Black Mesa Training Simulation: Resonance Cascade
Author |
RaptorSKA |
Released |
5.26 RC v1 - October 09, 2024 |
.bsp filename |
bts_rc + bts_rc_ns |
Download mirror(s)
5.26 V2.00D: SCMapDB
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- Provide honest, constructive feedback. »
- Share this map pack with your friends, and on other sites and forums.
Requirement
THERE IS NOW TWO VERSIONS OF THIS MAP AVAILABLE - MAKE SURE YOU RUN THE CORRECT VERSION
BTS_RC = SURVIVAL
BTS_RC_NS = NO SURVIVAL
Description
███████████████████████████
██████ 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.
- 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/Screwdriver
- 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.
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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.
Special Thanks to the Limitless Potentinal Discord and the S/V/en Community for helping with ideas and testing for this version
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
Removed: Shuffler script
Removed: various details that were not required
Removed: Vending machine being interactable in Area 4
Removed: Hallway vote for intro skip and admin vote (moved)
Removed: Class selection button (avoid trolling)
Removed: Sounds for choosing class removed to avoid crash
Remade: Weapons have been entirely remade code wise
Remade: Flashlight system has been remade using the standard flashlight
Remade: Shuffler script replaced with new Custom Randomizer script
Remade: New Night vision for the HEV
Remade: New Flare script
Remade: New Player sounds for models
Added: New Admin room and System
Added: New Objective Tracker script using motd
Added: Additional scene on intro to stop rush
Added: Vote sprite to hint at positon to start match
Added: Otis for intro
Added: Cleansuit player model
Added: Cleansuits
Added: Custom HEV charger
Added: Custom HEV and Armor entities
Added: Flaregun to the weapons pool
Added: Custom Medkit
Added: Robogrunts (as per request, Tama)
Added: Tram announcements and timetable
Added: Additional random events
Added: New Zombie models
Added: New Gonome models
Added: Turret system is now allied until changed
Added: Sentry, Miniturret and Turret lasers to hint side
Added: Various Radio messages for building 'story'
Added: Various Hgrunt sounds to hint at activity
Added: Various Hgrunt radio messages on player activity
Added: Various new ambient sounds
Added: New Details to Intro Tram station
Added: New lighting effects around the map
Added: New Hazards in the maintenance shaft area
Added: Fixed ammo spawn locations
Added: Military units, zombies and gonomes now drop items
Added: Ammo count increases every 3 players (max 9)
Added: additional HECU supply locations
Added: Tutorial on how to use new Flashlight system
Added: Tutorial on the map and what to do
Added: Sprites for Guidance and Hints (Story + Relaxed only)
Added: Hologram to VR Room
Added Dialog: Story/Relaxed Speech for Holo
Added Dialog: Medium/Punished Speech for Holo
Added Dialog: Tortured Speech for Holo
Added: checker for players on surface area
Added: Chumtoad and Baby Voltigores
Added: Optimisation around the map
Added: Additional cameras for manual control room
Added: Zombie refiller system
Added: Grunt Respawn system
Added: Additional dialog for tortured
Added: Music cue for HECU
Added: Music cue for Robogrunts
Added: Announcement system for take over now seperate
Added: Announcement system for sentries now seperate
Added: Better lighting around the entire map to hint at progression
Added: better armoury puzzle handlding
Added: Additional lockers for contributions
Added: Military forces now have anti-camp techniques
Added: Randomization of respawning enemies
Added: additional effects to hint of the incoming respawning enemies
Added: Additional spawns for all enemies, items and weapons.
Added: Force push on the Cafeteria trap door
Added: Spot lights above maps to help visability
Added: Blue cargo containers in Warehouses
Added: Red Cargo containers in warehouses
Added: Ability to draw weapons without ammo
Added: Additional repair objectives (3 required in total, 4 optional) have been added to the map to make toolboxes more useful
Added: Guard rails for the tram have been added
Added: Additional Ammo spawns
Added: Additional Grunt scenes
Added: Additional Dialog
Added: spawn system changed
Added: HECU additional hazards added
Added: HECU Pathing added to promote more fluid insertions
Added: More Destructable doors added
Added Dialog for player guidance
Dialog tweaked: Intro Speech
Dialog added: Lockdown Hint
Dialog added: Keycard hint
Dialog added: Scientist and Guard hint
Dialog added: Generator hint
Dialog added: Story-Medium Keycard hint
Dialog added: Punished-Tortured Keycard hint
Tweaked: Clips for Vending machines in Area 1
Tweaked: Clips for boxes in Area 3
Tweaked: Clips in office section
Tweaked: ceiling height in Area 2 stairwell
Tweaked: Server Room in Area 4
Tweaked: Toilet stall doors to be more reactive
Tweaked: Optimisation added to lockers
Tweaked: Gonome scene
Tweaked: Tentacle scene
Tweaked: Soldier throw scene
Tweaked: Ambush scene
Tweaked: Agrunt scare
Tweaked: Gonome scare
Tweaked: Scientist throw
Tweaked: Controller spawns
Tweaked: spawn locations
Tweaked: Maintenance area in area 2 now more open
Tweaked: Nodes around stuck spots
Tweaked: Shelfing in Area 2
Tweaked: Big wooden crates are now model'd like half life 1
Tweaked: additional catwalk in Area 2
Tweaked: Volume of Radios
Tweaked: Volume of headcrabs
Tweaked: Fan speed
Tweaked: Areas made darker to make the flashlight more useful
Tweaked: Flare respawn fixed
Tweaked: Armory ammo count
Tweaked: hull2 zone Area 2
Tweaked: Power restore area 3
Tweaked: Various details in 'Old Dorms'
Tweaked: Various details in Area 4
Tweaked: Surface Area
Tweaked: Ammo count around entire map
Tweaked: A-105 role changed
Tweaked: A-106 has additional spawns
Tweaked: B-201 has additional spawns
Tweaked: Tram speed
Tweaked: Tram Doors
Tweaked: Announcements
Tweaked: Radio messages from Scientist now use Decay sound
Tweaked: Retina reset times
Tweaked: Security Level 3 in Chemlab moved to Armory (fixed skip)
Tweaked: Direction of Truck in Area 2
Tweaked: Sentry location Area 2
Tweaked: crate layout area 2
Tweaked: crates at area 4 steam corridor
Tweaked: locker room area 4
Tweaked: lighting in area 3
Tweaked: Pitdrone health reduced to 60
Tweaked: Details in Area 1
Tweaked: Spinning Alarms
Tweaked: Destruction in Area 1
Tweaked: Additional models to replace brushwork
Tweaked: Announcement for half an hour mark
Tweaked: Elevators for spawn now have sparks to indiciate fucked
Tweaked: Valve has been fixed and no longer requires distance
Tweaked: Keycards no longer drop on class selection (if class already chose)
Tweaked: Pistol speeds
Tweaked: Mp5 Speed
Tweaked: ambient life positions (rats, cockroachs)
Tweaked: Snapbugs so they move
Tweaked: Locker Loot
Tweaked: Mirror rate
Tweaked: Camera rate
Tweaked: Textures for 'introduction video'
Tweaked: Scientist models are now HD in the intro sequence
Tweaked: Alarm volume
Tweaked: Various boxes on shelves
Fixed A-101 Icon issue
Fixed Issue with Repair icon not disappearing
Code fixes by Mikk
Blackops Opsrey changed direction
Vote for Torture to avoid Grief
- Fixed Shutter door on both bts_rc and bts_rc_nc from being solid
- Possible fix for Voting system
- Fixed Teleporter, confirmed with Testers, Confirmed with Multiple Reloads
- Updates will now be carried out by Community members, uploaded to this page with permission from me.
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Additional credits
Valve,
Gearbox Software,
Gauna,
MTB,
KernCore,
ZikShadow,
MiroSklenar,
HAPE B,
Ixnay,
Organic700,
DAVLevels,
Sven Co-op Teams,
FreeSlave,
XF-Alien
Arasefiq._,
KernCore,
Nero0,
Rizulix,
Mikk155,
Hondrid,
Gaftherman,
Erty,
Valve,
Gearbox Software
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
KernCore,
Mikk155,
Arasefiq._
Sparks,
H2,
Erty,
Zode,
Solokiller,
Nero0,
Giegue
MrFloyd,
RaptorSKA,
Valve,
Gearbox
Tags
2024 black-mesa classes difficulty:hard featured size:large solo/coop survival
edit tags
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.
We found the admin key.
But sometimes many glasses won't break with 1 hit and that make us hard
to find which one bulletproof or not.
Why is it still not BOMS? It's an amazing map actually!
well done map, theres just one thing ive encountered and that the power wouldnt go out so the way to the bridge made me forcefully take the damage, ive waited out for the lever to go down but the power still remained
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).
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)
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.