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Instinct
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 maps) |
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
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"
Changelog
Tags
Rate this map
3.7 / 5 (20 votes)
Reviews
8 / 10 by Loulimi View »
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.
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.