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Showing posts with label VALVE. Show all posts
Showing posts with label VALVE. Show all posts

Valve Working On Steam Box

According to The Verge, Valve is working with hardware partners to develop and release a home console called the “Steam Box.”

Valve CEO Gabe Newell has said recently that “if we [Valve] have to sell hardware we will.”

But the Steam Box is not going to be yet another locked down propitiatory console. At its heart, the Steam Box will consist of a Core i7 CPU, 8GB RAM, an Nvidia graphics card and Steam client installed on Windows operating system. The system will be usable on computer monitors as well as TV screens thanks to Steam’s soon-to-be-released Big-Picture mode.

Interestingly, the Steam Box will be able to run all PC games, including ones that are sold through or depend on competing services such as Direct2Drive or EA Origin. The “console” will ship with a proprietary controller that features swappable components.

To make the system even more open, Valve will allow all interested hardware manufacturers to produce it without paying any licensing fees, Game developers won’t need to buy any new development kits to develop games for the Steam Box.
 
The Steam Box can be thought of as an attempt to standardize and unify a set of PC hardware specs so that game developers would be able to target. In other words, any PC that matches or exceeds Steam Box’s hardware specs will be able to play Steam Box games simply by plugging in a suitable controller through the USB port.

Skyrim - creation kit and workshop preview

The Creation Kit offers the same suite of tools that Bethesda used to create Skyrim and will be a free download via Steam. The Creation Kit has lots of new features, including the ability to build archives.

With Skyrim Workshop, you can browse and search for the latest or highest rated mods, subscribe to any that interest you, rate your favorites and post feedback. Once you've subscribed to some mods, start the Skyrim launcher and you'll see your subscribed mods automatically download. The launcher will even check if a mod has been updated and grab the latest version, how cool.

Both the Creation Kit and Skyrim Workshop are coming soon. Stay tuned to http://elderscrolls.com/community for more details.

Gabe Newell talks about piracy

Gabe Newell has always been one to think outside the box, and over the years he’s received both praise and criticism along with a devoted PC following. In a recent interview with Cambridge Student Online, Newell got to talking about PC piracy again, and explained his views that the problems with piracy are to do with the services being offered as opposed to the price.
“We think there is a fundamental misconception about piracy. Piracy is almost always a service problem and not a pricing problem. For example, if a pirate offers a product anywhere in the world, 24/7, purchasable from the convenience of your personal computer, and the legal provider says the product is region-locked, will come to your country three months after the U.S. release and can only be purchased at a brick and mortar store, then the pirate’s service is more valuable.”
“Most DRM solutions diminish the value of the product by either directly restricting a customer’s use or by creating uncertainty… Our goal is to create greater service value than pirates, and this has been successful enough for us that piracy is basically a non-issue for our company.”
It makes it fairly obvious that companies like Activision and EA tend not to agree with Gabe, with more and more titles receiving elaborate forms of DRM and region locks, it seems like Valve are currently the only ones looking at the problem from a different angle.

Battlefield 3 detailed:unlocks, regenerating health and flame spitting tanks

Caspian Border is the ultimate all-out vehicle warfare map.
A new post on the Battlefield blog details Battlefield 3′s vehicle classes and customisation options. There will be “over 80 unlockable specialization upgrades” across all vehicle classes. Each vehicle, whether it’s a ground tank, an infantry transport, a chopper or a jet, will have three unlock slots, one for secondary weapons, one for gadgets and one for more general upgrades. Kills and experience earned when driving or piloting a vehicle will unlock more upgrades. DICE say we can expect to see a similar level of customisation to Battlefield 3′s weapons, which they detailed in a blog post last week.

Beyond the new levels of customisation, some significant changes have been made to the way vehicles take damage. Lightly bruised vehicles will now recover over time, providing you don’t take more damage as the vehicle is healing. Beyond a certain level of damage, war machines won’t recover health at all. DICE say this is to give non-engineer drivers and pilots a better chance of survival in the heat of battle.

Engineers will still have the advantage of being able to jump out of a tank and give it a quick mend under fire, and their urgent assistance will be even more essential in Battlefield 3. Badly damaged vehicles will now break down once they’ve taken enough damage. Tanks will slow to a crawl and catch fire, ready to explode in moments unless vital repairs are made.

Their weapons will still be active, however. Dice hope this will create tense risk/reward gambles. You’re an assault infantryman in a flaming tank, do you trust your engineers enough to stay in the vehicle and fire off some vital final shots? Or do you bail and run screaming for the hills?

“Disabling means you no longer have to chase a vehicle that’s low on health to repair it,” says the blog post. That’s good news for engineers used to panicked tanks reversing into their face during vital repairs in Bad Company 2. “In a way, the repair tools are the new defibrillators, bringing a vehicle back into the fight from the brink of death.”

Eyes-On: Battlefield 3′s Operation Guillotine


Just two months ahead of release, Battlefield 3’s singleplayer mode remains something of a mystery – oddly so, given this game is DICE’s attempt to make their biggest franchise as appealing to lone gunners as team gunners. So getting eyes-on with a never-before-seen singleplayer level yesterday went some way to explaining BF3’s approach. That approach: MEGA-GRAPHICS, MEGA-EXPLOSIONS, MEGA-WAR. And yet, somehow, it’s also far more subtle and convincing than COD and its recent raft of wannabe crown-stealers.

The mission in question was named Operation Guillotine, and is placed about halfway through the singleplayer campaign. No, they’re not saying exactly how long said campaign is, but executive producer Patrick Bach intimated that he’s not sure games with “movie-style narratives” and no sandbox elements are unwise to exceed 10 hours if they want to sustain “high quality”.
Guillotine is a night-based mission, “something we haven’t done before”, and aims for a different sort of tension and action to the big street battle I played earlier in the day (more on that soon). Nonetheless, it’s not exactly a quiet affair. It kicks off with a clutch of soldiers crouching on a hilltop amidst the ruins of unknown buildings, staring down at Tehran, vast capital of Iran, windows in its towering city blocks twinkling in the night. It’s a hell of a sight: ugly and beautiful at the same time. One of the soldiers whistles in awe. “That is a biiiiig city.” And they’re going in, obviously.

Their orders are to capture an apartment complex on the other side of a canal, but that’s a whole lot easier than it sounds. First up is charging down a forested hill towards the city below, which would probably go more smoothly if said hill wasn’t being bombed to hell at the time. Thunderous explosions lead to trees aflame, which you and your comrades dash past to reach the relatively safety a gigantic concrete overpass. One chap is sent flying in the air from a shell that lands dangerously close – while key storyline characters will either live or die according to predetermined narrative decisions, other soldiers could dynamically bite it at any moment. This feels dangerous.
All the while, Tehran itself grows closer: this really is a remarkable spectacle, the Frostbite 2 engine doing remarkable things with lighting even on what, for this demo, is just the console build. With DICE bullish that the PC version will be about as bleeding-edge as videogames get, I can’t wait to see how this looks on a decent graphics card. The sound, too, is top-flight stuff. I’m far too uneducated in the mysterious ways of the recording studio to be able to tell you why, but everyone here’s been enthusing about how meaty and involving BF3′s audio is.

There’s also a sense of vastness and openness to the level, despite this being an essentially linear experience. Tehran seems enormous and all around, not just a series of flat bitmaps painted behind impassable walls. And, at this point at least, the game doesn’t seem to be pushing characters or dialogue too hard: clearly it’s war-as-entertainment, not any kind of simulator, but it does seem militaristic, not melodramatic.
Amidst the noise and screen-shaking explosions, there’s an emphasis on silent team-work. When you set down a mortar to soften up (and, perhaps more usefully, illuminate) a distant target, another soldier is on hand to put it in place and prime. When you and your comrades scale a wall to finally drop into the city proper, you’re all giving each other leg-ups. Then it’s down into the canal, all crumbled mortar and spilled water, and a tense, terse run through the night. The combination of darkness and smoke makes visibility limited, but the noise of battle is everywhere. Fire and explosion highlight enemy positions as you charge through, taking out who you can but mostly trying to stay alive. This does seem like a war, not an Arnie character elbowing his way through all and sundry. Crouching and crawling and staying near your allies is the way to get through, not dashing chaotically around the frontlines and cackling.

Then it’s time to infiltrate the apartment block, with a laser-sight-equipped shotgun proving surprisingly adept at picking people off from medium range. A grenade through a window leads to a door bursting open, an enemy soldier wreathed in flames falling through it. This small moment, as are others in this run, is scripted in the name of drama and progression, though Bach claims the grenade that caused it could have been thrown either by you or an NPC ally. Not that you can rely on NPCs doing all the work for you: “We want the player to be active and not just be a coward, you need to fight to win.”
Inside the apartment block, things feel a little City-17: crumbling, stark architecture, but packed with incidental detail like litter, puddles and snazzy light and reflection effects. The scripting aims largely for subtlety rather than overt puppetry too – for instance, breaching a door (yes, you do this yourself rather than watch an AI do it for you) sees a filing cabinet on the other side knocked over with a startling clang. Come the next door, things aren’t quite so low-key: an armoured enemy kicks it open, sending you sprawling onto your back and leading to a slightly jarring slo-mo sequence in which you have the time to raise and unload your shotgun as you fall.

Then it’s back outdoors for a short street sequence, walking past this battle’s wounded. A medic desperate applies a tourniquet to a fallen comrade, another soldier is being dragged away, and all-told there’s a sense of devastation and panic. For you, though, it’s off to a Humvee under orders from a Captain Brady. There things wrap up, with Bach determined not to reveal any of the context for this incursion into Tehran. “You’re going in to… do… things” is all we can get from him. Oh, and he also confirms none of the game will be set in Scotland.
And so we end with almost as much mystery as we began, but what we do have is more reassurance that BF3 is quite possibly going to be 2012’s most spectacular-looking game while resisting the urge for open excess. Obviously, its singleplayer is exploring some similar territory to the recent raft of post-COD modern military shooters, but it does seem to be taking a more low-key, less rollercoaster-like approach. Bar a couple of over-obvious brief scripted moments, it seems pacier, a little more subtle, a little more tense, more like a battle and less like a pop-up shooting gallery.

While still a linear run’n'gun game (in this section at least), it seems a long way away from the overtly prescriptive play and tone of Medal of Honor or Homefront – clearly determined to be its own game with its own feel rather than just try to keep up with the modern combat Joneses, or to simply be a ludicrous action film in disguise. There’s still much left to be seen, however – Battlefield’s trademark vehicle play will make its way into singleplayer at some point, while Bach has made repeated reference to the narrative taking a sobering look at the realities of war.
I suspect the multiplayer will remain BF3’s biggest draw for me – that’s where the real stories happen – but I’m an awful lot more interested and impressed by the core Battlefield series’ first foray into solo play than I ever expected to

via  .rockpapershotgun.com

Gabe Newell And Erik Johnson chat about stuff

Gamasutra have done a rather good interview with gabe and co

 Interviews like this one remind us why Valve are where they are: “Premature monetization is the root of all evil,” says Gabe. “I think not sucking is way more of an important thing to pay attention to first.” That Valve business plan? Apparently just an enthusiasm for games: “Dota 2 is really a result of Erik and a couple other guys being huge fans of IceFrog. So that’s not like this incredibly, deeply reasoned business strategy.”

Lot’s more gems through the link, such as how Portal 2 sold more on PC than on the consoles, or how they love to talk “enemy design or user generated content” with Doug Church, but haven’t said what the Looking Glass veteran is working on… (Although he got a credit on Portal 2.)

Defense of the Ancients 2 GamesCom 2011

At last, our first glimpse at the follow-up to the game that started the DOTA craze!

Valve is hard at work on the sequel to the massively popular Warcraft III mod, Defense of the Ancients. The trailer below provides our first glimpse at Defense of the Ancients 2 (DOTA 2) and was released for Gamescom 2011

Counter-Strike: Global Offensive !

As rumoured, there really is a new Counter-Strike coming. And it’s not some side-project: this sounds like a major sequel-come-relaunch of Counter-Strike for a new generation of manshoot fans. Valve have just solemnly and officially declared its existence to the world – Counter-Strike: Global Offensive, aka CS: GO, is indeed its war-lovin’ name. It will feature new maps, modes, weapons, characters and social gaming features such as matchmaking and leaderboards, on top of assorted updates to tried and tested stuff like de_dust.

It’s due on PC and consoles. Which, I think, means this is Valve looking Call of Duty square in the eye and telling it to step outside.


Not too many details beyond that, but here’s a quote from Valve’s Doug Lombardi:

“Counter-Strike took the gaming industry by surprise when the unlikely MOD became the most played online PC action game in the world almost immediately after its release in August 1999.
“For the past 12 years, it has continued to be one of the most-played games in the world, headline competitive gaming tournaments and selling over 25 million units worldwide across the franchise. CS: GO promises to expand on CS’ award-winning gameplay and deliver it to gamers on the PC as well as the next gen consoles and the Mac.”

Valve are recruiting Hidden Path Entertainment for CS:GO, who you’ll know from the rather good tower defence game Defense Grid: The Awakening.

It’s due in 2012, and the world will get to clap eyes on it at PAX Prime and the Eurogamer Expo later this year.

This, in essence, is Counter-Strike 3, and the first news of it this morning was a huge surprise. It is, it’s safe to say, going to be enormous – but will it be free to play as TF2 now is and Dota 2 is rumoured to be? Mysteries!

There’s a Steam store URL with, basically, this information in a different format, but keep an eye on it for updates.

Gabe Newell talks games n stuff



Valve co-founder and president Gabe Newell’s Games for Change keynote from last month




Games for Change Festival 2011: Demo Spotlight

12 Minutes In Deus Ex: Human Revolution


Eidos Montreal Director Jean-Francois Dugas shows us around a section of the game located in “Tai Young Medical”, where Jensen is on a critical mission to collect some information from a data core.

Tribes: Ascend game play


Here is the first in-game footage of Tribes: Ascend, developer Hi-Rez Studios has also announced that the multiplayer shooter will be free to play. 




Team Fortress 2 is now free, here are a few tips so you dont get duffed up

Which mode should I play?


First of all, have a play around with the offline training mode – it’s good for the very, very basics. When you’re ready to go online, click Start Playing – you’ll have to choose a game mode.

The default is Payload, but it’s a little complex. Click the arrow on the right and pick King of the Hill. It’s a mode where there’s only one control point to fight over, and whoever holds it longest wins. It’s Team Fortress 2 in its absolute simplest form, so it’s a great place to learn how all the classes work.
 
If Start Playing fails to find you a game, go back to the main menu and click Browse Servers. This is a big scary list, but once it’s finished loading, look for one that has a number less than 100 in the Latency tab. If they’re all jumbled up, click the Latency tab to sort by that.

You can make this list easier to browse by setting a few filters at the bottom: you don’t want full servers, empty servers, or password-protected servers.

Which class should I choose?


Once you’re in game, pick either team. You usually can’t join the one with the most players. Then you’ll have to pick a class.

A good starting choice is the Medic: you heal people on your team by firing a beam at them, and that’s immediately useful and appreciated by your team mates. At the basic level, it’s all you need to do. And that gives you time to watch how your team mates play, see who beats whom, and learn a bit about what the weapons do.

When you fancy a change, switch to Heavy. You’re slow, and your gun takes a while to spin up, but once you start firing someone’s usually dead by the time you stop. You’re also the first person Medics will think to heal, and since you just played Medic yourself, you know how to be a good patient and keep them protected. It’s a really satisfying relationship.

After that, it’s mostly personal preference. Soldier’s the best all-rounder, so another good early choice. Don’t stick with any of them for too long until you’ve played all nine: each new one you try helps you understand the role of the others better too. Spy is probably the hardest to be effective with when you’re a beginner, but he’s worth playing just so you understand roughly how they work.

Some classes, particularly Spy and Demoman, work very differently once they unlock certain items. To describe all the differences would be long and pointless. But if a black Scottish cyclops charges at you with a giant sword, get out of the way. And if a you hear an electronic crackle shortly after a Spy appeared to die, he’s alive, and he’s behind you.

Bored of King of the Hill now, how do the other modes work?


Payload: the attacking team must escort a cart along some railtracks to an objective. The more of then stay near the cart, the faster it moves. The defenders can stop it by killing them, or standing near the cart themselves.

Payload Race: same as Payload, except both teams have a cart. Up to you whether to focus on escorting your own cart, or stopping the enemy escorting theirs. First cart to the finish line wins.

Control Point: much like King of the Hill, but with five control points. You fight over the central point at first, then whoever gets that can try to take the next point along on the enemy’s side. You can’t capture a point if you don’t own one next to it, and you lose the game if the enemy team captures all your points.

Attack/Defend: just like Control Point, except the red team owns all the points at the start. Only the blue team can capture: once they take a point, it’s theirs forever. Red wins if they can hold out for a certain time.

Capture the Flag:
each team has a briefcase in their base. They have to capture the enemy briefcase, and bring it back to their base. If their own briefcase has also been stolen, they can’t score a point until it’s returned. First team to a certain number of captures wins.


How do I get items?

Every class also has a set of weapons that can be unlocked by earning a certain number of achievements, and these are the quickest way to get something specific for a class you like.

You can see what the achievements are by clicking the rosette icon at the bottom of the main menu: there’s a dropdown list that’ll let you browse by class. Doesn’t matter which ones you go for, these items just unlock when you have a certain number: usually 10, 15, or so.
Eventually you’ll start finding items you already have, or that you don’t want.

You can reduce these to scrap metal by crafting them together, and then use that – and other weapons – to craft ones you don’t have yet. There are hundreds of recipes for this stuff, the best place to browse them is over on TF2Items.com.

To get this sword, spend fifteen years of your life developing Team Fortress games.
If you find something someone wants, you can trade it with them by going to the main menu, clicking Items, then Trading. You can trade with anyone on your friends list when you’re both online, or anyone in your current game.

Lastly, you can just pony up and buy them for real money. Almost everything is available to buy in the Mann-Co store accessed from the main menu. You’ll have to put some money in your Steam Wallet to do so, but you can do that when you check out. The cheapest items are only £0.29 or $0.49c, but be aware that the minimum you can add to your Steam Wallet is £4.
As soon as you buy anything, however cheap, you become a Team Fortress 2 premium player, and you’ll be able to find and craft rarer items.


a full list of all the promotional items and how you get them over on the official wiki.
via steam 

Team Fortress 2 is Free


Great news !

Team Fortress 2 has gone free to play
microtransactions ahoy..


player tips andd tricks


Team Fortress Free To Play?




 some evidence I don’t really understand suggests that Valve could be considering relaunching the game with a free-to-play model.

CANVAS ,An Awesome Half-Life mod

Canvas is a Half-Life 2 Ep 2 modification that, as mods go, is one of the most impressively produced efforts you are likely to see.

It tells the story of a girl with psychic powers, her possessed teddy bear, and the disappearance of her father, which the pair must investigate.

Free To Play Gaming Arrives On Steam, finally.

Valve have just announced that they will now be supporting free-to-play (F2P) games via Steam.
The first five will be Spiral Knights, Forsaken Worlds, Champions Online, Global Agenda: Free Agent, and Alliance of Valliant Arms.

So that’s Hi Rez, Atari, Sega, Perfect World and NHN USA Inc. on board already, with very many more to follow soon

steam

Cool Portal Gun!

Check Out This Portal Gun!

portal 2 pc slitscreen


If anyone was wondering, you can play split screen on a PC just like L4D1. All you need is a spare controller. If you don't know what a developer console is, this guide is probably not for you. Ask a friend for help or see another guide.

HINT FOR CONSOLE NEWBIES:
I've noticed a lot of people having trouble running exec or ss_map. It's usually just a typo. To save yourself a lot of time and trouble, try pushing the TAB key when you type. The Source engine has something called tab completion built into the console - it will try to fill in whatever you are typing or give you possible results as you type.

Working Controllers
  • Wired 360 Controller
  • PS3 Controller (MotionJoy Driver, 360 profile, requires two controllers)
  • Wii Classic Controller (see post)
  • PS2 Controller (see post)
  • Some hints for a Logitech pad are in this post. You can also try emulation (see below).
  • Other controllers can try using a 360 controller emulator, see this post or this post for help.
You'll need to use JoyID or the 360 trick detailed below to switch your joystick to the second player slot.

Making a new config for a joystick? See this support page.


Step by Step Guide
Make a new controller config in your portal2/cfg folder with these contents (see below the code if you're confused):

cmd2 joy_name "Xbox360 controller"

cmd2 joy_advanced 1
cmd2 joy_advaxisx 3
cmd2 joy_advaxisy 1
cmd2 joy_advaxisz 0
cmd2 joy_advaxisr 2
cmd2 joy_advaxisu 4
cmd2 joy_advaxisv 0

cmd2 joy_forwardsensitivity -1
cmd2 joy_sidesensitivity 1
cmd2 joy_pitchsensitivity 0.75
cmd2 joy_pitchsensitivity_default 0.75
cmd2 joy_yawsensitivity -1.5
cmd2 joy_yawsensitivity_default -1.5
cmd2 joy_autoaimdampenrange 0.85
cmd2 joy_autoaimdampen 0.5
cmd2 joy_lowend 0.75
cmd2 joy_lowmap 0.25
cmd2 joy_no_accel_scale 1
cmd2 joy_accelscale 2.0
cmd2 joy_accelmax 1.0
cmd2 joy_response_move 5
cmd2 joy_response_look 1
cmd2 joyadvancedupdate
cmd2 crosshair 1
cmd2 hud_draw_fixed_reticle 1

cmd2 bind "JOY1" "+jump"   // (A) Button
cmd2 bind "JOY2" "+duck"   // (B) Button
cmd2 bind "JOY3" "+use"    // (X) Button
cmd2 bind "JOY4" "+remote_view"   // (Y) Button
cmd2 bind "JOY5" "+quick_ping"   // Left Bumper
cmd2 bind "JOY6" "+zoom"   // Right Bumper
cmd2 unbind "JOY7" //"+mouse_menu_taunt" // Back ("select") Button
cmd2 bind "JOY8" "gameui_activate"  // Start Button
cmd2 unbind "JOY9" //"+quick_ping"  // Left Stick In
cmd2 unbind "JOY10" //"+zoom"   // Right Stick In
cmd2 unbind "JOY11"
cmd2 unbind "JOY12"

cmd2 bind "Z AXIS POS" "+attack2"  // Left Trigger
cmd2 bind "Z AXIS NEG" "+attack"  // Right Trigger

cmd2 bind "POV_UP" "+mouse_menu_taunt"  // D-Pad
cmd2 bind "POV_LEFT" "+mouse_menu"  // D-Pad
cmd2 unbind "POV_RIGHT" //"+mouse_menu"  // D-Pad
cmd2 unbind "POV_DOWN" //"+mouse_menu_taunt" // D-Pad

cmd2 joystick 1
cmd2 sk_autoaim_mode 2
cmd2 +jlook
  1. This is basically the joy_configuration.cfg file but with cmd2 in front of everything. Name your new file something appropriate like joy_coop.360.cfg and save in the "common/Portal 2/Portal2/cfg" folder. Feel free to customize the binds to whatever you like as long as you keep the cmd2 in front of any command or bind.
  2. NEW STEP! Click "Play Cooperative" and wait for it to load the friends list. This allows you to save your progress. Thanks Gander!
  3. Plug in the controller, and load a map with the following in your developer console:
    Code:
    ss_map mp_coop_start
  4. IMPORTANT! While it is loading, unplug your controller, wait a few seconds, then replug it. This should switch the player light on the 360 pad to the second slot. Once you have the light on the player 2 slot you can leave the joypad in and it should stay on that slot (mine survives a hibernate even). If this doesn't work (you probably have a wireless 360 pad) you can try JoyID (note: JoyID doesn't work for me).
  5. Execute the config you just made in the developer console:
    Code:
    exec joy_coop.360.cfg
    You should only need to do this once - the config should stick for player 2.

You should now be able to control the second slot with your 360 pad and the first should be whatever binds you had on the keyboard/mouse!
Tips and Tweaks

Play With Two 360 Controllers
Change the cmd2 joystick 1 line in the config to cmd2 joystick 2
Vertical Split for Two Monitors
Edit your aspect in the "common\Portal 2\portal2\splitscreen_config.txt" file. Here's another tutorial that will probably help you out.
Changing FOV
The FOV settings for various split modes are also in the "common\Portal 2\portal2\splitscreen_config.txt" file.
Switch to Vertical/Horizontal Split
Use ss_splitmode 0, ss_splitmode 1, or ss_splitmode 2 to select a different split mode.
Map Order
Thanks Kpok/Khasim!
Code:
mp_coop_start (First map of chapter 1)
mp_coop_lobby_2
mp_coop_doors
mp_coop_race_2
mp_coop_laser_2
mp_coop_rat_maze
mp_coop_laser_crusher
mp_coop_teambts
mp_coop_fling_3 (First map of chapter 2, have to load this map after completing coop_teambts or else it will just restart coop_start)
mp_coop_infinifling_train
mp_coop_come_along
mp_coop_fling_1
mp_coop_catapult_1
mp_coop_multifling_1
mp_coop_fling_crushers
mp_coop_fan
mp_coop_wall_intro (First map of chapter 3)
mp_coop_wall_2
mp_coop_catapult_wall_intro
mp_coop_wall_block
mp_coop_catapult_2
mp_coop_turret_walls
mp_coop_turret_ball
mp_coop_wall_5
mp_coop_tbeam_redirect (First map of chapter 4)
mp_coop_tbeam_drill
mp_coop_tbeam_catch_grind_1
mp_coop_tbeam_laser_1
mp_coop_tbeam_polarity
mp_coop_tbeam_polarity2
mp_coop_tbeam_polarity3
mp_coop_tbeam_maze
mp_coop_tbeam_end
mp_coop_paint_come_along (First map of chapter 5)
mp_coop_paint_redirect
mp_coop_paint_bridge
mp_coop_paint_walljumps
mp_coop_paint_speed_fling
mp_coop_paint_red_racer
mp_coop_paint_speed_catch
mp_coop_paint_longjump_intro
mp_coop_credits