Osprey Company
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Osprey Company
Author | Toxagen |
Date of release | v1 - February 9, 2008 |
.bsp filename | osprey_company |
Description
Kill osprey and protect military base.
Additional info
- Osprey Company remake by Toxagen.
- ENJOY FUN :)
Additional credits
- Garompa (edit and fix version)
- Shinkichi (edit and fix version)
Changelog
Garompa's edit and fix:
Shinkichi's edit and fix:
Original:
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2 / 5 (2 votes)
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- Feedback should be constructive.
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page revision: 64, last edited: 27 Jul 2023 10:32
Made some fixes to get this map to a playable state. Enjoy
It was playable before, and lowering the osprey health reduces the map length to about 60 seconds in a full server. It's not a great map so some players appreciate that, but the point is these "fixed" and "playable" versions are misleading about what has actually changed. I would call most of these "fix" versions "Garompa edits" because they often include design changes and custom stuff that goes beyond a "fix". This download is labelled properly, but there are other maps that just say "fixed" or "repack" and have custom models/text/balancing/etc. included.
The fixes and stuff are appreciated. In most cases I want to use your version of a map. I'm just annoyed with the false advertising, and worried about losing the original files. You don't/can't delete the original maps, but I feel like that's the way things are headed when you call them unplayable and move your download links to the top.
I get it, I'm trying to be as specific as possible with what has been done in the changelogs.
In this case I did, check the changelogs.
I put it on top of course since the original was indeed unplayable since spawnpoints were broken.
Aside from that, I only moved the health of npcs to an external skill.cfg. If your server usually has 32 people and 9k health on the osprey is too low for that, you can easily change it back to 50k by editing the _skl file. No more changes were made.
I'd never delete the original map, and if you find files from me without a changelog, they are probably from the time I made conflict fixes based on your file conflicts tool (files with same path and name but potentially different). Where I painstakingly compared the files of each conflicting map, and made sure that if they were different files I renamed one of the conflicts.
Since I did that in bulk on 80+ maps across a long time, I didn't create a changelog for each, but the topic was discussed in the scmapdb discord for a while until I said "fk it I'll do it myself", nobody opposed so I did… but perhaps I should've made a forum post here since not everyone was on the discord and it ended up creating confusion and anger from one of the members.
Since then, I didn't touch the conflicts again so new ones appeared day after day. This is a problem that seems won't go away as mappers do not have a solid file path/structure guide or they just do whatever.
I'm wrong, I thought the spawning used to work because there's an info_player_start which isn't disabled. I wonder if those broke after some update.
Anyway, the changelogs are great, and so are the file conflict fixes. The issue I have is with rebalancing the maps and making other design changes, then labeling that as a "fix" and/or replacing the original link. When you edit a map to have your own style or preferences mixed in, it should have "Garompa" in the label, or something to differentiate it from what the author made.
skylined is more like what I'm talking about.
http://scmapdb.wikidot.com/map:skylined
You're adding/editing cutscenes, changing models, and making platforming sections easier. I'm sure most players would agree these are positive changes, but was that really necessary to fix the map? The new version is more like "Garompa's edit" than "Original (community fix)".
ah I understand what you are saying, although I don't agree skylined is the perfect example. The only addition is the barnacle grapple because there was a barnacle grapple brush. And that fixes the problem the players had with the impossible ladder jump. Then the barricades next to invisible walls are there to guide the players when they break, as it was confusing just getting stuck on nothing without any sort of guide of what to do. And the friendly npcs now using the default friendly models also is to stop confusion.
But I get it. In the eyes of some I am a rebel that goes out there and changes maps.
My take on it is that I don't take fixing maps like going from A to B, getting in and patching the bugs and thats it even if thats perfect for purists. I try to be creative around it as there are often a lot of details and issues that could be polished due to mapper's lazyness or failed attempts, or issues that are reported by the players about difficulty, physics, mechanics, etc. And why not attend to them as well while I fix the bugs too?
Aside from the obvious broken models, sounds, files, wrong file paths, missing stuff, etc… there are sometimes very map specific things or intentions that are hinted at by the mapper, or things players have issues with, and thats why servers don't host those maps or are instantly RTVd.
I want to bring maps to a general enjoyable and playable state so there is more "map pool" for everyone and servers stop hosting the same 10 maps over and over. But I also don't go and do this on every single map because one random dude says its too difficult. There has to be a concensus and then some checking.
Finally, and this is something I could agree with you, is the download link being on top. I have done it that way since people come in and download the latest file which is on top and ignore the rest without any reading. If not on top, people end up downloading the broken original version, attempt to play it and fail. Then complain, never play it again, or if its a new player and this happens a couple of times the player just uninstalls the game.
At the same time, of course my versions are not original, but it is a two sided razor.
If you ask me, all the work from me, outerbeast, sv boy, bluespark, alexcorruptor, kalo22, etc… if it makes players happy and playing more maps thats enough.