Neptune Labs
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Neptune Labs
Author | Keen |
Date of release | Beta 7 - September 28, 2007 |
.bsp filename | nlab7b |
Description
You and your colleges are on a scientific research operation when you receive a distress call from Neptune Labs, so you divert your small craft from entering orbit around Triton and begin to enter the orbit of Neptune, descending into the atmosphere….
Mission Objectives:
- Find out whats happening on Nlab.
Additional info
- At least 2 players required.
- It's not finished. Manually change the map once you reach the 4 buttons. ("Added a temporal fix: Ripented to add a hidden little end boss that triggers map ending. Download the nlab7b_fix.zip" -Garompa)
- Keen would appreciate feedback and bug reports. Please see the release thread at http://svencoop.com/forums/showthread.php?t=34201.
Additional credits
Burnout64 - (testing)
CkDead - (testing)
Dred Furst - (testing)
Dr Jerad - (testing)
Slidje - (testing)
Turrican - (testing)
Changelog
Garompa's edit and fix:
Tags
Rate this map
1.9 / 5 (14 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.
There are over 1635 maps for Sven Co-op! Here are a few:
page revision: 40, last edited: 14 Jan 2023 12:38
With ripent I added a little endboss to end the map, it should appear roughly after everything is dead, I hope nobody minds!
Uploaded the file as nlab7b_fix.zip
Thank you!Thank you!
I don't know if it was there before your "update" but this is totally unplayable. Low fps. And not only for me but other players too, i don't have fun playing with 10 fps.
I do not recommand to any server host to put this map on his server, unless he wants to make all players leave.
I'm really sorry about that thanks for bringing it to my attention, the map always was a little laggy on older machines, I'm not sure exactly why it would lag people so badly in 2017 and what not, might be a lot of monsters alive or the sprites or the triggering doors, I am unsure.
I will see what I can do about optimizing and finishing the map though!
I don't know, but its not lagging for me, at least when I test it. Maybe he has a very old machine that can barely run sven coop. An old laptop perhaps.
Thanks for the comment, yeah the map is pretty laggy on older machines. A lot of older unoptimized large svencoop maps will probly lag for our new friend Ahura Pandaz as well if thats the case
most likely this is related to a flickering or strobing light entity that was not clamped with a max fall-off distance prior to compile. as a result, the changing light constantly impacts every surface in the map (even if almost imperceptible). many integrated graphics systems cannot handle this. either the map can be recompiled by the mapper with a max distance enabled on the light entity (preferred), or player can use r_dynamic 0. this makes the difference between 3 fps or 100 fps and has been documented a number of times on the SC forums. unfortunately, the r_dynamic option also disables your flashlight. this affects a number of maps, and is commonly incorrectly blamed on poor optimization, map design, or system specs, when really that has nothing to do with it.
First off, very good map, nice textures, a little laggy for me at parts. It felt very System Shock 2.. However, we got stuck after pressing all four buttons, nothing happend, moved the boxes around but still could not find a way to end the map??
Yes we read the monitor.
Slight hint anyone?
I spoke to Keen about this on IRC a few months ago. Apparently that is the end of the map as it isn't finished.
Was it the same room that I got stuck in? With the RPG?
Thanks,
Adam Reece.
maybe add a final boss with ripent somewhere at the end?
Very nice job on it, needs a bit of work but other then that great job.
Like the custom textures, not quite sure they should be mixed with regular HL textures though.
Got stuck at the room with Otis and an RPG :(
Thanks,
Adam Reece.