to proceed have failsafes so you won't get stuck if someone dies or disconnects.

B: Map03's fan fiend section is impossible!
A: You can shoot the fan fiends...

B: Map03's wave bike section acts weird / is hard.
A: Shoot a blue orb to turn it red and jump to reverse gravity. Shoot it again to turn the gravity back to normal. It gets easier once you kill all the tellies.

B: I switched gravity in Map03's wave bike section and died. The gravity is now reversed and I can't retry the section!
A: The first platform is unaffected by gravity. Crash and land on it then shoot an orb back to normal.

B: Map03 is pretty long and crazy in general...
A: I am aware. An overhaul to the checkpoint system and this map are planned at some point.

B: Map05's roboenza weapon is glitched online / I pick up the roboenza capsule and nothing happens.
A: I have no idea what causes this. You can still use the weapon as normal. Just shoot the wall up close and you'll climb it.

B: What do I do in the lava / cauldron room in Map05?
A: Hit the switch on the other side, there are invisible platforms to jump on. After that, go back to the cauldron area and light them with flame blast.

B: I still get pushed when out of the water section in Map35!
A: Suicide / die. There is no penalty for dieing in that map.

B: There is no exit / im stuck in x level!
A: There is no getting stuck.

Shots of Screenieness:
Spoiler for Hiden:










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

Offline Dr. Freeman

  • MM8BDM Extender

  • ********
  • Date Registered: December 22, 2010, 10:43:54 PM

    • View Profile
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
Spoiler for Hiden:

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

  • Standard Member

  • Date Registered: October 07, 2012, 01:43:01 PM

    • View Profile
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

  • MM8BDM MM8 Contributor

  • Tyst! Jag ser på TV!

  • ****
  • Date Registered: October 13, 2010, 08:35:35 PM

    • View Profile
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_

  • Standard Member

  • Date Registered: November 13, 2011, 01:44:40 AM

    • View Profile
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

  • MM8BDM MM8 Contributor

  • Tyst! Jag ser på TV!

  • ****
  • Date Registered: October 13, 2010, 08:35:35 PM

    • View Profile
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_

  • Standard Member

  • Date Registered: November 13, 2011, 01:44:40 AM

    • View Profile
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

  • Standard Member

  • Gosh!

  • Date Registered: April 03, 2011, 05:44:04 AM

    • View Profile
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

  • Standard Member

  • Date Registered: August 31, 2011, 10:37:33 PM

    • View Profile
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

  • Standard Member

  • Air Man Tile Enthusiast

  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
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_

  • Standard Member

  • Date Registered: November 13, 2011, 01:44:40 AM

    • View Profile
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

  • Standard Member

  • Date Registered: August 31, 2011, 10:37:33 PM

    • View Profile
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

  • MM8BDM Extender

  • ********
  • Date Registered: December 22, 2010, 10:43:54 PM

    • View Profile
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

  • Standard Member

  • Date Registered: September 04, 2012, 01:37:19 PM

    • View Profile
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

  • Standard Member

  • Air Man Tile Enthusiast

  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
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.