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Operation Black Thunder
Author | Black Thunder Team |
Date of release | Final - November 3, 2004 |
Conversion Author | Garompa |
Conversion release | Final - May 12, 2024 |
.bsp filename | opbt_intro, opbt_1 - opbt_19 (19 maps), opbt_bonus_1, opbt_bonus_2 |
Description
After the events of subway-train the friendly osprey has taken you to a nearby location at Black Mesa. Sven Co-op begins a massive assault on the HECU's attempts at stopping the satellite launch. You are in charge of finding and sabotaging their tracking devices and the use of Black Mesa's rocket silos to stop them from shooting down said satellite. You will be backed up by the best, and special gear will be at your disposal, including experimental dispensers that can teleport powerups for your suits.
Additional info
Conversion of the opposing force mod "Operation Black Thunder" found on ModDB and RTSL. The mod lacked ammunition, weapons, and enemies overall in quantity and quality, but had very good mapping and action scenes with vehicles. But this was just extra boring because the mod was massively long.
Now 20 years later converted into a massive, action packed, Black Mesa themed hardcore menace based on the cut content from Opposing Force Beta. You will fight several bosses and new old enemies, with the help from many known and unknown allies that will obviously perish anyway. Experience cameos of all sorts. Shoot them with some new weaponry like silenced guns, full auto m16, elite shockroach, autoshotguns and new minigun, snipe them with the opposing force beta G3 and the original mod's AWP. Plant C4 and make everything blow up several times.
WARNING! The gameplay time extends to at least 5hs! (the public test was a total of 6hs but I have made it easier and faster since then) I am not exagerating when I wrote this mod was massive. Almost 50 maps were crunched into 19.
It also contains 2 bonus maps apart from that, which are very quick to play through, and have nothing to do with the main walkthrough series of the mod at all. These 2 maps were the tutorial levels from the mod which instead of a tutorial they were just a bonus mission.
Credits
- PlayTesters: Vaelastrasz, poison tester, m550, Four-Nines, Tunac, Outerbeast, SV BOY
- Music track The Keeper Ultima by Aslan Arkhemov remixed by Delta for Black Mesa Blue Shift (https://www.youtube.com/watch?v=nTOqIo2PGrA) rearranged by Garompa
- Black Mesa Metal remix by igor leb
- Cyborg-Blevo remix by M00Ki (https://www.newgrounds.com/audio/listen/527651)
- intro music from Broken Arrow OST by Hans Zimmer (https://www.youtube.com/watch?v=F8Ch5jV4vgs)
- Opposing Force Trailer remake music by agrastiOS
- Geneworm music from Alien Shooter 2 OST (https://www.youtube.com/watch?v=-5qgdanaxEE) mash up by Garompa
- badremix.ogg music remixed by Garompa
- Ninja Gaiden Act 4-2 metal remix by Daniel Tidwell (https://www.youtube.com/watch?v=n0iy1amTsTo)
- Deus Ex Hong Kong Theme (Guitar Cover) by Alexey Sokolov (sped up) (https://www.youtube.com/watch?v=vfGzddJiXHU)
- Rusty NPC model made specifically for this by Rusty and rigged by Garompa
- chemlight model by I-ka modified by Garompa
- Paratrooper hgrunt model by ZikShadow
- Sven Co-op 3.0 theme remix by REC0IL (https://soundcloud.com/rec0il-1/tracks)
- Deus Ex Hong Kong remix by Alexey Sokolov
- e1m4 theme from Con Air movie OST
- e1m4b theme New Rave by defineunit
- GMan Squad theme from old tv show Man from Uncle, special shoutout to Xanathos and his friends
- We've Got Hostiles remix by Morch Kovalski
- intro.ogg from Broken Arrow movie OST
- Ninja Gaiden remixes by BeatzReaper and Daniel Tidwell
- Ready, Aim, Fire theme by Blue Stahli
- G3, Silenced 9mm, MP5K, Elite ShockRoach weapon scripts by JPolito, Geckon, and KernCore
- M16 full auto weapon script by Outerbeast
- Floater script from Field Intensity by Hazard Team
- M134 Hero, AWP and USAS12 CSO weapons script by Neyami/Nero, Sven Hands rigs by DNIO071, Föur-Nïnes and Garompa
- Turret Platform prefab model by Ogdred, ported with Map2Prop by Erty
- Red Black Mesa Cargo Train prefab model by Asphalt Snake, ported with Map2Prop by Erty
Known Bugs
- opbt_16: Due to GoldSRC physics, the amount of players and the ping… the truck ride may become a hellride to gibs city. These problems are fixed in SC 5.26 (somewhat)
- opbt_9, opbt_11, opbt_18: Ospreys may crash the game on load randomly. This is a game bug. I have made a workaround that should reduce probability of crashing a lot, but the chance of the server crashing still exists. This should be fixed in SC 5.26 (hopefully)
Changelog
Tags
Rate this map
3.2 / 5 (10 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.
https://www.youtube.com/watch?v=dajMTCZUY3A
I recorded a full gameplay video with a few friends in case anyone wants it.
In opbt5 and opbt8, button to operate the containers dont worked for me. Exemaple opbt5: Simply we pressed the button in opbt5 the container move on top of the towe defense…
What was supposed to happen? Did we have to stand on top of the container and he take us or was it for the container to fall into the tower?
In opbt8, my friend and i pressed the button to operate the container (i thinks is suposed to do) and nothing happens.
In opbt7 map, when descending used the main elevator, it kills the players when it is almost reaching the end of the well
In opbt9 a door opens to inside, this kills player crushed when one of then are using de suit charger.
There is a strange new bug in opbt_3 in first defense combat.
Normally, a truck would enter the minefield and trigger the mine, after which the truck would be destroyed and the mine would disappear.
But sometimes when the truck stopped after reaching the finish line, it didn't trigger the mine and just stayed there.
As a result, the minefield is still active and the players can never pass through.
There were no problems ever with that so far. Recently other players reported it working just fine. It is weird that the truck just stayed there stuck, this means it didn't trigger anything. There are also reports on other maps with npcs not triggering on death or triggering brushes, but its always the same people. I believe that you are using a plugin that is causing this to many entities, so they aren't able to trigger things properly. Try again without the plugins. In the meantime I will upload a new version with a failsafe on that.
that 4th screenshot goes crazy
one of my favorite mods for HL is finally in SC! been waiting so many years for someone to do this. good job!
I was very happy to test it btw
Let's do play this with 32 playerss !!
Opposing force mods are not many but you can find some good mods for sven coop :>
seems that if my server loaded metamod to play this map series, the server will always crash during changelevel without any notice.
I tried to use VS debugger, but it shows backtrace stack is in server.dll. So I don't know where and why it crashes.
Then I tried clearing all server side plugins in default_map_settings but still crash.
To avoid changelevel crash, I must unload map's plugin, or unload metamod and all server side plugins. (Looks like map's plugin with server plugins caused series resonance)
That's strange.
The problem is happening in opbt_1-opbt_19. 2 bouns maps don't have this issue.
I've been told the fallguys plugin was removed from some servers since it causes many maps to crash.
But if you want you can also try removing the scripts from opbt.as one by one to see if that solves your problem.
Seems that the crash happens in this weapon: weapon_m134hero.as
Others seems OK
Try it with v1b now. In the meantime I'll talk to the script author to see if there's any problems. If all fails I'll upload a v1c without that scripted weapon. :(
You can also safely remove that gun from the script since its only dropped once as an easter egg
I'll try v1b later, I've solved crash problem:
The crash localtion is in weapon_m134hero.as line 226 ~weapon_m134hero()
This function can be renamed as OnDestory() to avoid crash.
It's a dangerous opreation to call ~xxx() in AS, because during this time the weapon entity(self) may already removed. OnDestory() is a safer way instead.
hzqst(metamod-fallguy's author) released a fixed metamod version for metamod side problem:
https://github.com/hzqst/metamod-fallguys/releases/tag/v20240514a
New issue:
There is a missing sprite:
'sprites/custom_weapons/cso/progressbar.spr'
I saw your comment a bit late but I had already found exactly the same, the script author had fixed it already and I have updated the scripts and some sprite references. I've uploaded it so you should try v1c now :)
As for the missing file progressbar.spr, this is a resguy problem because it cannot read the script properly. Resguy reads this and thinks the sprite is missing:
const string SPRITE_HUD = "custom_weapons/cso/progressbar.spr"
but the reason is its not because of the next line:
g_Game.PrecacheGeneric( "sprites/" + SPRITE_HUD );
The progrssbar.spr is in the zip as well
I've complete the map twice, the combat experience is awesome, especially the battle of climbing on the cliffs impressed me a lot.
And I accidentally found a misspelling (or was it intentional) when I local playing with debug enable, it doesn't block the gameplay,:
in opbt_4, a suqademaker named e2m1squads2, the childname should be monster_gargantua instead of monster_garg.