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Dark Forest
Author | Halfliferyan |
Date of release | Final - September 23, 2005 v2 - September 6, 2005 v1 - September 3, 2005 |
.bsp filename | DarkForest1, DarkForest2 |
Description
Darkforest1:
You must rescue Breen from the dark forest.
Note: Bring VIP Breen and make him follow you to the top of the
CenCom1 teleporter located next to spawn. Its the only way to
get ahead on map.
Credits are located in DarkForest1_2credits.txt file in your
svencoop folder.
This map and everything that comes with it is for Non-Commericial
use only. If you don't agree, quit this map. Delete the map and
everything that came with it from your svencoop folder and off your
pc.
Enjoy and Have fun.
Darkforest2:
You defeat the Cult Army!
Credits are located in DarkForest1_2credits.txt file in your
svencoop folder.
This map and everything that comes with it is for Non-Commericial
use only. If you don't agree, quit this map. Delete the map and
everything that came with it from your svencoop folder and off your
pc.
Enjoy and Have fun.
Additional info
https://forums.svencoop.com/showthread.php/29219-DarkForest-Final
https://forums.svencoop.com/showthread.php/28994-Dark-forest
https://forums.svencoop.com/showthread.php/29029-DarkForestV1
https://forums.svencoop.com/showthread.php/28577-Sc_silenthil_v2
Additional credits
Map Credits:
Made by Halfliferyan with worldcraft 3.3.
SH1.wad was made by Halfliferyan.
Model Credits:
Ultimate MP7 and HL2 shotgun look-alikes Credits:
Original weapon body model:
-Model - Fiblah
-Skin - Galen
-Animations - TS Team
Arms textures- Ambient Impact
Sounds- CS realism (I chose the ones that sounded the closest to the HL2 sounds)
Hack- Me
Polycount- 3670
Original shotgun body model:
-Shotgun body- Dark Hunter
-Skin- N|rvy
Animations- The Specialists/shotgun model from mg386
Arm skin- Ambient Impact
Hand skin- The Specialists/ CS:CZ
Sounds:
-Reload and pump- OneManArmy's sound pack
-Shooting- me(edited the default shooting sounds to sound more like HL2)
Hack- Me
Polycount- 3326 (sorry, but thats as low as I could get it)
Monster1, monster2, ph, ph2, deadsci, darkbullsquid, blackgonome,
cult_massn and boss models were skinned and made by Halfliferyan from
valves models and etc.
StoneHead's combine and alyx models:
The Snow Wars team didn't credit anyone with the model so I assume they made it.
So thanks to them for the model (?)
Thanks to PanzerOx for his nice tutorials on converting stuff into other, leeter, stuff.
Thanks to Ambient Impact for HIS nice tutorials on making that leet stuff work (teh parent bone stuff!)
I (Stonehead) converted the guy into a barney :D
Pheonix sent me the USP but I have no idea who originally made it. If it's yours email me.
no idea who made the original model.
The Snow Wars team didn't credit anyone with the model so I assume they made it.
So thanks to them for the model (?)
Thanks to PanzerOx for his nice tutorials on converting stuff into various thingies and wossnames
Valve for the original Glock
I (Stonehead) converted the guy into an alyx :D
sci-massn by Tuesday's Avenger
Changelog
N/A
Tags
Rate this map
2.5 / 5 (2 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.
In DarkForest1 the squad/monstermaker which spawns monstertype "item_battery" crashes linux dedicated servers because models/v_battery.mdl is not precached.
Is it just meant to be a simple armor battery pickup?
If yes then why is it spawned via a squadmaker? It's enabled to spawn on startup, so that's why I suspect its just meant to be an armour pickup. Really daft way to spawn an item when the item itself can be placed standalone in the map.
It's a simple fix but there must have been a valid reason why the author decided to spawn it via squadmaker- if not then I can upload a patched bsp with the squadmaker fuckery deleted and a simple item_battery and be placed so that squadmaker precache bug is avoided entirely.