Not sure if I am doing something wrong, but I can't pick a class if I skip intro. All the classes get blocked by a red force field.
If I do watch the intro then I can pick a class no problem.
Not sure if I am doing something wrong, but I can't pick a class if I skip intro. All the classes get blocked by a red force field.
If I do watch the intro then I can pick a class no problem.
If you skip the intro then you need to choose the difficulty level in the admin room (to the right of the intro room) before you can pick a class and start the game.
I managed to recreate this bug
- skipping intro and hitting no for the admin room results in a soft lock with the crash prevention being on
this has been fixed and is currently being uploaded
Thanks Pachira, sorry about that.
does this really need to be on 5.26?
nobody ever joins, nobody ever runs this map and if they do its private.
i want to call you everything under the sun because of your stupid random system for spawning. the map would finally start just for me to open a door and meet my doom to a Gonome. But i think I've replayed your map about 15 times and yet to complete it..
I was going to give it a 4 but you added kingpin's to the map..
2/5
could you at the very least slow down those HEV zombies?
This comment really weird.. gave 2/5 score because of kingpin? Kingpin is not hard to kill tbh.
This map really require 5.26 version.
Are you sure read careful description? There is a reason in there. Random spawn system doesnt have a issue. (Some of official map has random spawn)
HEV Zombie also not much issue for playing.
That doesnt make softlock or animation issue.
Walkthrough is here :
https://youtu.be/LvtT4HKPe8A
I don't see any problem with that.
5.26? What's the problem? It's coming out soon (I hope so) anyway and all servers will have to move to it.
Random, Kingpin and HEV zombies? Well, that's a skill issue. You should have seen the “difficulty:hard” and “survival” tags from the beginning, and in general it's not much for complete beginners (especially if they don't know how to play co-op)
Having a lot of fun so far. Managed to beat it solo in the first 3 difficulties with random enemy military enabled, and trying my best to beat it in punished and tortured.
I feel thankful to have played it with people. I personally feel it encapsulates the feeling of cooperation in Sven COOP.
This is not your usual survival map. I have to agree that it is not for everyone, as a large portion of the gameplay consist of exploration and decision making instead of the usual pure "run and gun", so a lot of PATIENCE and TEAMWORK is definitely required, which I think is great. So if you want to just shoot gun, then it's probably not for you.
Like the description states, you aren't Freeman or the usual Sven Commandos. You are just a simple guard/scientist/worker, so you have to think to survive.
It's also very long. One round can take around 40 mins to an hour or more. So probably not a good choice if you have very little time to spare. Still worth a shot if you can.
Map is very big as well. Very easy to get lost but the more you play, the easier it becomes to navigate.
This map is hard. You are at the mercy of RNG. Even in the relaxed difficulty, you can die in the first 10 seconds of the round if you are unlucky by spawning in an empty room with a gonome waiting for you outside. I really don't mind it that much, but I can understand if people get a tad frustrated if they die fast after starting and have to wait until a teammate gets to a checkpoint.
If it's your first time playing, it's recommended to play in storymode first and not skip the intro.
Really love that it manages to fit into the lore of Half-Life. Also like the different-ish kinds of weapons and love the remixed version of the Sven Coop theme.
However, there are some stuff that I thought could be improved upon, but I feel some of them are invalid since they are seen from a solo player's perspective. I apologize in advance if they sound a bit harsh, it's not really my intention.
1.- Some of the hints are really tiny, like the notes on the desks or next to the worker's bodies. In order to see them clearly, you either have to lower your FOV or stick your eye to the screen as there are no weapon in the map with a zoom option.
2.- The Reception Key and Administration Key both do the same thing (open one door in the "Office area"), and I think they have different descriptions but I don't really remember. Unless I'm wrong and they both have an extra use that I haven't seen yet, I can see both causing a bit of confusion to people that are playing it for the first time.
3.- When waiting in the "Simulation Loading" room while playing with people, you sometimes drop your card and lose it when the round starts. This is especially bad if you pick scientist, since their card does not spawn anywhere in the map.
I think putting a warning sign in the room could help if it's an unintended side-effect. Something about the simulation sometimes having issues or stuff like that.
4.- Scientist CANNOT MANUALLY drop their research card (unsure if intended or side-effect), so they are a must-pick if you want to open the doors that lead to the HEV Suit and Secret Room in the "Toxic Area". I know there are scientists NPCs around the map, but most of the time they die before they get there. Definitely not an issue if playing with a group or in lower difficulties.
5.- For some reason, the Security class has a chance to spawn with a Glock w/ flaslight that has ZERO reserve ammo, while the Beretta and Deagle do spawn with some.
6.- Also not being able to drop ammo for weapons you don't have. I guess a workaround is to lend the weapon to your teammate so they can drop the ammo, but I feel like a better solution would be to turn the ammo into items (like the weapons), that way you can drop them and share with the team. However, it's probably easier said than done.
7.- When taking the vents for the first time in Dorms A to go to Dorms B, there is a drop high enough that deals around 25 dmg. If you have less than that and there are no med stations available, you will die from fall damage. A way to solve it is if you could shoot the button to activate the ladder from a distance.
8.- Pitdrones having too much health. They are like a miniature version of the Gonome, in the sense that they both can tank 4 magnum shots to the face. Super fast and deadly.
You can try to kite them in circles but good luck if there are other enemies nearby.
I know the Bullsquid also has plenty of hp, but the difference is that they are easier to deal with and you only find like a few of them in the basement and warehouse area, while Pitdrones can spawn anywhere in the upper floors and they also RESPAWN.
I feel nerfing their HP a bit can help (also because I don't like them).
9.- No quest to activate a friendly Robo Grunt NPC and no option for enemy Robo Grunts.
10.- It takes too long to restart a round. Around 1-2 minutes or so. This is mostly a personal nitpick.
11.- Remove Kingpin's shield. It eats resources like crazy. Might just be me though.
Overall, great map to play with a group of friends or solo if you like a challenge (or no friends like me).
Definitely a different kind of experience from your usual Sven maps, but I'd say it's worth a shot.
First of all, i'd like to thank you for very detailed review of the map and highlighting the pros and cons of the map - i really appreciate this and honestly its very much welcomed.
I believe you nailed the description of the map.
These issues you highlighted will 100% be rectified on the next version which will be tested and tested before a release as you very correct on the cons, even i agree with them all since it was very obvious when we had multiple players on the test the other day.
1. I will fix the hints and make some more obvious clues and in all honesty, i was oblivious to the fov issue when it came to the small note pad - I will have this fixed and have more clearer instructions and FOV friendly hints
2. I can make the keys be removed once used to avoid that inventory issue where the keys stay inside the inventory and people believe it can be used for other things - i'll edit the descriptions and maybe change the reception key and doctors key to other item descriptions to avoid that confusion aswell
3. This is something I have battled with for a good period of time now since the start of the maps development - if you have 5 players, and 3 of them all go individual roles - the last two, say research for this one, it will make everybody drop their keycard.. its because of the create entity method - i'm hoping to have this rectified on the next version with an angle script code or have it raised to the devs for a possible item_inventory master option to allow multiple players to have the same item, but not cause issues.
4. it was intended as the research card gives you retina access.. so its technically an eyeball lol.. I can make it dropable if i cant find a better solution to issue 3.
5. 100% my fault on that one, i'll have that fixed on the next version - i completely forgot to include the ammo call for that one
6. this has been a massive debate regarding ammunition aswell - the only items on the map are armor and ammo which immediately goes onto your person. I can do a vote in the discord for sven co-op to see if people would prefer to have the ammunition included into the inventory system along with armor - there is entity limits with this however so I can't promise it'll be fixed.
7. There is a small electrical box with sparks on it near the vent - you can see it when looking from inside the vent - however I can move this to be inside the vent to make it alot more clearer and possible for melee making it fair for those who havent got a firearm
8. Pitdrones HP will reduced in the next map along with zombies - Pitdrones also have that instant gib melee which caused alot of issues while testing - I think the pitdrone hp is default for sven atm, i'll drop it to about 50% so if it starts at 200 i'll make it about 80-100 hp
9. Robogrunts were originally going to have their own section on the map an were planned for the second map if this one performed well with public opinion. I am doing a complete overhaul of the administration room on the map and if the entity limit as per the issue above hasn't been hit - I will include them in the custom difficulties.
10. This issue is mostly because of how much is happening on the map, not an excuse I know - but it may even creep up higher with the new and improved difficulty selection - as the overhaul will most likely transfer alot of the entities to Angelscript if all goes well! I can make the 'simulation room' have a vote to start the map immediately, which i think at the moment is starts at either 2-3 minutes in as you mentioned.
11. kingpin is a cunt and will probably be removed from the medium difficulty as the npc can completely ruin a flow. I will ask if the shield can atleast be removed from my end as it will make the enemy 50% easier to combat.
Thank you again for your input, If you wish, I can message you on the discord to be included in on the tests so you can see if the changes tick off your issues with the map, and that way you will be included with tests rather than solo mode - and you'll have direct input on the map?
Cheers
RaptorSKA
I'm happy that I was able to be of some help with my input. Helping test the map sounds really cool, although I'm not really that knowledgeable on the game's more deeper mechanics and I'm one of those with little spare time (usually free from 12 AM to 5 AM GMT), so I'm unsure if I'll be of help. I think I played with you and other creators.
Also, I was wrong about the no weapons having zoom function thing. You can do that with the M4A1 but it took me a while to discover that since I think that weapon doesn't spawn in Medium and Punished.
I'm very sorry about the vent thing. You are right, there is a box you can shot to activate the ladder. I think the idea of putting it closer to the exit of the vent can help (in Tortured mostly), but I was also very dumb to not notice it, considering there are 2 other places where you find the same box that does something when you destroy it.
Another player also mentioned there being a Dart Gun, and I think you can see it behind the Barney in the Class Selection room. Haven't been able to find it so far.
I think it would be cool if you were to give it to the Operative, but restrict him to only use that gun.
There are some other stuff I wanted to point out but they are seen from a solo player's perspective and also very minor and feel they can be ignored, so I think it wouldn't be fair to suggest those kind of changes when the point of the map is to play with people, but at the same time I know it can be difficult to gather people to play with.
Either way, this is probably my favorite map so far and even if there are no more updates, it's my opinion that it is very good and enjoyable in it's current state ( but that's my personal preference).
Why is it still not BOMS? It's an amazing map actually!
So, what does toolbox use for? and antidotes?
And I can't find some level 1 research card around on map when I need, especially when no one chooses the research class.
1. Toolbox is used to repair the generator to fix the crane to access the gear for the bridge
2. anti-dotes are on the map to remove the poison side effect stukabats give you.
3. level 1 research card is a place holder for an eye - no eye models in sven unfortunately. You can use a scientist from each area and take them to retina scanners and they will use them. if nobody chooses the class then the area is not accessible. it is not required to complete the map.
I will add a level 1 research card on the map, but it wont be immediately accessible
There are couple times our party can't find admin key.
We searched top to bottom at security hub and office room hub.
Including destroy all corpses on those areas.
Or do you gonna say we need to go dormitories and warehousing and find it?
All of the area 4 and 5 objectives can be found in those areas, and vice versa for Area 1 and 2
The administrators key (reception key) can be found downstairs in area 4 - it has two spawn locations and there hasnt been any reports of it despawning - if someone has picked up it and died - it will respawn without its indicator - make sure to check the offices and chemical lab location for the key
You only need to start travelling between all the areas when more or less looking for resources such as ammo, armour and toolkits - I didnt want to cause too much backtracking as its already bad enough as i'm sure you'd agree
just make sure to look for white icons on items, as that is a nice indicator for key items that are needed to progress
if you still have any issues, jump onto the sven coop discord and message in the bts-rc map showcase threat
I am however going to update the map in the next couple of days with additional sprites and indicators for all objectives and items - as the current build is very difficult to understand without multiple playthroughs. I also took into consideration your comment regarding the toolbox question asking what it was actually for and have added an additional couple of objectives requiring that item (most of them optional) as you did make me realise that it is almost useless.
Pros of the Map:
-Perfect for solo play, but equally enjoyable with friends.
-Randomized enemies and item placements offer fantastic replay value.
-Adjustable difficulty with diverse enemies and paths keeps the gameplay fresh.
-Encourages teamwork, making it ideal for cooperative play.
-Unique inventory and flashlight system adds a fresh challenge.
Cons of the Map:
-Lengthy playthroughs—my first run took around 1 hour and 34 minutes, which is impressive, but may not suit everyone.
-Isn't a quick play, especially for harder difficulties.
-The difficulty is quite high from the start, even with the "relaxed" setting.
-Respawning can take a while, but it’s fun to watch your teammates fall to a pitdrone!
Overall: 9/10 – A great map that’s challenging, engaging, and promotes cooperation, with a few minor drawbacks.
I'm trying to get the map running on a listen server for my friends but the class system doesn't seem to be working. I'm not spawning with any of the items each class is meant to have, also the flashlight being disabled isn't functioning either so it doesn't feel like the intended experience.
Not sure if this part is a bug either but the security guards I've asked to follow me don't open any of the security room doors. I love the idea of the map for the record, excited to play it!
1. are you spawning with any weapons? if not, it seems like to me you have a weapon plugin turned on. disable it for this map if it is
2. you should use security cards for security doors. the security class have it already, but for other you need to search it.
also, try to redownload and reinstall map.
Fixed it, the scripts folder has another folder called scripts inside instead of one called maps so none of the scripts were being loaded.
hmmm, seems like it's Raptor's bad, he'll fix it in the next update
Sorry about this - I've been pretty burnt out from Sven co-op atm. I've uploaded a rather sloppy link and i'll have this rectified immediately. I appreciate that it was massively inconvenient and surprised its just not been reported.
It has now been fixed.