Greetings everyone, my name is Buddyhunter1. A few years ago, I released two co-op puzzle/adventure maps: Co-Operation Complex and Co-Op Complex II. Long story short, I lost my old forum account a while ago, and since I was no longer able to edit the first post in both of the map's threads, they stopped receiving updates and have become a bit dated and broken as a result. However, that is no longer the case.
Co-Op Complex I & II contains both of the maps in a single world, with a central hub connecting the two. Not only that, but both maps have received numerous updates, including but not limited to:
- Rebalanced difficulty
- Certain sections that were frustrating or poorly designed have been modified, making them much more enjoyable
- All the bugs that have piled up with updates to Minecraft, as well as some mistakes I made have been fixed
- The inclusion of newer features like command blocks for a better playing experience
- Tons of subtle changes that greatly improve the quality of both of the maps
I'm very happy to finally re-introduce both of these maps in one convenient package. Feedback is greatly appreciated, and if you come across any issues, please leave a comment so I can address them. Have fun!
-Buddyhunter1
WARNING: This map contains harsh language and dark, adult-oriented humor that may be inappropriate for younger players. As such, there are two versions of the map: the regular version, and a clean version, which censors the harsh language and tones down certain dialogue. It is highly recommended that younger players download the clean version, though please be aware that some of the dialogue, particularly in Co-Op Complex II, may still be (im)mature in nature.
Regular: -Op_Complex_I_&_II.zip
Clean: -Op_Complex_I_&_II_Clean.zip
CO-OP COMPLEX
- A co-op map for two players only! Teamwork is essential!
- Ten challenging chambers filled with puzzles and combat!
- Approximately one hour of gameplay!
- Includes Co-Op Complex: INSANITY EDITION, a super-challenging version of the map for experts only!
---SCREENSHOTS---
Hey I remember these maps! Really really good maps and some of the few COOP maps that actually required teamwork and you couldn't get by with one player telling the other player what to do. I miss Larry.
I'm having some trouble getting the map to work on my server. I can get it working in single player but if I put it onto the server I get an 'Old' message when trying to connect and the server closes 10 seconds after being opened. It's only happening with this map. Every other map I've tried works fine on the server. I've got the 1.8.9 server.
I play a lot of single-player survival Minecraft because I can play it whenever I want and I don't have to worry about something happening in the game while I am away. I can easily back up and roll back the map if I run across a game-crashing glitch, and so long as I keep the map from growing too excessively big, I can keep the Minecraft map and mod pack installation contained within a ramdisk filesystem which gives me wonderful performance.
I basically only play single0player because I'm power-hungry and the mere thought of having a world all to myself pleases me. That's not even an exaggeration. Plus I get to fiddle around with command blocks.
I do play the occasional multiplayer, but too many servers have excessive amounts of plugins. I understand if it's simple plugins like Lockette and Land Claim, but does every server need money auctions, freely-acquirable spawners and voting loot chests? Not in my opinion. At this point I'm basically only playing Skyblock multiplayer and everything else is in singleplayer.
In the early days (BETA) in played multiplayer and found a few cool servers, but then I stayed away for years when it became dominated by PVP and mini-games. I prefer my multiplayer to be like survival but with friends met online and for a long while I didn't get that satisfaction so stopped playing multiplayer and just kept playing survival. This year I did find a good server but being in the UK hampers my creativity being online when noone else is or having to go on extremely late to match US/Canada and other time zones.
What keeps me playing single player? Playing the same world I have for over 8 & 1/2 years, there are only maybe 3 -4 of my other worlds that I really can say I care about and am deeply connected too. I don't have to worry about plot sizes, economies, people stealing my stuff, when I can/can't sleep and only answerable to myself. You can have fun adventures in multiplayer, but I think I'd prefer that over ones with town/cities/economies and/or just PVP/mini-games obsession as they just don't interest me.
I've exclusively played singleplayer for more than 6 years, with a playstyle that many would find repetitive and boring but it is fun to me; I spend the majority of time in a world caving, just mining all the ores and killing mobs for fun with no real goals (maybe to collect as many resources as possible; I often play until I've mined at least 3000 ore in a given play session, which are displayed in "stats" I added to the inventory GUI back in 2014; in my last modded world I played until I found at least one of every underground feature, which took about 466 hours of continuous caving out of a total of 539 hours).
I do use mods to enhance the game but most of my gameplay is still pretty much vanilla, even in my more modded worlds; my first world is my largest world by far, with more playtime (and caving) than all other worlds combined, and the only modifications I use (besides bugfixes and improvements) are a couple blocks that allow me to compact rails and cobwebs into blocks, similar to minerals (prior to this I hadn't explored so far away from my main base yet that returning more often wasn't as big of a deal, and I crafted string into wool, which is the same as a "cobweb block" in its compaction efficiency; "rail blocks" are equivalent to 9 rails).
More recently, I spent far more time than planned on a recreation of an early modded world which simply had double the caves of vanilla and a double chest ender chest in addition to the aforementioned (it was mainly intended to be a side thing while I worked on updating TMCW, but I ended up exclusively playing on it for several months. The original world was played on using a backpack mod, hence the double ender chest, while I didn't use Fortune as I did back then).
I have a few single player worlds I play (one from back in version 1.8 that I've been playing for years). I also have a couple of SMP servers I run to play with a small group of friends (my Creeper Pie 1.12.2 server runs on a $35 Raspberry Pi).
I still play single player 1.12.2 with a mod pack i made myself but prefer multiplayer to single player. Most of the time though i only use single player as a place to test things in creative before i go build them in survival on an SMP. I do hate all the big servers with mini-games and voting and all the other but love to play on semi-vanilla SMPs with maybe 30 people max that only has a few plugins for maybe a /home command and other small stuff.
'Net's not the issue, as much as just - already limited - contact /engagement people Can have, with what's on 'Net /Online / "'electronic' comm'n(s) . ," as-opposed to telephones-before, were pretty-much considered "electrical" ("pagers"-since are more this other way ["'exclusive' 'comm'n. '," again un-like Online Forums]). Not having it - fully - public, even - this "woo, minecraftforum!" ("splash," like: "Look, mum, I'm in a splash!" ; being-Removed, not just, "the work of Notch!" - 1 guy - before) is itself being taken-out, after this all-but taken-down - also tends to keep not-just people in (their) little boxes, but not even let-anyone else have any hint (Anonymity, all-but "enforced"), who those other people are.
Personally, I can't see the point of multiplayer. Yes, it's fun to invite friends and share your constructions, but in 80% of the time it's just people roleplaying, fooling around, or using way too much mods, to the point of not even looking like Minecraft anymore. What's the fun on that?
There's some rare nice maps to play, that does not revolve around "LOL I TROLLED U" puzzles, but when you are inside it, the core mechanism of the game induces the players to rebuild everything on the map, making the whole experience pointless again.
Save: Puzzles in progress are automatically saved so you can leave and return to them later. To continue a puzzle in progress simply select the same puzzle on the Jigsaw Explorer website and continue play. Jigsaw Explorer will remember the ten most recently uncompleted puzzles. Puzzles can be saved only if your browser's cookies are enabled and the puzzle is not being played in the browser's privacy mode.
Rotate: Puzzle piece rotation can be enabled by toggling the button with the circular arrow icon on the small center panel that appears when you first load a puzzle. You can toggle rotation on or off after puzzle play has begun by clicking the menu button and selecting "Modify this Puzzle".
When rotation is enabled the puzzle pieces can be rotated with either the mouse scroll wheel or by using the left and right arrow keys. Pieces can rotated on a touch screen by selecting a piece with a tap and then continue tapping the selected piece to rotate it.
Capture and Release: The capture and release feature is a handy method of quickly and efficiently moving multiple puzzle pieces at a time. Use the "Capture and Release" button in the toolbar to toggle in and out of capture mode. Capture pieces by clicking them, or by swiping over them while pressing the mouse button. Release captured pieces by clicking in any open space of the playing area, or by swiping over open space while pressing the mouse button.
All captured pieces can be released in a stack by releasing the first piece and then jiggling the mouse over the piece while continuing to press the mouse button. A stack of pieces can be captured in a similar manner.