Black Mesa Training Simulation: Resonance Cascade
Author |
RaptorSKA |
Released |
5.26 - October 09, 2024 |
.bsp filename |
bts_rc + bts_rc_ns |
Download mirror(s)
5.26 V5.10: 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/Pipewrench
- Toolbox (special light one)
- some armor
- Flashlight
- Level 1 maintenance (Doors)
- Can Repair Vital Locations such as shortcuts, Trams and Ammo Storage
- Screwdriver (self defense item)
- Medkit
- Flashlight
- Level 1 Research Clearance *Retina Scanners*
- Can open the Turbine Lab and Chemical Lab, even the stairwell at Dorms
- Start with nothing, be completely unprepared for the resonance cascade
- Flashlight Only
- this will probably change to random at some point
This is now a random loadout system thanks to SV BOY - you now have the possibility of up to 30+ different loadouts.
these can be extremely rewarding, to game ending. This has been modified purely to let bts_rc have the most replay ability possible.
These loadouts are subject to change depending on how the map develops over time.
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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.
-Elevator override fix
- Area 1 lockdown door removed
- Area 1 Vent
- Bridge skip fix
- Additional fixes and details removed
- Sequence distance tweaks and fixes
Maintenance now has his own special weapon
- pipewrench cannot be found around the map
- maintenance now has special repair locations only available for his toolcase
- Various fixes around the entire map
- Various door changes for flow
- Various texture changes to promote mapping
- Various tweaks to monsters and enemies
- Blackops now respawn
- HECU numbers reduced
- Intro sequence fixed
- Gear skip fixed
- Various other tweaks
- New Robogrunt variant added
- New Robogrunt sounds for Variant
- Sentries changed in Area 4
- Sentries changed for Robogrunts
- Textures in Labs changed
- Geometry in area 2 and area 4 altered
- Textures in Security Vista changed
- Security Level 3 Respawn fixed
- Wooden crates changed to Wood (Thanks Sneaky)
- Wooden crate for robogrunts changed from Glass to Wood
- HECU Spawns moved to avoid rappelling hecu sentries
- Blackops given Ambush scenario
- Credits adjusted
- Vent to armoury is now a maintenance toolcase objective
- Double doors to cafeteria fixed (thanks crime)
- Kitchen door now pushes instead of pulls in cafeteria (thanks big boi)
- Yard managers officer is now a push instead of pull
- additional loot spots added in the map
- Tortured end theme changed
- Double doors in basement fixed
- Ammo caches altered for Tortured
// Notable changes:
- Operative will now select random classes, this may seem arcade like. However, it is pretty fun and works pretty well with the map. Thanks SV BOY
- Punished and Tortured has been changed. The Tutorial Gear (the first gear next to the bridge) will now be moved. it now has a 50/50 chance between Chemical lab and the Turbine lab
Chemical lab: you will need to find a research card and tank some damage to get the gear
Turbine lab: you will need the retina component, research card and a toolbox.
because the research cards were only located in A-106 and B-201: the cards have been moved to locations that require progression to be obtained to avoid soft locking. there is a keycard in each section of the map (1 in Dorms/Warehouse - 1 in Security/Administration)
- Added additional dialog to the map
- Added a new event to the map
- Fixed the Robogrunts
- New HECU Event
- New Blackops Event
- New Tram Event
- Torture Ammo restored to the former system
- Torture difficulty tweaked
- Torture Boss Moved
- Additional emergency lights placed for ambience
- Additional Loot spots added
- Security guard sequence fixed
- Security keycard issue fixed
- Security Keycard respawn issue fixed
- Punished Tweaked
- Lighting settings tweaked
- Fixed Supplies dropping
- Fixed Card Respawning
- Added additionals to Tortured
- Added Blackout event to all scenarios (1/16 chance)
- Fixed Other event
- Fixed Dialog
- Fixed Grunts in basement
- Additional Tweaks
- Added Armoury fix
- Elevator skip fixed
- Tortured settings being fixed
- Shocktrooper roach no longer dropped
// Notable changes:
Geometry Changes around the entire map, from door frames being modified to room changes and layout changes.
most notable is the stairwell in dorms now has a retina scanner and a new vent path leading from security to the stairwell.
Tunnel has been made larger and more spacious.
Entrance to Dorms has been given a better half life vibe
lighting in Security rooms has been improved
red lights are now brighter for emergency situations
The tram can now be repaired with the Maintenance Toolbox - you'll know when it needs repaired.
Power can now be restored to the facility! - repair the generator in the warehouse to restore power / prevent a blackout
Sentries classifcations fixed
- Blackops have been majorly updated
- HECU given additional sequences
- Robogrunt Light Gunner now has spark effects
- Gonome now has a worker skin
- Zombies now have a cleansuit skin
- Inbetween Headcrab for Baby and Adult added
(Thanks TEXHAPb!!! for the following model changes)
- Mossberg 500 replaced with Mossberg 590
- M4 / M4SD now has the gearbox model
- Flaregun model update
Numerous bug fixes:
- Enemies can not longer see through basement door
- door made wider for navigation
- warehouse truck bay made bigger for navigation
- stairwell adjusted
- door ways adjusted
- sequence distances fixed
- spinning torch fixed
- gear fixed
- floating massn fixed
- Sec 3 respawn time fixed
Special thanks to:
Erty, H2 and Admer for helping with tips and solutions for optimising the map
TEXHAPb!!! for the new models and dedication to helping
SV Boy for numerous suggestions and bug preventions
Sparks for helping with entity solutions and ideas for the new garg sequence
SBMesh and S/V/en community for helping test and coming up with new challenging ideas
but also providing great solutions to problems (Generator repair being one of them)
Upcoming for V5.00
- New Robogrunt Light Gunner Model by Gauna
- Reload animation for the M16A2 by Arasefiq
- Probably a bunch of fucking fixes by me
I'll keep this as brief as possible:
All Areas
- Glass is Breakable
- Checked Glass is explosives only
- Tortured Sentries Shuffled
- HECU / BLACKOPS Dialog fixed
- Navigation around the map has been improved
- Additional Detailing and Fixing of locations
- New Elevator System *Thanks to Sparks*
- Lighting Boost
- Additional emergency lights
- HullWave added (Enemies that use hull2 given their own respawn pool)
- Light Gunner removed and Replaced with Enforcer *Model thanks to Gauna*
Intro
- Expanded Airlock and Recreated half life one's door and lock System
- Added Scanner effect to Intro VR
- Added VR Idle Music
Area 1
- Geometry changes to Dorms
- Reception Area Added
- Tram Station Changes
- Vent Expanded
- Doors changed for Labs
- HealthKit lighting fixed
- Detail changes
- Lighting added to ventilation
- Improved Navigation
- Improved Electricity and Steam obstacles
Area 2
- Expanded Service Elevator Entrance
- Added monitors to the Manual Doors
- Fixed Gargantua Sequence
- Fixed HECU spinning
- Added Snipers and RPGS
- Broken door added to Retina Warehouse to give respite from Gargantua
- Scientist moved from Generator to Cabin and explains Gear scenario
- Scientist dialog changed in the manual doors to better dialog
- Barney distance fixed for opening doors
- HECU now cut down the stairwell door again
- Improved Sequences for Sentries and Supplies
- Hull2 expanded slightly
- Osprey classification changed from default to Military
- Random vehicle selection in the warehouse
- Truck bay stairwell rotated for better navigation and flow
Area 3
- Elevator Expanded
- Maintenance level 3 required for power
- Power is now required for the bridge puzzle
- bridge controls added, lever must be pulled to start the bridge
- Gears indicator for the bridge added to controls
- Bridge ambush fixed
- Geometry changed in ladder room
- Geometry changed for security access elevator location
- Lighting boosted and altered for Underground Vehicle pass
Area 4
- Geometry changes to Security Office
- Changes to the tram station
- Changes to the Security Puzzle
- Changes to the Armoury stairwell
- Additional path added to the puzzle
- Lighting adjusted and Hint brushes optimised
- Nodes improved
- MP5 GL rotated
Area 5
- Offices details expanded
- printer chance buffed
- Office window frames adjusted
- elevator wood changed from crate to wood texture
- Lighting adjusted
- Navigation changes
- Wall added between the door to avoid wall hacks
- Keycard processing expanded
-Fixes for allied sentries
-Fix for ammo count
-Operative loadout nerf
-Shocktrooper removal
-fixed misaligned objects
-changed dialog for intro slightly (admin room and barney)
-changed dialog for grunts setting shit up
-added Torch alt skin
-fixed sequences being forced
-fixed garg walking
-fixed snapbug classification
-fixed ammo depending on playercount
-reduced grunt and massn numbers
-grunts and massn must be idle to place down supplies and radios
- Multiple Bug fixes
- Description changes
- Anti-toxin now provides 10 hp
- Health kits now provides 25 hp
- Multiple tweaks to items
- Multiple Geometry fixes and Clipping Fixes
- Blackops Medic medium+
- Diversity for Grunts
- New Enemy Variant
- Changes intro Dialog for barney and Admin Scientsit
- Robogrunts now added to the Military Random
- Allied grunts buffed slightly
- Allied grunts now have music and announcement
- Four-Nines Version of bts_rc_credits has been added
- Zombie Variant melee speed increase
- fixed cover issue in basement
- fixed cover issue in steam corridor
- Fixed Retina through wall
- Fixed Elevator (test period)
- Infinity Crowbar is fixed
- Gargantua sequence fixed
- Trucks fixed
- Clipping issue fixed
- looping sound fixed
- tram doors fixed
- gurder clipping fixed top and bottom
- nodraw at steam pipe fixed
- Ryors script adjustments added
- Maintenance Toolbox model added
- Sv Boys Scratches added
- Geometry change in Area 3
- Toolbox skin added for Engineers toolbox
- Text fixed for Engineers toolbox
- nodraw issue on power switch
███████████████████████████████████████████████████████████████████
Additional credits
Valve,
Gearbox Software,
Gauna,
Ryor,
MTB,
KernCore,
ZikShadow,
MiroSklenar,
HAPE B,
SV BOY,
Ixnay,
Organic700,
DAVLevels,
Sven Co-op Teams,
FreeSlave,
XF-Alien
Arasefiq._,
KernCore,
Nero0,
Rizulix,
Grunt,
Mikk155,
Hondrid,
Gaftherman,
Erty,
Valve,
SV BOY
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
Suno.com
Four-Nines
Valve
Gearbox
Arasefiq._
Kezaeiv
Vika
Ooleg
FaLco
Ryor
Hondrid
Darekstar
Yomustdie
MrFailz
Sock
Foran
Generic
Zasli
JPolito
Vaelastrasz
Four-Nines
Kerncore
Mikk155
Gauna
Erty
S/V/en Community
Tags
2024 black-mesa classes difficulty:hard featured music size:large solo/coop survival
edit tags
babe wake up new bts rc update dropped
Hell yeah~!!!
babe wake up new bts rc update dropped
babe wake up new bts rc update dropped
babe wake up new bts rc update dropped
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.
This map is so good.
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.
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!