Author |
RaptorSKA |
Released |
5.26 RC v1 - October 09, 2024 |
.bsp filename |
bts_rc |
Download mirror(s)
5.26 RC V1.06: SCMapDB
Requirement
THIS MAP HAS BEEN RELEASED BEFORE THE OFFICIAL RELEASE OF 5.26 - YOU MUST RUN SVENCOOP IN 5.26 RC FOR THIS MAP TO FUNCTION CORRECTLY
PLEASE REMOVE THIS MESSAGE ONCE SVENCOOP HAS BEEN UPDATED
Description
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██████ TO: EMPLOYEE OF THE BLACKMESA RESEARCH FACILITY
██████ FROM: SECTOR H MANAGER
██████ DATE RECEIVED: 1ST MAY 200-
██████ RESTRICTED: LEVEL 5 ONLY
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You have been selected for a training simulation, please report to Sector H for the meeting explaining the simulation - This months simulation is based on the resonance cascade, chosen by Dr Rosenberg. Sector C has just received the purist sample they've ever discovered and wish to conduct the experiment as soon as possible! however, even though it is highly unlikely.. the Resonance cascade simulation will be given out to our members of staff of level 5 clearance. all the classified information like the █████████████████████████████████████████████████ have been included in the simulation, we expect that ████████████████████████████ and.. unfortunately the █████████████████████████████████████████████████ may be called to ███████████████████████. however the administrator and doctor Rosenberg remain confident that this simulation will prepare all our staff in the future for a possible, but again, very unlikely scenario! sharing this information with anyone outside the clearance of level 5 will result in ███████████████████████████████████████████████████████████
███████████████████████████████████████████████████. Our team is waiting for you in Sector H, Good luck!
Map explanation
This map is a hardcore map, it will require a few plays to fully grasp the size and what to do - it's an escape map based on the resonance cascade that uses the inventory system to a whole new level, class system based on three occupations in blackmesa.
[[collapsible show="+ This map has 5 locations" hide="- This map has 5 locations"]]
- Area 1 Dormitories
- Area 2 Warehousing
- Area 3 Maintenance level 2
- Area 4 Security Facilities
- Area 5 Adminstration
Each area has sub-areas such as labs, doctors wings, legal wings, server rooms and security rooms.
you will need to explore the map to fully understand the alternative pathways, routes and benefits.
The scientist monitoring the simulation will give you dialog through the map, if it becomes too much - you can use the music volume control to adjust - he uses ambient_music to allow you to turn him off.
The map also has an intro video which can be skipped - it explains the map pretty well and hints towards an obstacle.. the map has various ways to inform you about objectives, it could literally be written on the wall or revealed with an effect.. sometimes its subtle details to point you in a general direction. Signs, Billboards, even maps are around the facilities allowing you a smoother understanding of the map
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Class explanation
You will be given the choice of four positions in the map start.
- Starts with a random handgun (Glock 17, M9 Beretta, BM Desert Eagle)
- Flashlight
- Armor
- Level 1 Security Clearance (Keypads)
- Crowbar
- Toolbox (special light one)
- some armor
- Flashlight
- Level 1 maintenance (Doors)
- Screwdriver (self defense item)
- Medkit
- Flashlight
- Level 1 Research Clearance *Retina Scanners*
- Start with nothing, be completely unprepared for the resonance cascade
- Flashlight Only
- this will probably change to random at some point
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Lighting situation
Flashlights are disabled on this map, you must use your standard flashlight and batteries to navigate vents, hallways and shafts. Some weapons like the M9 Beretta, BM Desert Eagle and Mossberg 500 have attached flashlights making them desirable weapons. Batteries drain fast - but you can share batteries with players - you will also find flares on the map, which is a great alternative to be able to use other weapons.
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Elevator and Tram system
This map uses relative teleporters for the elevators and the tram system, this has been tested for almost 3 months - it's not perfect, but the job gets done
these elements in the map work fantastic for gameplay - however make sure to have L bound to unstuck, even though I've almost perfected the teleporters - it can't be 100% perfect, so it can still get you stuck.
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Inventory system
You will need to fully understand the inventory system before playing the map, this map heavily uses it for a more survival experience - you are not gordon freeman, running around with a HEV suit killing everything on site. Weapons, items, and Key items all go into your inventory system, and to use them - you activate them.
this allows the following:
- To use health kits when needed - no more backtracking to a med station or a healthkit you had to run by
- To carry weapons for other players that may not have started with a weapon or been able to find a decent one
- To Carry antidotes and again, use when needed
- To prevent rushing on the map
- to add a sense of dredd rather than running out, grabbing a gun and instantly killing an enemy - you got to think about that now.
Weapons in the inventory can be activated so you get the ammo, but this will mean you have destroyed a weapon in the process. Activating duplicates needs a waiting period of around 30 seconds to a minute or it will just delete the gun. Best sharing ammo with your fellow colleagues! Toolboxes, healthkits, Antidotes, Weapons and key items all go into the inventory so you best understand it - because they all take slots and each item you take will only contribute to the slots - meaning you might have a full inventory by the time you find an important objective.
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Monsters, Items, Weapons, Ammo spawning
All of the above, are randomly placed around the map, meaning every single playthrough of the map is different and unique each time. Key items have limited locations to avoid soft lock scenarios - but the map will have just about everything randomly placed. This will prevent rushing to a degree but also allow alot of replay ability. Some playthroughs you will find a shotgun and have zombies in the room - next you'll have a pipe and a Gonome will be hauling ass at you.
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Difficulties
The map features various difficulties and settings, this will allow you to have the best experiences on the map and to allow more replay!
Though be advised, the difficulty goes from 0 to 100 extremely fast.
Enabled by not entering the admin room, this gamemode features no Race X, Gonomes, Various weapons have been disabled and there is no military forces.
This is to emulate half life as much as possible. It is highly recommended that you start this scenario first.
Don't be fooled by the name, this difficulty ramps up quite a bit, You will now have to deal with Race X and HECU/Blackops depending on the roll of the dice.
HECU Know how to navigate the corridors pretty well and will be a constant threat when nearby. however on relaxed mode, Shortcuts are available to the armory and warehouse from the very start allowing more fluid navigation around the map including an additional ventilation path. All weapons are enabled on this difficulty so you will be able to find the M4, M16 and Various other weapons around the facility.. even in the most bizarre locations. Checkpoints Optional
Difficulty doubles - Bosses now include a possible kingpin and Tor, HECU now have engineers and medics by default, HECU will now barricade positions and build sentries, radios and call for backup - if HECU are left alone, they will take over the entire map - best deal with them. Short cuts are shut and most of the weapons from relaxed have been removed from the pull and can only be found on special spawns. Checkpoints Optional
HECU now have Saws, Hwgrunts and are 2x more aggressive, 2x boss spawns are now available and the Gonome is now more present in stalking corridors, weapons have been reduced and you must now think before going down certain paths, a key objective has had its location moved to increase the difficulty setting. Checkpoints Not an Option
Good fucking luck
4x custom bosses
3x military insertions
no weapons, ammo or health items
you will only find melee around the map
no checkpoints available
Security guard is the only class to start with a handgun
Designed to be next to impossible.. better record it if its finished with no mods, no cfg changes and no map changes.. utter bragging rights
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Installation Info
Download the zip archive and extract/copy all of the contents into your svencoop_addon folder, where they will merge with the existing folders of the same names.
5.26 RC Version Available, Please make sure your game is running on the 5.26 RC Version of the game, as the inventory system will not work otherwise.
Not available on the 5.25 version of the game.
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Changelog
- Fixed zone checkers for Military in Area 2
When Black ops activated - Accidently triggered grunts when player present
- Fixed Toilet door in Area 4
Players having a softlock and having to restart the map to get out of the stall, Thanks Dman!
- Fixed Retina Scanner task in Area 1
Sprite added for both tasks, 1 for repair, 1 for component
fixed value, accidently <= rather than >=
- Fixed Armoury Synchronization puzzle
Doors closed too fast to even be achieved in solo
Door 4 now partially blocked to avoid Softlock
- Fixed Toilet door Clips Area 4
- Fixed Respawning Armor Area 4 - Thanks Failz!
- fixed simulation intro
- fixed gonome hint in storymode
- fixed m16a2 transparency issue - Thanks AleKK!
Area 1
Fixed Retina Scanner repair
Fixed Valve button
Removed Random or deleting keycard: A-106 & B-201 will now both spawn
Area 2
Crate material on crane changed to avoid Breakable question
Area 3
Changed wooden crates to non-breakable to avoid confusion
Added two extra possible spawns for the Maintenance Storage
Area 4
fixed invisible wall
lowered sentry health
- Miniturret - 300 to 125
- Turret - 500 to 200
Sync puzzle changed slightly
- Camera moved from useless location to room 2 to allow eyes
- enemies now spawn earlier to avoid immersion break
Gamemode
More ammo on higher player count >4
- 4x Pistol mags
- 3x shotgun shells
- 5.56 removed from storymode
Added new announcements
- Military Announcement
- Blackops Announcement
Removed redundant Entities
- d1_generator calls
- d4_tentacle calls
- gs_sb.wav call
Fixed Shotgun models for FOV players
added higher player count ammo to tortured removal system
added new music for checkpoint activation
added new music for replacing klaxon beat
added respawn message
added reskin of checkpoint indicator to match half life
Area 1
Changed grunts to non-rappel variants
Changed Door opening sequence for Military forces
Added new ambient
Additional enemy added
additional loot spot messhall
adjusted grunts
Stairwell Geometry changed to promote better navigation for npcs
Tweaked Nodes
Area 2
Tweaked Sentry spawn locations
Fixed grunt body issue
removed elevator floor 3 entities
fixed scientist call even though scientist wasn't there
More loot in Warehouse
Crates in storage room edited
Truck sound added to truck spawn
adjusted and additional grunts
Tweaked Nodes
Area 3
Service elevator button now opens the elevator door
Override mechanic for service elevator tweaked slightly to avoid softlock
tweaked babygarg sequence
additional random event added
Geometry changed to promote better navigation for npcs
Area 4
M79 Fixed
Maintenance door switched to toggle to allow free passage (Zorik)
tweaked steam bang
Removed Shelfs in Chemical Research
Tweaked Camera positions
adjusted grunts
Area 5
Changed grunts to non-rappel variants
Tweaked Camera position
Tweaked Monster spawns
Adjusted Warehouse 3 Geometry
Adjusted Tortured Trigger
Stairwell doors changed to breakables to improve navigation
adjusted grunts
moved radio trigger
Tweaked Nodes
Gamemode
fixed intro music replaying
added additional ammo to the item pool
Tweaked kingpins health
boss spawns delayed for a interval
Area 1
Fixed missing texture on messhall shutter
Fixed stairwell clipping
A-106 and B-201 ammo count modified
Area 2
Fixed clipping crates in warehouse
Fixed ramp misalignment
Fixed door missing textures
m2 general movement tweaked from 35 to 55
Area 3
Fix stairs ramp
tweaked power generator mechanism
Area 4
Clipped Microwave
fixed mp5 spawn
Sync Control door breakable
Moved sentry that glitched
Area 5
Fixed trigger not turning off for steam
steam trap now avoidable
spawn protection added to doctors offices
fixed grunt scene with massns
Special thanks to:
Adambean
Gauna
Crime
Zorik
Grunt
Killer
Meryilla
Area 1
Added corridor at destroyed dorms
Moved possible security key card location to area mentioned above
Fixed monitors in Security room
- two monitors still have a double button push issue, future update to resolve
Area 2
Removed Clip ramp on stairwell
Tweaked Beamfall slightly
Area 3
No Changes
Area 4
Added Lockdown message to console
- Visual aid
Area 5
Level 3 Security will now respawn like all other items after 120 seconds to avoid softlock scenarios
Gamemode
Security can now drop their key cards
Maintenance can now drop their key cards and toolboxes
Scientists cannot drop their key cards (its retina scanner access after all)
Files
Motd spelling mistake fixed
GSR modified - Fgrunts no longer shout friendly fire lines
Special thanks to:
Alekk
Area 1
Geometry edits
Node adjustments
Item location adjustments
Valve button slightly adjusted
Area 2
Fixed stairwell to cabin
Node adjustments
most crates now have possible loot
Hwgrunt spawn fixed
Female Assassin Moved to Area 4
Area 3
Tweaked power entities slightly
Area 4
Hwgrunt spawn fixed
Female Assassin moved from Area 2 to 4
Slight item spawning location tweaks
Alternative scientist lobby scene adjusted
Jumpscare moment added for the shits and giggles
Easter egg added
Area 5
Fixed Headcrab spawn inside table
Fixed Monitors
Fixed Dead Node
Adjusted HECU spawn slightly
Gamemode
HEV MK5 reduces recoil when equipped
Female Assassin has suppressed UZI on higher difficulties
Hwgrunts will now spawn
Fgrunts will no longer shout friendly fire lines when being shot
Fgrunts wont call you corporal now
Gonome sentence file fixed from incorrect sounds
Maintenance class now has random selection of crowbar colours at start
Maintenance and Security can now drop starting inventory items
Operative adjusted to have forced player models
Operative display changed from HEV to Civilian Scientist to avoid confusion
Uzi added to shuffle script
Ammo tweaks to player count
Ammo tweaks in B-201 and A-106
HEV hands for when the HEV is equipped
Eli hands for when the Eli Scientist model is equipped
Easter egg task added across the map
Files
bts_rc.vmf added
Special thanks to:
AraseFiq._ for the additional content
Area 1
Anti camp added for Military actions
Fixed Nodes Stairwell
Added prevention for door not opening
Fixed Engineer glitch
Area 2
Fixed Grunts spawning on surface with players present
Area 3
No changes
Area 4
Scripted sequences tweaked slightly
Area 5
Scripted sequences tweaked slightly
Tortured
Fixed grunt spawning
Fixed environment triggers
Gamemode
Security limited to 5 slots
Files
Added two more scientist variants for player models
changed helmet player model to suit the HEV suit
added off duty barney for operative
operative renamed to user
barney model variant added without helmet
security now has 4 random weapon choices
- m9 beretta w/ flashlight
- glock 17 w/ flashlight
- glock 17 w/o flashlight
- deagle w/ flashlight
Gamemode Intro hotfix
Skipping intro and hitting no on the admin room resulted in a softlock
Thanks Pachira and sorry for anyone who experienced this.
Added UD models for pre-disaster section
Fixed Armoury window gap
Fixed Node in Warehouse
Fixed clips in basement getting players stuck in barnacle trap
Fixed Ladder being blocked in basement - ladder will now become solid when fully open
Fixed Door in office floor being misaligned
Fixed Doors with windows with new mesh texture
Fixed Extra key card issue in Area 4 CHAR
Fixed Glass Material on doors in Area 5 Legal
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Additional credits
Valve, Gearbox Software, Gauna, MTB, KernCore, ZikShadow, MiroSklenar, HAPE B, Ixnay, Organic700, DAVLevels, Sven Co-op Teams, FreeSlave, FreeSlave, XF-Alien
KernCore, Nero0, Rizulix, Mikk155, Hondrid, Outerbeast, RaptorSKA, Valve, Gearbox Software & Arasefiq._
Valve, Gearbox Software, MTB, LIL-PIF, KernCore, ZikShadow, TurtleRock Studios, Sven Co-op Teams, RaptorSKA
Valve, Gearbox Software, KernCore, KEZÆIV, ZikShadow, MiroSklenar, Ixnay, Organic700, DAVLevels, Sven Co-op Teams
Vika - for the Security, Maintenance and Research inventory icons
KernCore & Mikk155 & Arasefiq._
Sparks
Outerbeast
H2
Erty
MrFloyd (TWHL)
RaptorSKA
Valve
Gearbox
Arasefiq._
Kezaeiv
Vika
Ooleg
Hondrid
Darekstar
Yomustdie
MrFailz
Sock
Foran
Generic
Zasli
JPolito
Vaelastrasz
Four-Nines
Kerncore
Tags
2024 black-mesa classes difficulty:hard featured size:large solo/coop survival
edit tags
[[iftags +unreleased]]
⚠️ This map is tagged as "unreleased". Ratings and reviews are disabled.
[[/iftags]]
[[iftags -unreleased]]
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Reviews
9.5 / 10 by Isaac "Iggy" Kleiner View »
write a full review »
[[/iftags]]
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
Rules:
- Feedback should be constructive. Edit the tutorial yourself if it can be improved.
- For discussion not related to this map, post in the forum.
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.