View Full Version : Co-op maps
Friblurks
05-26-2010, 07:35 PM
Hey guys
General co-op maps thread. Post them here, comment on them, give suggestions etc.
Current list of existing maps:
Blaze (http://dl.dropbox.com/u/2110010/1de_coop_blaze.altx) by Frib
Test (http://dl.dropbox.com/u/2110010/1de_coop_test.altx) by Frib
Pacific (http://dl.dropbox.com/u/2110010/1de_coop_pacific.altx) by Frib and graphics by Boko
Volcano (http://dl.dropbox.com/u/2110010/1de_coop_volcano.altx) by Frib
Spiderbite (http://www.quickfilepost.com/download.do?get=2357b39472bbbcba2bacab05d017ccc3) by Evan20000
Boromir (http://dl.dropbox.com/u/2110010/1de_coop_boromir.altx) by Frib
Elephant (http://dl.dropbox.com/u/2110010/1de_coop_elephant.altx) by Frib graphics by Boko
Obstacles (http://www.quickfilepost.com/download.do?get=1b2ce276fbc6053aafb68b61b0bd84da) by York
Bunker (http://dl.dropbox.com/u/2110010/1de_coop_bunker.altx) by Frib
Death star (http://www.quickfilepost.com/download.do?get=a6c9703de0c375a9101987f64d1361f7) by Sarah Palin
Toilet (http://dl.dropbox.com/u/2110010/1de_coop_toilet.altx) by Frib
Campaign: Hell by York
Pitfall (http://www.quickfilepost.com/download.do?get=080511bfe6c29c9f96a3a99ba7860ce2)
Lair (http://www.quickfilepost.com/download.do?get=d326220f0cb093eff263e20789efc53f)
TBA: Satan
TBA: Heaven
Campaign: Lord of the Rings by Frib
Shire - Bree (http://dl.dropbox.com/u/2110010/1de_coop_lotr1_shire.altx)
TBA: 7 others planned
These maps will have their score tracked on the [test] servers:
Elephant
Boromir
Under
Blaze
Volcano
Pacific
Test
If you, as a map maker, would like to have your map added as "official", then say so. Keep in mind that "official" maps may not be updated for gameplay tweaks. If they are, then all the scores will have to be wiped, so only make it "official" if you're pretty confident it won't get another gameplay change. Fixing bot pens and adding graphics is alright, though. Just keep everything gameplay related in place and don't change the layout :)
Also, the team the players will be on has to be BLUE. No exceptions.
If you want to make your own coop maps, here's some tips.
First you have to choose the game mode. The 'best' mode is 1de, but you can also use tbd. You can edit the time limit on a map per map basis in the gametype config window. This make 1de the best mode for most maps. When making the map, it's best to make the blue team the attackers. It also saves time because when placing all those turrets, they'll be red automatically. You MUST have the attackers be blue. And you also must place the red spawns to the right of blue spawns. It doesn't matter how far away, just make sure the red spawns are on the right.
You'll also need to dump the red team somewhere enclosed. This is because with 1de, the game stops if one team is empty. So you need to make a bot pen where they can't kill themselves. A simple cube should be enough but sometimes they're stubborn and die anyway. Make the walls deal no damage at all. Make sure no players actually get near them because sometimes they could blow themselves up.
And that's it for setting things up. The rest is up to you and your imagination :D
PLEASE set the default attacking team to blue, and add a red base to destroy. This is because of a handy server tool that likes blue.
For hosting, make sure to disable team balance, and add 1 bot that tries to balance teams automatically. Devedse is hosting these maps in a coop server, when he's around. So feel free to try them out online with a few people or alone.
Friblurks
05-26-2010, 07:46 PM
And here are my thoughts etc
So far I made 3 extremely bland looking but fully functional co-op maps: Test, blitz and pacific.
Test was the first, and is the smallest of the 3. I'd recommend up to 5 players on this one, and it can be done solo. It features 2 middle paths and a painful end base.
Blaze was the second and I wanted to see how hard I could make things. I even had to tone it down a bit but eventually we made it with like 15 players (while I still thought it was impossible). This map is sadistic and it will punch you in the face whenever it can. Bring your friends and get ready to sacrifice yourself in order to save the others.
Pacific was the third. Basically a very long, flat map. First you have to fight some boats and copters, then you move on to the mainland featuring a few buildings and a mountain. Then some hills with snipe towers, and finally the big bad evil boat of doom. Flying straight from one end to the other takes a minute with a whale. I'd recommend 4-10 players for this but since it's not 1 life you can solo it.
I think this gamemode has potential. It's a lot of fun, but it does get stale after you find all the good spots in a map and storm through without much trouble. Our record on test is 17 seconds, for example.
What I'd like to see, though, is some sort of leaderboards. Best time on a map with x players, least deaths, stuff like that. I'd also like to see the 2 minute timer go away. And obviously, more turret choices would be nice.
I also noticed that some perks are way overpowered or underpowered. Repair drone is practically a must have, but I guess if I add more medkits to a map, it might be worth taking flex or HA. Also, reverse thrust is very good because it allows you to hover on a safe spot to heal yourself with repair. As expected, EMP is good. Too good, perhaps. Luckily its range is limited but still it's practically a one shot bypass, and when making maps you have to keep this in mind.
I'll be making some more prototype maps, to see what works and what doesn't work. I think short 1de maps are better than long tbd maps, but they should still be quite challenging and have multiple paths. Even so, I think of the 3 maps I made so far, Pacific is the nicest. If only it could be 1de without time limit...
Blaze is the best IMO, going with a group through those small passage ways and seeing all the people go O **** A TURRET and crash is hilarious. :D
I cant seem to download them. Can you take a screen shot or tell me where to play or even how to play the mode?
You can play them on the [test] servers if they're running, and you always have to join the blue team.
Robke
05-26-2010, 11:57 PM
Yeah I think blaze is the best so far. It features a good mix of 'omg rush' and 'careful clear it first'.
The small passageways are fun to navigate under fire, and the little tricks like that turret you can kill for later really add some extra flavour to it.
Difficulty is good for these maps and thats something blaze has. :D
pacific is ok, but imo it feels very linear. The helicopters in that map are easy to crash into if you are not careful, but that is just because they have no textures (yet?).
Friblurks
05-27-2010, 01:53 AM
Blaze is a bit impossible with fewer players because it needs sacrifices :p
But yeah, it's good fun. I plan to use some of blaze's stuff in other maps.
Pacific is linear, yes. But even so it's not that bad imo. I do think it's the one that gets stale the fastest, though, because it's pretty straightforward and easy to learn where (not) to go.
Anyway, added a new map called volcano. In this map you first have to make your way up a tall mountain, then go inside all the way down and plant the charge. Quite difficult so far but we haven't found the optimal route yet (which is a good thing :D ) so that might change. Also learned about the round time limit thanks to Eggy so I'll update some maps tomorrow (pacific 3 minutes, test 1.5 minutes, blaze 2.5 minutes)
I plan to make some more maps as well, obviously, but don't look at me for graphics :D
Sarah Palin
05-27-2010, 02:40 AM
I really wanna try these maps out! Can't find the server tho...
Sarah Palin
05-27-2010, 03:25 AM
We are on RIGHT NOW and it is awesome.
Boko do you mind if I make a map? I have a kewl idea.
http://i47.tinypic.com/5bbipv.jpg
It is hilarious, and frib made this. But of course you can make a map too! Who are we to say you can't? :D
BTW Pacific download with lame graphics. Get it while it's hot!
HERE outdated!
Evan20000
05-27-2010, 05:07 AM
Great stuff. I think Blaze will only work with 8-10 people who know what they're doing though. The problem we were having is that some people would go take key powerups (Shield/Wall), waste them, then die before they even hit the grinder. We were consistantly only having 3-4 people even make it to the drop part, let alone survive it. After that, the triangle was a nice regroup point. Then the Canyon is death for anyone with the Big Bomb. I think the only way that part would work is if a Shield Loops (Found at the triangle) and a Charge Randa make their way up the canyon (Hiding behind the shield), take "my route" over the top and through the small opening. The loopy then EMPs that top turret while the Miranda plants.
Sarah Palin
05-27-2010, 05:58 AM
I haven't had this much fun since Stack invented volleyball. And just like Stack's maps I think Frib's creations are precursors to even more creative explorations of this mode.
Here are some ideas I had. I'm sharing them so some talented map makers can make the magic happen :D
Red triangles stand for turrets.
The Tunnel Of Doom
http://i50.tinypic.com/veotpu.jpg
You have to race the turrets as a group. Stragglers will get killed easily. There's a version of this concept in Blaze.
The Boromir
http://i46.tinypic.com/2urs0o8.jpg
Someone has to charge and sacrifice themselves, distracting the turrets so everyone else can pass through.
There's a version of this in Blaze.
The Machine Gun
http://i45.tinypic.com/11kh3k0.jpg
A bunch of tightly spaced or even overlaid turrets, that will rapidly decimate your team, but that can be EMP'd easily.
You'll need EMP loopies to survive to confront the machine-gun, to win the map.
Sarah Palin
05-27-2010, 05:59 AM
The Ender's Game
http://i47.tinypic.com/2n8uagx.jpg
A room where you can only advance by moving from one piece of cover to another, dodging oncoming fire.
Similar concept in Pacific where you're darting from heli to heli.
The Canyon Of Doom
http://i45.tinypic.com/2z4i72r.jpg
The team must split up; one squad collects the demo bomb (blue ball) and has to pass it across the canyon of doom to the other team.
You'll need a whale to beat this map!
The Indiana Jones Dart Trap
http://i47.tinypic.com/11jq5ip.jpg
Planes must take a quickly-respawning Wall powerup (red dot) and race through a tunnel with backwards-facing turrets that are recessed in the passage walls, using their Wall powerup to help them escape.
Friblurks
05-27-2010, 06:02 AM
Just finished Blaze with a 5-5 score, resulting in side switching, making us win because poor mr easy bot couldn't get to the end while we were stuck in the rape hole. Good stuff.
We managed to get to the end with 10 people at times. For the wall of death, you need 2 shields. The two that have shields fly to the wall at the same time, activating shields one after another. They attract all the bullets while the rest skip past. And the shielders survive too if they go high enough.
For the drop, all you need is a few loopys that emp the cubes of doom. With luck, you take out most of them. With some dodging skillz and a shield it's also possible to reach the triangle, but barely.
In any case, I have some tweaks planned for it. Nuke haven is going to be replaced by charge haven, for instance. And some other things too but I won't spoil it yet.
Edit: Sarah Palin, good stuff! Lemme comment on them.
The tunnel of doom is indeed in Blaze. It's quite harsh :D. I think your version is more lethal because they all fire at exactly the same spot (making it easier to dodge too probably). In any case, it's a great trap to thin out our numbers.
Boromir lol, great stuff.
Machine gun isn't possible, unfortunately. They collide with each other so they'll shoot themselves, unless you put them next to each other closely but that sometimes causes them to shoot each other too. The 'best' machinegun is in Test, where some are two turrets stacked on each other, aiming in different directions.
Ender's game is nice but needs some work to fit for Altitude, I think. If they're too close, then everyone can dodge them and it's easy. If they're too far, then everyone dies. Different plane speeds makes it harder too, but we'll see. Sometimes an impossible challenge is a good thing :D
Canyon of doom is a nice concept, but what happens after the pass? I think a 'split the group' concept can be achieved in a different way in which both groups remain useful after doing something. Right now, the tosser is stuck there and has to go back while his teammates will continue. Sort of like the trap bomber in Blaze, who has to rush/crash to the loopys who are about to finish the drop :(.
Indiana Jones is a nice idea too, but it's hard to make it work. In this case, the first, second, and possibly third plane will die because they can only carry 1 wall. I still have to come up with a turret setup that makes walls more useful, so I'll keep this in mind when experimenting.
Sarah Palin
05-27-2010, 06:28 AM
Frib I know you mentioned traps and I'm looking forward to seeing how that's implemented ;D
Machine gun isn't possible, unfortunately. They collide with each other so they'll shoot themselves, unless you put them next to each other closely but that sometimes causes them to shoot each other too.
Well the EMP range is pretty wide. So they don't need to be on top of each other - perhaps a half-circle, so that they can't shoot each other, but their arcs of fire all intersect in a "kill zone."
Canyon of doom is a nice concept, but what happens after the pass?
That player has to sacrifice, but that's ok, and there are lots of other sacrificial-teamwork elements already in the maps.
Evan20000
05-27-2010, 07:19 AM
I made something that focuses on split routes.(Graphics blatantly stolen for the time being. If it's popular enough, I may give it an overhaul)
http://a.yfrog.com/img708/1986/1despiderbite.jpg
The idea is to have two groups circle around the spider, destroying the inner turrets from the outside. Once enough of them are destroyed, you can attack the core. You'll probably need 3 minutes for this, but it may be possible with 2. I haven't had a chance to balance this ingame yet, so let me know if there are any glaring issues. Sorry about the utter ear rape that the red team must endure. I'm debating leaving it in only to punish people that don't follow directions and get on blue. :P
And of course, the download itself.
http://www.quickfilepost.com/download.do?get=7df35bdaf9de25cf5a84c82d68fc765d
Karlam we need more tools (different turrets, robots walking on a platform ETC ETC) to make these maps more uber! :D
Evan20000
05-27-2010, 07:55 AM
I have a few fixes in mind, but I'd like some more feedback before I open the editor again.
Friblurks
05-27-2010, 08:51 AM
I updated all my maps. Some tweaks here and there, and color coded turrets based on their stats. Got a new map ready too but that's a surprise for tomorrow.
Evan, your map is a bit too cramped, and those health kits at the bot need to go :p
It has potential but right now, I dunno. I think most of its problems are because of the scale. And perhaps switch the spawns to the top instead of the bottom. Basically flipping the whole map might work. And it needs some health kits here and there imo.
Make the base to stick from the roof, upside down. <--- Way to success.
Lord General
05-27-2010, 11:52 AM
I've not played any of these maps yet but reading through the posts here has me looking forward to it. Sounds like some of them might be beyond my skill level at the moment. Would hate to mess up the teams chance at finishing a map by flying into a wall! I'll give it a go though. Would be awesome if this mode or something like it became officially supported, with different turrets and obstacles as someone else mentioned. Everyone loves coop!
mlopes
05-27-2010, 01:24 PM
I really wanna try these maps out! Can't find the server tho...
Same here :(
Friblurks
05-27-2010, 03:57 PM
Right now I've got a temporary server up called [test] Awesome co-op test server. It's filled with 10 people or so, so it does show up in the server browser I think.
Managed to beat Blaze with 6 guys. Good times, and updated it on the server too to prevent something :p.
Lord General
05-27-2010, 04:50 PM
The server looks great, works super! I was on there today. It does show up in the server browser, I've now got it on my favourites. It's not easy by a long shot! Some of the experienced guys made it look relatively simple, but as a new guy I found the tight tunnels a real challenge. It's good though! Will help with my piloting skills.
Where's the props for my program in OP ?
We just implemented Round times, and we'll be tracking them soon so we can get fastest round times and the teams that did it.
Edit: missed this :o
Please set the default attacking team to blue, and add a red base to destroy. This is because of a handy server tool that forces everyone on the blue team.
Bot boxes don't need to have the bombs anymore, since you getting swapped automatically.
mlopes
05-27-2010, 06:29 PM
I finally tried it and it was fun :D
mlopes
05-27-2010, 06:30 PM
Where's the props for my program in OP ?
We just implemented Round times, and we'll be tracking them soon so we can get fastest round times and the teams that did it.
Edit: missed this :o
Bot boxes don't need to have the bombs anymore, since you getting swapped automatically.
Props for boko!
Where's the props for my program in OP ?
I don't see any programs by Boko in the OP. The only thing people noticed yesterday was that every time you entered the server, "boko has arrived" would be spammed in serverMessage over and over, and in all honesty, no one really cares if you're in the server or not.
Evan20000
05-27-2010, 08:44 PM
Spiderbite 1.1
http://www.quickfilepost.com/download.do?get=b302e292d419e065aabc46c3c271a1eb
Less cramped, and the outer halls are more focused on dodging then turret killing. Also, players have an infinite number of missiles to speed up the turret process. The walls have been moved to later on to compensate for the decreased number of turrets. The finale may need tweaking, so I'm open to changes.
This is recoomended for 6+ people.
Sarah Palin
05-27-2010, 10:26 PM
Our new record is 0:59 remaining on test... I know it's been beaten in 17 seconds by pros so we gotta step our game :D
mlopes
05-27-2010, 10:43 PM
Our new record is 0:59 remaining on test... I know it's been beaten in 17 seconds by pros so we gotta step our game :D
You know a new mode is born when people start competing :D
Radium
05-28-2010, 01:13 AM
i like the old version of blaze a lottttt better, plz change it back. theres wayyy to many turrets in the back part now
and 3 minutes is too easy, back to 2 imo
Massi
05-28-2010, 01:44 AM
This is my new favorite part of Altitude. Blaze is possible to beat with only one person I found out.
Sarah Palin
05-28-2010, 04:15 AM
I am working right now on my new map,
1DE_COOP_DEATHSTAR
http://suburbanknights.files.wordpress.com/2009/02/death-star-1.jpg
Here is the narrative sketch of map:
Our heroes navigate an asteroid field and regroup in the Death Star hangar, using one the station's own turrets to blow a hole into the lower levels. The team navigates the detention quadrant to rescue Princess Leia while a few brave volunteers disarm the tractor beam. At least one will not survive, a victim of the pitiless Darth Vader. Under enemy fire, the reunited Rebels must dive into the garbage chute, engage enemy TIE fighters, race down a trench and destroy the Death Star!
EDIT: All of the basic testing for the map concepts is now done and everything is feasible... one thing that I thought was impossible to make was actually quite easy... did you know EMP works through walls? ;)
Now all that's left is "actually making" this map :p
The whole game mode is too much about emping the turrets. I think that DF and tracker should be banned to make this game mode more exciting (this would also mean that the maps need some changes). Now they don't really need any tactics, just a big bunch of loopys who can emp.
Friblurks
05-28-2010, 08:43 AM
i like the old version of blaze a lottttt better, plz change it back. theres wayyy to many turrets in the back part now
and 3 minutes is too easy, back to 2 imo
Blaze is set to 2,5 minutes. And also, the time limit shouldn't be about being hard, but more about not making it take too long. We're working on something that keeps track of the best round times etc and make some sort of leaderboards, so in the future the map time limit won't be as important.
The whole game mode is too much about emping the turrets. I think that DF and tracker should be banned to make this game mode more exciting (this would also mean that the maps need some changes). Now they don't really need any tactics, just a big bunch of loopys who can emp.
I agree. However, there is another way to deal with this problem, and that is to get rid of the repair drone. emp is sort of essential, but because of repair drone, the loopies stay alive. Remove rep and the loopies won't be able to emp 24/7 because they will often get hit once or twice before the emp hits.
This also promotes the use of whales, which are kinda useless now. Whales can tank up a lot of damage, and perhaps even survive a boromir if they carry a shield and if it's not too vertical.
But yeah, right now it's too easy to emp your way to victory. If I could modify some game mechanics, I'd change the way emp works for coop. Right now it blocks turrets completely, but I think it should double the reload time for the turret instead. This way the turret is crippled but it can still shoot and do some damage. Or I would decrease the fire rate of emp and the explosion range, making it more essential to aim instead of rotating 24/7 and spamming emp in the general direction of the turrets :p
Sarah Palin
05-28-2010, 10:07 AM
The whole game mode is too much about emping the turrets. I think that DF and tracker should be banned to make this game mode more exciting (this would also mean that the maps need some changes). Now they don't really need any tactics, just a big bunch of loopys who can emp.
Well I agree with you partially. Right now the winning team combination is like 18 double fire loopies and 2 time anchor mirandas to plant the charge.
This is not because loopies are overpowered but because the only adversary you're facing in these maps, is turrets. So people pick EMP to disable the turrets and time anchor to dodge.
The answer is to come up with new adversaries. Come up with new challenges that other planes can do BETTER than loopies. One example is passing the demo charge. If you created a map that was just an arbitrary number of passing puzzles, about half the players would use whale.
Jayfourke
05-28-2010, 11:50 AM
Oh Sarah, you're my hero. May the force be with you.
And yes, this game mode is awesome.
devedse
05-28-2010, 12:23 PM
I've implemented the round time recording into boko's awesome server control thingy.
It's fairly easy to make loopy's with emp enabled be automatically put back into the spectators team to. I could then send them a message like "Please remove ur emp u faggit".
Also about removing repair drone, I'm not really liking that idea since it's almost impossible to clear maps without it. If you remove it the maps need to be made "A LOT" easyer.
Also about removing repair drone, I'm not really liking that idea since it's almost impossible to clear maps without it. If you remove it the maps need to be made "A LOT" easyer.
HEALTH PAXXORS
And me and dev will be expanding our program with more features. We'll save the round times, the teams associated and we'll be able to disable perks according to maps etc.
Evan20000
05-28-2010, 02:17 PM
A lot of the maps are soloable without EMP. Blaze would be if it weren't for the last turret over the base. D: Unless I'm doin it wrong....
The repair drones should not be removed. Even though they mean in most cases endless HP pool, the timer makes sure that you still have to progress rapidly if you want to make it on time (if this is not the case, the timer should be decreased).
Removing EMP is really the best solution imho. Those who want to play loopy can always use acid. If it works on turrets the same way it works on planes it could actually be a very exciting add to a set-up.
Friblurks
05-28-2010, 02:41 PM
Just made a new map. It's called Boromir.
Yeah. That's right.
I'll host the server tonight, but I expect we'll need many, many people. :D
Of course, at some point someone will be able to solo it :p
mlopes
05-28-2010, 02:44 PM
While this mode is a little underground wouldn't be a good idea to keep a thread with a list of CO-OP servers?
The only server I know of, that hosts this maps is [TEST] and most of the time it seems to be offline :(
devedse
05-28-2010, 03:15 PM
It's up all day now :). So you can start joining / playing the maps :D.
Also, maybe eggplant can have someone host the server for us 24/7, I'll ask him when I see him.
mlopes
05-28-2010, 03:30 PM
It's up all day now :). So you can start joining / playing the maps :D.
Ok, found it and added it to my favorites :D
Friblurks
05-28-2010, 07:06 PM
Boromir is now added to Devedse's server. There's still some things I have to change/fix, but so far it seems like a worthy addition. It's also the first map in which whales are somewhat useful :D
p.s. low > high
Evan20000
05-28-2010, 07:15 PM
I'm trying to find a way to make it so that the red team actually does something. I'm on the verge of something, but it may need testing.
Hey Boko can you disable the part of your program that forces people to the blue team? I was having fun reversing out of red's jailbox, sniping blue, and having blue rage at me. Pretty lulzy.
Boromir is now added to Devedse's server. There's still some things I have to change/fix, but so far it seems like a worthy addition. It's also the first map in which whales are somewhat useful :D
p.s. low > high
or so you thought :D
Friblurks
05-28-2010, 07:53 PM
or so you thought :D
proper low rush > high when it comes down to time. Mark my words :p
Sarah Palin
05-28-2010, 08:54 PM
Just made a new map. It's called Boromir.
Yeah. That's right.
I'll host the server tonight, but I expect we'll need many, many people. :D
Of course, at some point someone will be able to solo it :p
OMG OMG OMG.
Cannot WAIT.
Sarah Palin
05-28-2010, 09:29 PM
We set a new record on Test - 16 seconds!
Boromir (v1): It's a neat map, but we seem to die every time after the whales open a hole. The top turrets keep pwning us. TBH I'm not convinced that we wouldn't be better off with all EMP Loopies.
Elephant: an interesting implementation of the "split up the teams" concept, look forward to playing it.
Sarah Palin
05-28-2010, 09:45 PM
COOP_Under is a very creative map. It's got collidable elements that are invisble, and noncollidables that hide hidden turrets. Unfortunately the map itself is broken because it doesn't force you to encounter any of these neat elements. The easiest path is down, then up through the turret ladder, where you can EMP each turret.
wolf'j'max
05-28-2010, 10:05 PM
New record on blaze today with magnificent play of cloud, 80 seconds.
Friblurks
05-28-2010, 10:41 PM
First, there came the repair drone. I was beaten.
Then, there came the randa. I was beaten.
Finally, there came the emp loopy. I was beaten. Badly.
But now, I present to you...
Elephant!
http://dl.dropbox.com/u/2110010/loliphant.png
This monstrosity of a map has a time limit of 8 (yes, 8!) minutes. It will blow your loopies out of the sky. It will tear your randas a new one when you flip. It will break your repair drone. It will crush you. It will murder you. It will rape your corpse while he's murdering you. Yes, you read that right.
Ladies and gentlemen, bring your bombers! Bring your whales! Bring your sniplanes! For you will need them. Badly.
Enjoy :D
devedse
05-28-2010, 11:36 PM
New functions of the [test] crew server modifieing / retard-iteration program will be coming soon:
Record times in milliseconds.
A website where you can view the records for each map.
A fix for the program to crash when the log file clears itself.
wolf'j'max
05-28-2010, 11:51 PM
the elephant map looks nice, i think it will still fit for the emp/randa setup though ^_^
Evan20000
05-29-2010, 02:17 AM
As long as HC is used, trickster will always be viable. :p
Jayfourke
05-29-2010, 02:19 AM
Dunno how you were doing Boromir, but when I was playing with mled we pretty much led a fleet of loopies and worked our way up the wall, to the left, across the ceiling and down towards the base, while the other half of the team bombed and whaled the bottom and far turrets. Worked well, but took time.
Sarah Palin
05-29-2010, 02:34 AM
Dunno how you were doing Boromir, but when I was playing with mled we pretty much led a fleet of loopies and worked our way up the wall, to the left, across the ceiling and down towards the base, while the other half of the team bombed and whaled the bottom and far turrets. Worked well, but took time.
That's what I figured the winning strat would be. Running or passing is just too risky.
Sarah Palin
05-29-2010, 02:41 AM
Elephant!
http://dl.dropbox.com/u/2110010/loliphant.png
Enjoy :D
This map is awesome. it's the hardest and most fun coop map so far.
We beat it just once, with a round time of 406, which I believe is the record.
Plane mix is crucial and teamwork/coordination is necessary.
You need HUGE NUMBERS of dumb bomb bombers to take care of the elephant's back. They can also clear some of the turrets on the inside by dropping bombs on the elephant's skin.
You need some reverse-thruster, rubber hull EMP loopies to clear the tunnel, working together with some trickster-shot mirandas to take care of the stomach turrets.
This is the first map where plane mix can be the key to victory, and where loopies and randas are actually needed in SMALL quantities as opposed to being the majority of the team.
Everyone needs to split up and coordinate well, which makes this a really fun map when everyone is working together.
The joy of victory was, well, awesome :D
This map has some serious flaws however:
The health pack is in a HORRIBLE location and there needs to be more than one. It needs to be in an out-of-the-way location where unwounded planes won't be going.
The map could also do with 2-3 of the shield powerup.
There is also one minor flaw, I don't think whales and biplanes are very useful. Whales can clear the turrets fast but can't navigate the interior. Biplanes can snipe turrets but again, EMP is more useful in situations where you have a line of sight to the turret, and bounce shot is more useful when you don't.
Friblurks
05-29-2010, 03:18 AM
Health pack needs to move, yes. I won't add more shields, because there's one at the base that recharges in a second. If a shield would be put at more crucial locations, you could just camp the shield and win. Right now, you need to get the shield, attack, retreat, get shield, etc. which works better imo. It keeps you busy and it makes you save your shield for when you really need it.
Whales can be quite useful, though. Their remote mine can hit further than bombs (for example the green one above the spawns can't be killed by bomber spam, but can be killed by remote spam). And their missile has quite a long range, useful for clearing the head turrets from a distance, and the turrets at the feet near the tail. But yeah, inside the stomach, they're lacking.
Biplanes are best at what they've always been: being average for every role. :p I'm unsure if there's any situation in which biplanes can shine, because right now they're outperformed by everything for specific jobs.
Anyway, I believe we all should also be starting to discuss server etiquette. I believe there's too much voting going on. While I could disable voting, then it would suck when it's really needed. But we don't need to vote a restart after 2 minutes because some of your friends died. Let the survivors play on until they die. Let them have their fun. It's a 24 slot server because everyone is welcome (in general). Same goes for votekicking "because they are useless". If you votekick because of that, then it probably means you're dead. And if you're dead, well, you get the idea I hope.
Clan stuff is coming soon, so in the mean time, don't bother too much about getting perfect runs. All data so far will be wiped anyway, and maps are still prone to changes (under has become harder, for instance). So in the mean time, join a [test] test server, sit back and relax while getting to know the buggy alpha maps, and the people you're playing with. This is coop. Coop isn't serious business. It's serious fun. :)
Evan20000
05-29-2010, 12:36 PM
Alright, sorry it took so long to do this, but this SHOULD fix Spider. Spiderbite is now open for business.
http://www.quickfilepost.com/download.do?get=426a026c3264271687736e04b1d89409
Please tell me it works now. :o
Lord General
05-29-2010, 02:39 PM
There was some talk on the last page about EMP and disabling it. I think what would work better would be to have certain types of turret that are EMP immune. Definitely should be added to the list of changes we'd like to see for turrets to better facilitate coop mode.
Demuyt
05-29-2010, 02:50 PM
This game mode is great, man Vs machine
Evan20000
05-29-2010, 04:30 PM
Alright guys, I'll likely be unable to work on spiderbite any more until tonight, so just pile up the compliments/complaints and I'll make a list of what I have to do to it.
devedse
05-29-2010, 04:39 PM
First of all, I agree with voting for restarts all the time, it's stupid people can't just wait 1 minute till they can respawn.
Also boromir is a map where all planes are really needed.
Whales need to shoot holes in the right wall.
Bombers need to kill turrets.
Loopy's need to emp turrets.
Randa's also need to kill turrets with laser.
I really like it because of that.
There was some talk on the last page about EMP and disabling it. I think what would work better would be to have certain types of turret that are EMP immune. Definitely should be added to the list of changes we'd like to see for turrets to better facilitate coop mode.
I agree with this. I really hope we can get the programmer's of altitude to make them do things like this ;).
Edit:
Btw evan, can you swap the 2 spawn points of the teams around so I can host the map on the [test] coop server. Currently it forces everyone in the left team, but the left team is in the bot hole in your map. ;)
There is another winning strategy for boromir, you guys just don't know it yet ;D
devedse
05-29-2010, 05:15 PM
You liez =<
Evan20000
05-29-2010, 05:27 PM
See, I had to go and be an idiot and upload the broken spiderbite twice. Here is the fixed one. I just tested it on my server and Blue Team is left team.
http://www.quickfilepost.com/download.do?get=2357b39472bbbcba2bacab05d017ccc3 EDIT: Fixed a broken turret. Let me know if anything else isn't working.
This topic is so hot, you can roast a sausage on it. :)
Evan20000
05-29-2010, 05:45 PM
I know right.
If Spider works out, then I'll get started on another one.
Friblurks
05-29-2010, 10:49 PM
Alright, updated the first post. Also changed some of the tips because we learned some new things. Right now it's pretty much mandatory to make the attackers blue due to more server program stuffs. And put the red spawns somewhere on the right to prevent the infamous 24-players-in-a-cube glitch. Thanks :D
Evan20000
05-30-2010, 01:21 AM
Does it matter if all of them are to the right, or should I move the spawns on Spider?
Friblurks
05-30-2010, 01:52 AM
I'm not sure how it works. If you make sure that the leftmost spawn is blue and the rightmost spawn is red, then I think (hope) it'll be fine.
http://www.mediafire.com/?jmzwimmzzjy
here u go fribs
maybe not the best map but super fun
http://www.quickfilepost.com/download.do?get=1b2ce276fbc6053aafb68b61b0bd84da
hey frib, try this 1
Friblurks
05-30-2010, 03:43 AM
Time for me to explain some of our plans.
Me, Boko and Deve have been working on this since, well, past tuesday? First it was just maps, then came a server program for records. This program has been expanded, and will continue to expand.
Some of the features we already have working is persistent cross-server storage of successful destructions per round. Right now, it stores the map, total players participating, survivors, the time it took (up to 3 behind the dot), and who participated in what plane with which perks. And some other things.
This program works, under certain circumstances. Every map has to be played on the BLUE side. No exceptions. This is because we cannot differentiate between sides, only between colors. At first this wasn't an issue for just switching, but for keeping records, we don't want interference from the bot and other things.
In any case, one major thing that still has to be done is a website for easy display of stats. Once that's up, we'll go live with the stats. We still have to expand our server program so we'll work on that too, as it's kinda prone to crashing and causing bugs to run rampant over your stats.
Just to make things clear, we won't be blocking perks globally. We can, however, look into blocking perks on a per-map basis. Which also means the possibility to force a specific plane on a map. However, we won't do this globally, unless it becomes some sort of theme server (24 carat blazing whale, for instance. Oh god I so want this!) but that's up to you.
Since our server program is being expanded a lot, it's very likely some things don't work as planned. Please report this, we can't monitor our makeshift servers 24/7. :p
Also, more maps soon. Maps meant for smaller player counts, because you guys still have your hands full with elephant :D
oh, and any help with the website is appreciated. We're mainly application programmers, not website builders.
Sarah Palin
05-30-2010, 05:48 AM
Awesome! :D :applause
Maps for fewer players would be very nice. There are a few "We have a full server, now we can finally play ____!" maps like Pacific, Blaze and Elephant. There are fewer maps for 5-10 players, only Test really.
Sarah Palin
05-30-2010, 01:06 PM
We beat Elephant again tonight. :D It was extra hard because the server is now capped at only 15 players.
It's definitely the most popular and fun map because of its nonlinearity, the variety of planes, and the coordination and teamwork needed.
Maps where you have to learn how to beat the game, as you try and fail a dozen times but get further each time - these are great fun.
(but seriously move that healthpack D: )
wolf'j'max
05-30-2010, 04:24 PM
Hey without zana and me you wouldn't have gotten it! :p
Evan20000
05-30-2010, 06:56 PM
I always thought pacific was meant for 4-5 people. D:
Jayfourke
05-30-2010, 07:28 PM
I've seen pacific solo'd many many times. Probably my least favourite map.
Evan20000
05-30-2010, 08:09 PM
Pacific is hands down the easiest imo.
Friblurks
05-30-2010, 09:05 PM
Test is easier :p
But yeah, pacific is too easy. I still forgot to re-add some things after the switch from tbd to 1de.
Anyway, I need help from everyone who plays. Tell me parts of maps you love, and parts of maps (or whole maps) you hate. Also post any other ideas you have for 'challenge rooms'.
So far I've created a bunch of maps with a large variety, but most of those are (I mean were. Damn you, blaze soloers :D) meant for larger player counts. Since I'm working on some smaller maps, I want to know your favorite parts so I can create some fun 5-player maps. I'm already halfway done with one but I plan to make a lot more, so getting a general direction to work towards will help a lot. :)
wolf'j'max
05-30-2010, 09:06 PM
Someone please make a map called labyrinth with dangerou rooms like palin posted.
Friblurks
05-30-2010, 09:08 PM
Someone please make a map called labyrinth with dangerou rooms like palin posted.
problem with a labyrinth is that once you know the best path, it's too easy. I mean, look at under :p
Although now with the bomb instead of charge it's somewhat more difficult, most of the time it's always the same route. Balancing it to make all paths viable is way too hard to do.
wolf'j'max
05-30-2010, 09:11 PM
Lol yeah, you could try to make diff routes. Ones longer but less turrets other smaller but more turrets. Other long less turrets but no powerups etc. Etc.
Sarah Palin
05-30-2010, 09:57 PM
Someone please make a map called labyrinth with dangerou rooms like palin posted.
That was the first idea I had, making a map about a dungeon crawl (http://en.wikipedia.org/wiki/Dungeon_crawl). In each room you would fight orcs, or disarm traps, or find the treasure (powerups needed for the next room), etc.
The big boss at the end would be a dragon or ogre armed with a ton of turrets.
I'm busy on the Star Wars themed map right now but if anyone wants to take that idea & run with it, go ahead.
Balancing it to make all paths viable is way too hard to do.
Even if it were possible it wouldn't be worth it. It's easier for everyone to go through one route than everyone going their own way, so a consensus route would emerge. Meanwhile all the content you put in the alternative routes would be ignored. That's exactly the problem with Under.
To make multiple paths you have to make it so the team is FORCED to go down both paths simultaneously. Which Elephant does pretty brilliantly.
wolf'j'max
05-30-2010, 10:19 PM
Yeah i completely agree about having 2 teams both taking a path is pretty hard to organize which elephant is great for. And yeah sarah a map like that would be awesome but i am the problem here because i can't make maps at all. I tried it but it was catastroffic. It made me having to redownload alty. Lol.
MajorPayne257
05-30-2010, 11:07 PM
My favorite has to be elephant. I'd really like to see another map with a 7+ min clock. Maybe giraffe? :)
Evan20000
05-30-2010, 11:23 PM
After learning from the general failure that spiderbite was, I'm making a new map with a 10 minute clock. It should be up for beta testing this afternoon.
Friblurks
05-30-2010, 11:26 PM
aw, I like spiderbite. It's another map where you have to do multiple things at the same time. The collision was a bit dodgy, though, but that could've been me. :p
Evan20000
05-30-2010, 11:43 PM
The turrets in spider (Along with the one in Blaze) have only a few pixels you can hit. D: You gotta aim well. Loops can do it easily though.
Evan20000
05-31-2010, 01:07 AM
I present IDE_Void.
http://www.quickfilepost.com/download.do?get=4b5d06b43e6107c658b322f4af7aada2
This map is very teamwork oriented, and will require no less then 3 sacrifices (Along with the entire Low Team) to finish. Inspired by Elephant, but without the boring turret killing on the top. Let me know what you think. :D
Evan20000
05-31-2010, 06:32 AM
http://www.quickfilepost.com/download.do?get=9886d8c55c9dd7bc9d50318ace02aabe
Update. I had bombs to avoid tedious turret killing, but apparently it was possible to use them to hit the base skipping 9/10ths of the map. Reuploaded now.
Evan20000
05-31-2010, 07:59 AM
Fixed a few misc bugs and balanced the routes out a bit more.
If you guys like this map, speak up; if enough people give it good reviews, I may replace the ugleh graphics.
http://www.quickfilepost.com/download.do?get=a3c96196abbf28b994662c9e9d8277f3
Jayfourke
05-31-2010, 09:38 PM
New record on 20-man Boromir, 102.835. And yay, I placed the charge.
/Brag.
Evan20000
05-31-2010, 09:41 PM
Good job. Boromir is hard to speedrun because everyone has to do their job before dying.
Sarah Palin
05-31-2010, 11:59 PM
Sinstar's new map Void has a very neat implementation of the "Canyon of Doom" concept. The A team has to retrieve the bomb, then pass it across a giant turret-filled hall to the B team, which has been clearing the way to the base. Awesome!
Sinstar though, I wish you'd use polygons. 1, they load faster, 2, they're easier to see where collisions happen than the art from labyrinth, 3, you can do plenty of neat things with them:
http://i48.tinypic.com/10wr9m0.jpg
Evan20000
06-01-2010, 12:11 AM
I'll likely start working on official art soon for it. I want to see if there's anything else I need to fix before I do so, though.
Evan20000
06-02-2010, 03:19 AM
http://www.quickfilepost.com/download.do?get=cf574b6f9373f25c66e1c3f3042a1082
Alright, here is the second to last version of Void. I tried to color it and failed hard, so I just left it as is. Boko, I think I'll have to take you up on your offer. :o
Anyway, I made "going back" all but impossible and at the same time made Rubber Hull viable. Both paths are tougher because of this, but considering how fast Blaze went from "Impossible" to "Hard" to "Easy" in most players' eyes, I think this is acceptable. Unless of course it turns out to be truely impossible without Miranda, which is not the idea. Boko, you can start recoloring, if any changed will be made they will be small unless some large exploit is found.
Sins, wanna work on a map with me?
Friblurks
06-03-2010, 01:05 AM
Introducing: Introductions!
err, I mean
Introducing: Campaigns!
That's right. Campaigns. You thought single maps were hard, try these!
The concept of campaigns is simple. A campaign consists of a series of maps. A campaign has a separate leaderboard. Each map in a campaign can be played independently, but you will only show up on the campaign leaderboard if you've completed all campaign maps. Your time will be the fastest time for every individual campaign map. So yes, you can grind on individual maps. But you have to be the best in all campaign maps in order to be #1.
While campaign support isn't completely done yet, it is ready for use behind the scenes. So feel free to work on campaigns! Just don't expect campaign high scores yet because it'll be tricky to create efficiently. Also, like the other maps, only 'finished' maps should be made official, so test them before they're ready. This should also give me more than enough time to finish support for campaigns :p
Why make a campaign? Well, there's a few reasons. The first is an example. Sarah Palin's Death Star map. It's huge. But the first half is kinda boring, while the second half is relentless. Split it up into two maps; one race/puzzle map, and another hell map. Or do whatever. The point is, you are adding checkpoints, essentially. Past this point everyone will respawn again, but then simulated with a map change.
Another reason is the hard turret limit. 63 turrets per map might not be enough for some maps. If it's short 10 turrets or so then that's not the end of the world, but if your are missing 30+ turrets, then it will thin them out way too much.
Finally, theme campaigns. This should speak for itself, I think. This reason can also be combined with the first two reasons, since 1 map for a whole theme might not be enough.
I'll be making a theme campaign as well. Not sure what yet, but we'll see.
The only limitation is that one map cannot be part of more than one campaign. Not that it should matter, but I'm just mentioning. Also, for names, I recommend 1de_coop_tagx_name. tag is an up to 3 character long tag for your campaign, with x being the number of the map. so for example 1de_coop_pwn4_awesome is the 4th map in the pwn campaign. Or something.
Comments, suggestions, you know the drill :D
Sarah Palin
06-03-2010, 01:35 AM
Introducing: Introductions!
err, I mean
Introducing: Campaigns!
That's right. Campaigns. You thought single maps were hard, try these!
The concept of campaigns is simple. A campaign consists of a series of maps. A campaign has a separate leaderboard. Each map in a campaign can be played independently, but you will only show up on the campaign leaderboard if you've completed all campaign maps. Your time will be the fastest time for every individual campaign map. So yes, you can grind on individual maps. But you have to be the best in all campaign maps in order to be #1.
While campaign support isn't completely done yet, it is ready for use behind the scenes. So feel free to work on campaigns! Just don't expect campaign high scores yet because it'll be tricky to create efficiently. Also, like the other maps, only 'finished' maps should be made official, so test them before they're ready. This should also give me more than enough time to finish support for campaigns :p
Why make a campaign? Well, there's a few reasons. The first is an example. Sarah Palin's Death Star map. It's huge. But the first half is kinda boring, while the second half is relentless. Split it up into two maps; one race/puzzle map, and another hell map. Or do whatever. The point is, you are adding checkpoints, essentially. Past this point everyone will respawn again, but then simulated with a map change.
Another reason is the hard turret limit. 63 turrets per map might not be enough for some maps. If it's short 10 turrets or so then that's not the end of the world, but if your are missing 30+ turrets, then it will thin them out way too much.
Finally, theme campaigns. This should speak for itself, I think. This reason can also be combined with the first two reasons, since 1 map for a whole theme might not be enough.
I'll be making a theme campaign as well. Not sure what yet, but we'll see.
The only limitation is that one map cannot be part of more than one campaign. Not that it should matter, but I'm just mentioning. Also, for names, I recommend 1de_coop_tagx_name. tag is an up to 3 character long tag for your campaign, with x being the number of the map. so for example 1de_coop_pwn4_awesome is the 4th map in the pwn campaign. Or something.
Comments, suggestions, you know the drill :D
OMG YES.
Checkpoints mean less straggly teams, everyone gets to play each chapter, games take shorter time, I can put more turrets and challenges, maps take less time to load...
this is a genius idea
YES PLZ.
nobodyhome
06-03-2010, 01:37 AM
introducing: Introductions!
FUUUUUUUUUUUUUUUUu-
Evan20000
06-03-2010, 02:18 AM
Long post cut as to not stretch the page.
*Begins furiously working in the editor*
Boko, you can begin recoloring of Void.
Sarah Palin
06-03-2010, 07:02 AM
Can I ask that you unhost Deathstar?
I'm going to remake it into a series of campaign maps. Right now all it's doing is clogging the server as it causes MASSIVE download times whenever the server changes to that map randomly.
Sarah Palin
06-03-2010, 10:42 AM
Whatever you did to the new Elephant makes it invisible on /para false.
I appreciate the new graphics but some people like to play with the simplest graphics possible :)
Also PLEASE unhost Deathstar for now, every time someone votes it I cross my fingers that it doesn't win and we crash the server :D
Friblurks
06-03-2010, 03:40 PM
It'll be moved off of the map rotation on the next reboot. Also, York's campaign maps will be added, as will the first campaign map of mine.
I'm making LoTR D:
The first map is purely a race map. There's only two turret spots, although one is heavily stacked. Players will have to grab the ring (bomb) from Bilbo's home, avoid fireworks, carry it all the way through the old forest while avoiding the horsemen, cross a river, then finally go through Bree and rest at the inn. Lots of narrow corridors in this map. Flex wing loopy/randa will probably dominate, and rubber hull is viable too.
Most LoTR maps will have 1 bomb per map, from start to finish. If you lose it, you lose the round, essentially. It should be quite challenging later on, because it slows you down (being a heavy burden and all that). The exceptions will be Helm's Deep - Isengard and Minas Tirith - Black Gate, because there isn't a ring in those parts.
Jayfourke
06-03-2010, 05:36 PM
Sounds interesting, can't wait.
Evan20000
06-03-2010, 06:24 PM
I'm also making a campaign, but I expect this to take a little while. :x I dunno how York got his done so fast, but I won't rush mine to keep up. :P
I'm also making a campaign, but I expect this to take a little while. :x I dunno how York got his done so fast, but I won't rush mine to keep up. :P
The second I read the post I started. I already had this idea in my head before so it wasn't hard to put it to action.
Evan20000
06-03-2010, 08:19 PM
Same, but Teamwork based maps take forever to make. You have to test them over and over again to make sure they aren't broken.
Friblurks
06-03-2010, 09:11 PM
and no matter how hard you try, there's always a way to break it :D
Anyway, I made toilet official. Dunno if that works instantly, or after a reboot, but I think it's instantly. I added another health kit, tweaked some times, and added a little resting spot. Time limit is set to 2:30.
Also, guys, pacific isn't that bad. I made it a bit harder :p
Only 1 time so far, so it should be easy to get a new record. Gogogo!
Finally, I added the second map of lotr, but it'll be up when the server gets rebooted. This one starts in Bree, passes the Weathertop, and ends in Rivendell. No cheap fancy graphics yet, but this map does have some action at the top (compared to the rather empty race map Shire. Yes, it's supposed to be empty :p)
Evan20000
06-03-2010, 09:43 PM
There will always be a way to break them, but I've done my best to make breaking this new map inefficient for your time.
Do you guys want me to post the campaign maps as I complete them, or as a complete set?
WOOT WOOT WOOT WOOT.
I just ass raped man!
First, we beat toilet. I can't take much credit there but I got use far.
Then, we smashed the pacific record!
It was so friggen close.
I had the charge and I just rushed in. I was about to die while planting but DMCM saved my ass!
WE ARE COOP STARS!
Sarah Palin
06-03-2010, 11:55 PM
There will always be a way to break them, but I've done my best to make breaking this new map inefficient for your time.
Do you guys want me to post the campaign maps as I complete them, or as a complete set?
I think there's more of a storytelling aspect when we get a chapter at a time.
Evan20000
06-04-2010, 03:03 AM
They're not being made in the storyline order. Some of them require custom blocks, which I'm saving for later.
For example, I have the third part of this campaign complete, and am going to begin working on the first part.
Void has graphics and is probably gonna go official soon.
Click here (http://img687.imageshack.us/img687/4373/1decoopvoidgame.png)
Jayfourke
06-09-2010, 10:40 PM
Is the co-op server still up? I can't find it...
Evan20000
06-09-2010, 10:53 PM
Void looks really nice. Also, I hope it can go a full 24 hours without being cleared. :P
KaWZzR
06-19-2010, 04:41 PM
New map. A tribute to one of my favorite old games.
Arkanoid
A few final changes were made to the map and a new link for downloading is below.
KaWZzR
06-20-2010, 08:32 PM
Does anyone know if/where you can download 1de_coop_lotr2_weathertop and 1de_coop_eye_of_the_turret?
KaWZzR
06-20-2010, 10:35 PM
CO-OP Arkanoid map download:
http://www.quickfilepost.com/download.do?get=b094d479746234af50525a6655e9e033
This is the final version.
m4c1990
06-21-2010, 08:16 AM
Here is my first map. (http://altitudegame.com/forums/showthread.php?t=3870)
Ya ya, I know it is not Special, it's my First map...
Let's have a look at the maps :D
vBulletin® v3.8.2, Copyright ©2000-2013, Jelsoft Enterprises Ltd.