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Case Closed
Author | EraSerx |
Original mod release | October 20, 2001 |
Date of release | Final - February 21, 2005 |
.bsp filename | case* (9 maps) |
Description
The famous single-player mod Case Closed, converted to Sven Co-op.
You are Bob Dewey, Black Mesa janitor. You arrive at the research facility for another day at work: cleaning up the mess those smart ass scientists leave behind, refilling the soapboxes in the toilets, listening to Barney's stupid jokes and reading Penthouse Magazine. It's not the most exciting job in the world, but it pays good and you get lot's off free donuts. As usual, those scientists create black holes and open gates to other alien worlds filled with creatures who eat human flesh for lunch. Nothing special, but this time, they really messed it up and those aliens found a way to our planet. And guess what, you are in the middle of all this. While Gorden Freeman kicks alien arse, Corporal Adrian Shephard fights Freeman and Barney Calhoun tries to save some scientists, you just try to save you own butt and get the hell out of Black Mesa. It's a bigger mess you have to clean up this time…
Additional info
- 4 players recommended.
- The original Case Closed single player Half-Life mod created by EraSerx was released on October 20, 2001.
Additional credits
EraSerx (mapping)
Hezus (conversion)
Bokothor - (testing)
DeSeRtF0X - (testing)
Mongusta - (sounds)
Parsec - (coding, testing)
Sliver - (testing)
Twistz - (testing)
Changelog
Original:
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Rate this map
3.1 / 5 (7 votes)
Reviews
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.
Good map series
already mentioned: there're two headcrabs right at the start in the first map blocking the door - someone can give me a hint how to get them out or modify the door the just crush/smash them?
Yes, with a quick ripent the door can be given block damage. This issue is also present in other maps, and I believe we should fix this.
can you give a short line what needs to be added to the door to make it do this?
so - i took some "inspiration" from the famous barney door in hl chapter 11 bevor meeting the garg
this door has an additional "dmg" attribute wich the door in question is missing
so - I added a "dmg" "1" and it worked - although not crushing the headcrab in an instant but it does the job
later on in case1 is also a door wich can be blocked by a headcrab - but this one already has a "dmg" of "100" - thereby crush the headcrab in an instant
I guess when I increase the dmg of the first door also to 100 it also will crush the headcrab in an instant when it blocks the door - otherwise it seems to work with any dmg value
Refer to Sven Manor for a ripent guidance https://sites.google.com/site/svenmanor/entityguide
You could also add "wait" "-1" to make the door open only once and stay open forever. Check that this doesn't break anything intended by the mapper later. This change would be to prevent players from killing each other with the door if the damage is high.
And maybe make the "dmg" "1" door have 100 instead too. Waiting for the headcrab to die is pointless.
about the damage value: I just copied from a door I know have the property to crush (more specific: I chose this specific door as it's famous for having the "negative damage bug" in the original and thereby giving the player additional health instead of killing him) - maybe these fixes can be implemented in an overall fix of the series
The issue with the headcrabs is because they don't have the "Wait Till Seen" flag set, which means that when you are going through the first section and making a lot of noise breaking the door and killing the first headcrab, the other two headcrabs hear this and naturally follow the source of noise then obstruct the door. The "Wait Till Seen" should have been used to disable headcrab ai until you actually open the door, at which point they are supposed to surprise you and leap at the player. This was probs an oversight.
I've included a hotfix "caseclosed_fix.zip" that fixes the issue, and as a precaution I add damage to the door as well should this fail- it shouldn't but I can't trust this game :/
Classic awesome looking walk through map.
Managed to play all the way through with 2 people.
Only had the issue with the head crab blocking the door but just no clipped past.
I have been told this is being fixed…and well I hope as I have tried hosting it and it failed considerably…
I even tried ripenting sum of the maps for this series to make it work more properly…and I got all the maps working except for if I remember correctly…like the map case8 or case9 just would instantly crash…they are impossible to run…I know that on case1 I had to ripent to make it so all the doors would give damage to anything that may be in their way when you tried to open them…
Because by default the doors didnt do that and there was a headcrab setup sumtimes behind a door and when you tried opening the door the headcrab would just keep the door barely opened and hence you could not complete the map as the door would stay cracked open trying to get opened all the way but not able to due to a headcrab…
Basically this series PWNS! but needs heavy work done to it…if anyone wants…I can help ripent so majority works fine…but sumone else needs to fix the complete meltdown on the last few maps of series…
I suffered the same, i try to fix it with BSPEdit, but it's a little hard
A good example of what can be done using just the basic textures from HL.
Some of the corridors are a bit small (since this was designed for single player) and can lead to problems with blockers, apart from that a good all round series with quite a few intresting levels.