Author Topic: Coma - KZ  (Read 3478 times)

0 Members and 2 Guests are viewing this topic.

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Coma - KZ
« on: August 17, 2010, 03:01:40 am »
Coma
By Blue-ninja
__________________

The original game - Click to play if you haven't played it yet.


(^Click To Enlarge^)

________________________________________

Download / Rate on TMS
________________________________________

Hosted by jrgp's Soldat Mapping Showcase.

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: Coma - KZ
« Reply #1 on: August 17, 2010, 10:14:07 am »
Wait, so the map IS the logo?

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: Coma - KZ
« Reply #2 on: August 17, 2010, 11:13:08 am »
Wait, so the map IS the logo?
... Of course not.

Download it and you'll find a polyart desert type map that's sexy as all f**k.

That said, great f**king job man!

edit: my one dislike is that it was kind of hard to see what collides with the player and what doesn't. I was surprised I couldn't walk on the house's roofs but instead had to use surrounding railings.

another edit: Nice secret passageway throughout the underside of the map :D I absolutely f**king *LOVE* how you get out of it by having a lamprey suck you out. Genius... This is like one of those explore maps, just better. And I just love that creepy surprise at the end :)

edit more: haha that wasn't the end! each time I think the map is over it turns out there's another secret passageway hidden to the skies (literally)

ps: make more porn maps, plox
« Last Edit: August 17, 2010, 11:28:48 am by jrgp »
There are other worlds than these

Offline Horve

  • Flagrunner
  • ****
  • Posts: 692
  • Vig
Re: Coma - KZ
« Reply #3 on: August 17, 2010, 11:24:52 am »
Rules for posting new maps

1. Post at least an overview screenshot. (In ctf, inf and htf maps overview should show player and flag spawn placements.)

Offline freestyler

  • Soldat Beta Team
  • Camper
  • ******
  • Posts: 326
Re: Coma - KZ
« Reply #4 on: August 17, 2010, 12:13:05 pm »
Horve: it would kill the purpose of this map, which is exploration.

Nice, I just played Coma and it is a good "remake", if it can be described as a remake. I can't get out of lamprey though - I enter it, bounce up and down several times and stop moving. Jumping on a bouncy poly doesn't work either.

Had problems using the trampoline, until I realized that holing jump key makes you bounce higher.

Offline jerich

  • Camper
  • ***
  • Posts: 331
Re: Coma - KZ
« Reply #5 on: August 17, 2010, 12:16:06 pm »
that was Blue Ninja's 1337 post, but not 1337 enough to get me to download it
Clan: R7 | The Ruthless


Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: Coma - KZ
« Reply #6 on: August 17, 2010, 12:32:26 pm »
Nice, I just played Coma and it is a good "remake", if it can be described as a remake. I can't get out of lamprey though - I enter it, bounce up and down several times and stop moving. Jumping on a bouncy poly doesn't work either.

I just squiggled to the left and right inside the tube and it eventually shot me up. I guess you'll need to change what you're doing a little bit. And try rolling the moment you fall back on the bouncy poly.

Horve: it would kill the purpose of this map, which is exploration.
Agreed.

that was Blue Ninja's 1337 post, but not 1337 enough to get me to download it
:P
There are other worlds than these

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: Coma - KZ
« Reply #7 on: August 17, 2010, 02:29:44 pm »
Yes, the teleporters is a little wonky, but that's only because you're screwing around in the dark. I had them lined up like in SS_Speedrun.

This screenshot in polyworks might help a bit:

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: Coma - KZ
« Reply #8 on: August 17, 2010, 04:28:07 pm »
Aw man, those teleporters look painful D:

Offline smiluu

  • Flagrunner
  • ****
  • Posts: 673
  • Put your farts in my pussy
    • LOLOKAUST MSPAINT PLEASURE POND
Re: Coma - KZ
« Reply #9 on: August 18, 2010, 12:17:01 am »
Horve: it would kill the purpose of this map, which is exploration.

True, but teaser shots atleast would be appropriate. sexample

Gonna give this unoriginal piece of s**t a try once I get home.

Offline chutem

  • Veteran
  • *****
  • Posts: 1119
Re: Coma - KZ
« Reply #10 on: August 19, 2010, 10:21:49 pm »
Played it, but didn't feel it was anywhere near as good as the explore maps, no offense buddy.
Maybe it is because I haven't played the acutal game, but I still feel it was far too easy and possibly too short.
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: Coma - KZ
« Reply #11 on: August 19, 2010, 11:23:26 pm »
I wasn't the one who said it was a explore map.

The actual game was short and easy, maybe ten minutes at best. I don't know, I can't explain Coma, because the subconscious mind is really fascinating to me.

Offline chutem

  • Veteran
  • *****
  • Posts: 1119
Re: Coma - KZ
« Reply #12 on: August 20, 2010, 12:00:46 am »
Yeah that explore comment was more directed at jrgp - you seriously got my hopes up man.

Btw secret tunnel is... interesting :D
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: Coma - KZ
« Reply #13 on: August 20, 2010, 01:53:47 am »
Btw secret tunnel is... interesting :D

Definitely. I didn't see/find it until I looked at the map in polyworks though. I must say it's pretty geniusly hidden and well worth the effort to find/get into.
There are other worlds than these