| Author |
Richard Martin (halbalbador) |
| Original mod release |
17 July, 2007 |
| Date of release |
21 March, 2019 |
| Last update |
v9 - April 9, 2020 |
| .bsp filename |
instinct_1 (+9 more) |
| Merged (Remaster) .bsp filename |
instinct_r_1, instinct_r_2, instinct_r_3, instinct_r_4 |
Download mirror(s)
Remaster (merged):
SCMapDB - v1c based on original v9
GoogleDrive - v1c based on original v9
Original (conversion):
SCMapDB - v9
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There are many ways you can help!
- Provide honest, constructive feedback. »
- Share this map pack with your friends, and on other sites and forums.
Description
Welcome to the Michael Bay simulator mod (at least the first few maps)
This is a ripent conversion of the mod "Instinct" by Richard Martin (halbalbador): https://www.moddb.com/mods/instinct
The maps have been adapted for co-op play, hopefully bringing a rich experience for everyone.
Story:
"My employers are not trusting you… and rather than offer you a job we've decided to offer you a battle you have no chance of winning…"
Take the job. All that you had to do was just take the job. But, no. There was no job. And you also decided that your pride was more sacred than your safety. Who cares about safety when you can respawn? And thanks to a failed rescue attempt by the Vortigaunts you are back right where you started… four kilometers underground in the darkest corner of the Black Mesa Research Facility.
When you regain your consciousness, sirens and screams are all you hear as you wake up to the reality of utter chaos and destruction. Corpses lie mangled in pools of their own blood.
Hallways and staircases are sealed – collapsed by airstrikes. To top it all off, most of the inhabitants of Xen have used their natural instinct to migrate here since their destruction is imminent, and rifts in space time continue to throw Xen creatures into the bowels of Black Mesa, and now the Race X is beginning to show more presence than ever before as well.
Now you are trapped in an alien-infested hole in the ground with only one objective - reach the surface alive. Unfortunately, that may not be as easy as it sounds, because the Black Ops has decided that rather than kill every witness individually, they are going to simply seal off all of the exits… and then set off a thermal nuclear weapon, wiping aliens, civilians and stranded military alike.
Now it's a race against the clock as you fight your way through infested alien nesting grounds and military blockades while constantly trying to reach the surface and get out of here alive. Hopefully you can make it to the surface soon, because in about 12 hours, the entire facility will be reduced to radioactive dust.
"No regrets."
Additional info
The conversion is not 100% accurate. Meaning that some things have been changed or added from the original Half-Life mod to make the maps less dull and more interesting as wel as accomodating for co-op play. These are mentioned here:
- Changed the starting GMan dialogues accordingly (the players are obviously not addressed to as Freeman)
- Added friendly Vortigaunts that try to rescue the players (explaining why the teleport malfunction happens at the start)
- Changed the screen texts to explain better the 2 points above (and again prevent the Freeman issue)
- Changed weapons found across the maps for a more progressive gear experience
- Added more enemies, weapons and/or surprises to empty areas
- Blocked some paths to force players to explore to unlock those paths (helps a little because maps are short)
- Added a couple of bosses and a final boss fight
- Added a proper ending (not just a fade to black)
- Balanced difficulty by making traps deadlier
- Added Race X invading and Opposing Force weaponry (the mod is set 12 hours before Black Mesa explodes, so this makes perfect sense)
- Added some usage of item_inventory and strategic path blocking to force exploring and find the way
- Added the 66% antirush feature to ensure the levels are not rushed and have players stick together to increase the quality of co-op
Additional credits
- Outerbeast - Fixes, survival support, ripent tweaks, testing, antirush
- Garompa - Conversion, sounds, models
- AlexCorruptor, _RC - Testing, bug reporting
- Cadaver - Bug fixes, extra help, further ripenting, added changelevel sprites
- CubeMath - Scripting, Anti-Rush mapping, exploit patches
- Reuniclus (map testing!)
Special thanks to:
- _RC for fixing the main script
- Sparks for the bunnyhop exploit patches in instinct_7
- Mementocity for providing the door model in instinct_9
- w00tguy123 for his great tool "resguy"
- Vandoorea, Zenate, Jupiter for the music
- The_Invader79 for some of the weapons he collected for his pack (credits inside)
Changelog
Remaster:
- Fixed the spawns during the last map, now the second spawn is disabled properly, so you dont have to do a corpse run or suicide to respawn at the checkpoint underground
- Merged all maps into 4
- Enhanced intro, enhanced final boss and other miniboss sections here and there
- Integrated antirush (no scripts required anymore) using item inventory, puzzles, bosses or other mechanics. big thanks to raptorska's bts rc from where i used the xen growth models to create blocked paths
- Fixed exploits and bugs
- Nuked problematic entity logics for certain exploits and patched them with new simpler ones. At least they dont bug out like before or spam other players
- Added a bagilion trigger hurts for the last open area section so players don't go out of bounds. If you try it, you get dead very dead
- Quality of life changes
- 3D skybox in a couple of maps. Feel the resonance cascade warping the area! immersion
- Fixed misaligned textures or wrong ones
- Unembeded all textures for less file size
- Fixed corrupted map instinct_5 that sometimes crashed
- Added some custom models 'a la black mesa' that would suit the map, for weapons and some npcs. Most of the npcs are just default models so no download was required.
- Added a lot of speaker entities for ambience sounds
- Moved lots of sounds or deleted some that made no sense, so they do come from a logical place
- Added keycard panels and keycards properly with doors, in place of the antirush unimmersive method
- Toned down some monster health here and there
- Re-Lit the map with RAD, and enhanced the light a lot. Maps feel moodier, and better.
- Failsafes for triggers in many places were made
- Fixes for broken brushes and their collision using invisible walls
Original:
- Added a missing ";" at the end of line 105 in instinct.as to fix the antirush plugin crashing map 9
- Fixed file conflicts with other maps by renaming 2 custom models
- instinct_3: Improved barney scripted_sequence
- instinct_7: Fixed an oversight with the bhop exploit patch involving one of the triggers being accidentally collided with (special thanks to Sparks)
- instinct_9: Improved Gonarch fight- a door was used to obstruct the entrance to the main building, this fixes a lot of problems (special thanks to Mementocity for providing the model)
- Fixed a bug in instinct_3 where the barney required to unlock a door can be "revived" interrupting his scripted_sequence- this resulted from barney taking mortal damage but not dying since the "No Interruptions" setting was used for the npc
- Fixed a bug with the falldamage script causing instant death to players falling just a few inches from the ground in instinct_7 (special thanks to _RC)
- Fixed bug in instinct_8 where the tankrocket is still active when killing the grunt controlling it- the tankrocket is now usable by players
- Removed the "No Interruptions" setting for the bigmomma scripted_sequence from instinct_9
- Added a lock icon above buttons that require a keycard to use them
- Added Antirush to the campaign using custom entities. Players now require to meet the 66% conditions or kill all enemies conditions to progress through the levels.
- Improved instinct_1 opening cutscene
- Fixed an issue with the buggy ladder in instinct_8: the ladder had broken collision because the func_ladder was made at an angle (an egregious mapping sin on the author's part), and so has been deleted entirely. Instead a green box is used to prop players onto the bridge to make progress.
- Patched numerous out-of-bounds exploits in instinct_9
- Numerous fixes, tweaks and enhancements across all the maps
- Added survival mode support
- Added Half-Life splash screen to instinct_1
- Added a custom_precache for the black ops apache in instinct_9 to prevent possible server crashes from being unable to precache the model from the squadmaker
- Anti-bunnyhop/Anti-rush failsafe added to instinct_7.bsp, now players are forced to pick up the longjump to jump across the water or they will die
- All keycards have been fixed (no failsafes needed anymore)
- Blocked a place where players could get stuck in instinct_2.bsp
- Fixed typos
- Augmented the damage of the electrified track in instinct_5.bsp to huge amounts to stop rushers
- Disabled longjump module in instinct_9.bsp (This fixes players going out of bounds, and makes it more challenging instead of players cheesing through it)
- Reduced some bosses health to balance things
- Made keycard models hidden when picked up (keycards appeared under the player model when picked up)
- Fixed elevator button in instinct_4.bsp (players could push the button through the wall and break the map)
- Fixed broken ambience trigger in instinct_10.bsp
- Added "level change" sprites to mark the end of a map
- Changed singleplayer changelevel entities to invisible walls (stops players from loading the previous map)
- Changed singleplayer spawnpoints to multiplayer spawnpoints
- Deleted most of singleplayer only entities that do nothing
- Fixed cutscenes/teleport events with new spawnpoints
- Added .cfg files
- Added .res files
Tags
2007 2019 black-mesa boss conversion music series size:large survival walkthrough xen
edit tags
A very nice campaign with classic Half-Life universe but with a very good staging. The level design is well created and some parts and ideas are very interesting, including for mappers like me :). We were 2 players and the difficulty was just perfect with intense and fun moments.
One of my top maps list to play Sven-coop !
The trigger_changelevel on instinct_9 does not seem to work on the latest version. After defeating the Gonarch and reaching the changelevel sprite nothing happens. I don't recall this happening previously so I'm guessing it has to do with the changes that were made recently?
Fixed. Blocker behind the level change trigger was misconfigured.
Reinstall the map
Much appreciated :)
Can you edit the anti-rush from 66% to a timer?
I can't continue playing this map when there's some situation:
1. Troller
2. AFK players.
3. Players who get lost (especially don't know where to get the longjump, and walking on a pipe)
Please, not everyone can do this map well, and anti-rush just punish good players and they have to waiting the bad players finally get to the right place.
Timer will be better for anti-rush.
I've been working on redoing the antirush system for these maps so that it will be optional and disabled by default, requiring you to turn it on manually.
Once Sven Co-op 5.25 is released I will be making an update to these maps. I will be doing the same thing for other antirush maps on SCMapDB as well
Cheers
Or at least a version without anti-rush.
InsectMeNot
I've been working on redoing the antirush system for these maps so that it will be optional and disabled by default, requiring you to turn it on manually.
Once Sven Co-op 5.25 is released I will be making an update to these maps. I will be doing the same thing for other antirush maps on SCMapDB as well
Cheers
Since SC 5.23 is going to be some unknown time in arriving I've patched Instinct map 7 to prevent excessive triggering of my anti-cheat longjump scene, it will only play in full once now and thereafter, will be replaced by a short no-cutscene version. It's also impossible to strafe your way out of it, plus it will always complete fully without hanging.
You can choose whether to update your installation with this patch, or wait (forever?) for the SC 5.23 release version.
To install the patch, delete your existing copy of instinct_7.bsp and replace it with the one from the download link shown in the Downloads section. The filename is the same, so make sure you delete the old one first or you will have to figure out which is which via the file's timestamp.
Patched map now included in the mappack with other updates. Have deleted that map since that is now old.
Map is repacked with the crouch_spawn.as script removed since that is no longer needed since SC 5.23 (if left in there there could be some side effects we want to avoid), some other QOL tweaks across all the maps thrown in as well.
The cutscene is humorous and all, but there's an issue where one could troll and trigger the scene over and over again annoying players. Suggestions would be to either have it just be triggered once, or have it so only the player triggering it sees it.
I think this can be fixed after SC 5.23 rolls out. If I'm correct, thats when crouch spawning may be added to the game natively in which case the map will have to be updated anyways ie script will be removed and the spawn in instinct_3 will be amended.
But yeah this will be sorted out for sure, thanks for feedback!
He is talking about the longjump scene in map 7
I know, I brought up SC 5.23 thing because if we fix it now, we still have to update the map again, so deferring it to when the next update comes out means we can fix this and the crouch spawn thing
When I built that cheater trap (the longjump cutscene) I didn't anticipate that it would be the subject of trolling, but it seems obvious in hindsight. It's a sensible precaution to limit the number of times it plays, and all going well the map will be updated with that, as well as any other fixes at the same time.
Thanks for the heads-up!
Update
Patched map now available in the Downloads section.
It will be removed when the patch is incorporated into the SC5.23 version of Instinct.
Thank you guys for porting this masterpiece. 👌 Really appreciate it. 👍
A few rough edges in the last few maps otherwise a pretty excellent experience.
The boss HP model looks like a crustacean freshly fished from the sea, which was splendid, though the amount of HP it had was a bit boring.
Definitely a good series for your mates if they're not going to rush it.
Thanks,
Adam Reece.
The high amount of HP is to compensate that with a few people you can get the egon and hidden displacer and destroy it in seconds :P
Pardon me, can you add features of using survival mode in the future. its a campaign mod.
New update. There's still room for improvement, but this should cover all problems so far.
- Updated credits, thanks Outerbeast and AlexCorruptor for testing
- Reduced health on some bosses
- Listed the known bugs and attempted to quickly fix them so it's playable. But there are no more map breaking bugs so far :)
Just a few more fixes, detailed in the details. Thanks to AlexCorruptor, Outerbeast and Sparks for all the help fixing this.
instinct_9 still has out of bounds problems in some places. Even so, the map is not broken by that.
If someone wants to go to the lenghts of adding lots of invisible walls with ripent be my guest, you can fix and upload it here, but as far as I can say if someone gets out of bounds then its because that person is most probably intentionally trying to break the map looking to climb places and should be burned at the stake alongside rushers.