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Mechanized Death: Army of None
Author | Jedidiah Clay Kirchner |
Date of release | Conversion - November 5, 2021 Final - August 15, 2001 |
.bsp filename | mechanized, mechanized2 |
Description
Reinforcements have arrived to join your team and stop the illegal alien experiments inside the Allied Processing facility!
The terrorist leader David Simpson we have been following is actually under command of Allied Processing's director Tom Kudirka!
And they are finally cornered, it is time to remove them from the world, but it will not be easy. It looks like they have gathered an army of clone mercenaries from the Team Fortress Industries, although it seems they got them for cheap since most of them are failed or beta versions of the originals… and recon reports VGER may be involved in delivering a steady supply of robot grunts we have yet to find out where they are being manufactured.
They will put up a big fight, but the bigger they are the harder they fall!
Additional info
- This is a conversion and ripent of the dull mod Mechanized Death: Army of None found at ModDB and RTSL
- The maps have been merged into 2 single maps, and there is no backtracking
- The theme around the map is inspired in the Valve cancelled HL expansion "Hostile Takeover". Tom Kudirka was the director of that expansion. You will find weapons and enemies from it like: Big Houndeye, Zombie Monkey, Remote car bombs, Team fortress enemies and weapons, and Tom Kudirka himself.
- The maps are also inspired by Dudda, and his David Simpson terrorist character, and are an unofficial sequel to Infiltrate and my port of Suicide Run where he also appears
- It's time to take the "Mechanized" part literally because you have to PREPARE TO FIGHT A MECH!: You must use the longjump module and the dispensers to try and not die that much, take down its shields so the Sven Co-op Institute can rain down hell with the Ion Canon. The mech has 4 attacks, all deadly: Close quarters flamethrowers, mid-range dual miniguns, and long range rocket launchers. And a special 12 rocket barrage attack when it gets damaged enough! Dodge and shoot!
Known Issues
Hosting a server with classic mode plugins, or vanilla classic mode, may cause the map to crash due to a bug. Use the classic mode fixed version for best results.
These issues do not affect gameplay of the maps, they are just minor inconveniences:
- Weapons are not scripted, some sounds don't work. Whenever sound replacement for weapons is fixed in the game, this will fix itself
- Scripted sequences are always very wonky. There are failsafes in place so they are overriden if not succesful for some time, to prevent softlocking the map, but it may not look that pretty and sometimes npcs do stupid stuff
- The mechwarrior boss fails to play some sounds sometimes, sometimes it doesn't. And it also sometimes dies before the death animation and special effects are carried out, even if this is timed correctly in the entity logic, this is the result of server lag that may affect it but it won't break the game
Additional credits
- Tunac (playtesting)
- Garompa(conversion and ripent)
- Dudda(inspiration)
- SandvichThief (TFC beta models remakes)
- Nexon (Goliath boss model)
- Soundsnap (Goliath boss sounds and other voices)
Changelog
N/A
Tags
Rate this map
2.7 / 5 (9 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.
got this near the end of map 2 where the npc teams are fighting:
FATAL ERROR (shutting down): SV_ModelIndex: model models/scmod/jed/weapons/p_satchel_radio.mdl not precached
That is really strange. That model (satchel radio) and that specific link is not being used at all, nor referenced in any file. Don't tell me its one of those hidden hardcoded things… The only models being replaced is p,v and w_satchel.mdl through a global replacement file. as are all other custom models used.
Satchel in second map is being called inside weaponboxes, player equips, and as loot inside a breakable.
EDIT: Also, during the test before release this didn't happen at all.
EDIT2: Seems that this is a new game bug :), the game looks for a replacement even though no replacement is being referenced, and it doesn't even load the default model. I reported it, let's hope it gets fixed.
I have added an attempt of a fix. What changed: added the satchel radio v an p models to the global replacement file using the default sven models, in hopes that the game precaches them like the rest. I cannot reproduce the issue on my end so if you can please reply with a result that'd be very helpful. If that fails, I will add a custom precache entity with it, until the devs fix the bug.
My bad, the classic mode plugin caused this.
Alright, thanks, I had my doubts. I removed the temporal fix and reverted the changes
Ok, I have added the satchel radios to the .gmr file and the custom precache entity, uploaded it as a fix. If that does not fix it then there is nothing else I can do. Using classic mode crashes the server with maps that use custom models usually.