Videos
- edit
- /
- history
- /
- upload files
Platoon
Author | platoon1993 |
Conversion Author | Garompa |
Date of release | Final - March 6, 2017 |
Conversion release | Final - February 10, 2024 |
.bsp filename | platoon1, platoon2, platoon3, platoon4, platoon5 |
Description
The Sven Co-op Institute has been hunting down the whereabouts of this so called G-Man as he creates a ton of problems in his wake. His last objective seems to be the Black Mesa Research Facility.
Because he is an expert of escape, to catch him, you will go in undercover as a Black Mesa scientist, corner the target and eliminate him.
Our hackers and soldiers will create distractions and lure the target to the designated trap we have set for him.
You must dispose of him and stop whatever his plans are. He has probably sabotaged the latest big experiment and you will need to also put a stop to that after his quick dispatch.
Additional info
This is a heavily ripented and adapted conversion of the Half-Life mod Platoon (found on Moddb and was created as a prequel to military-duty.
31 maps have been reduced to 5, with lots of bosses, minibosses and other goodies.
Additional credits
- Tunac, m550, poison tester, FoxPlays, SV BOY (testing)
- Vaelastrasz for further beta testing
- Soup Miner, Kimono, Twinke Masta, Ambient.Impact, Thanez, Millenia, Dr Zoidburg (MP5K model)
- Exactly (USP model)
- Ghost1741390 (Axe model)
- Galy Raffo, Helmet12 (apache chinese spy balloon model)
- Pnezyx (Adrenaline Horror music, Lockaon music)
- Black Mesa team (black mesa music)
- LLC (Maze remix music)
- Dylan Leggett (Questionable Ethics metal remix music)
- UGS (Vague Voices remix music)
- Gusvenga (Half Life: Offensive AI voice sounds)
- JapaneseBushBaby (GMan's voice)
- Max Volmer (female scientist sounds)
- Jakob Eriksson (Forget About Freeman remix)
- Pavel Grebtsov (Questionable Ethics orchestral remix)
- Urban Assassin hassassin.mdl replacement by SLeNd3rMaN23 (only textures were used)
- CIA Agent hgrunt by standard_guy
- CIA Barney by Hape B and MTB
- Black Mesa Employment Welcome audio by UnstoppableGiant
- Black Blade music by Two Steps from Hell
- Gordon Freeman model by BrussTrigger (modified by Garompa)
- Some scientist models by BrussTrigger and LeonelC
- Animated skies models from portal_house maps by WAR-chorius
- Rustflyer robot model from Gunman Chronicles
- Ode To Power by Immediate Music, remix by ThievesOfWhite
- Custom weapon sprites script by Outerbeast
- Gauna hwgrunt model by Gauna
- Outerbeast, Sparks (suit equip entity logic findings)
All the community members, creators and developers that make a cameo as npcs:
- Sniper, Nih, Romka, Slartibarty, Zode, tundra_cool, Gauna
Known bugs
- Trains, elevators and platforms can be very deadly
- Some teleports may gib players sometimes (in v2 its now very rare)
- Sometimes you may spawn with weapons when you shouldn't, but its not that big of a deal
- During the mothership fight, the Main Cannon will fire at …random targets somewhere. Unclear as to what it wants to kill as this invisible voltigore is forcefully classified as an ally to all aliens in the area.
- Final boss may sometimes explode itself eventually during battle due to collision issues with itself
- Humvee has an invisible wall and can only be entered with teleport after dying. This is unfixable as the brush cannot be modified.
- Slartibarty will someitmes shoot the scientists on the other side if they were not killed before the gman encounter begins
- Mantas may collide with each other, and become easy targets. They will also sometimes blow themselves up with their own rockets and attacks
- Shooting at the cybergarg with the egon does not display the egon beam… seems to be a strange game bug?
- Cybergarg will sometimes be visible from start, even if the render entity wasnt triggered before. A failsafe was put in place and now happens rarely
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.
I played through this map with 2 friends. One of us lost our minds in part 3 and only pressed on because I told him I had to finish the map to fairly write this review.
Part 1 feels very unnecessary. It sets a tone with a bunch of high school edgy dialogue and then doesn't really keep it going throughout the rest of the map.
Part 2, getting the HEV suit is weird in multiplayer because only one person gets it in the pod and then everyone else has to die to get it.
There's a lot of teleports. It's pretty disorientating.
Part 3, Gauna was pretty underwhelming as a boss because they had a vulcan cannon and was clearly using a pistol animation to shoot. Each shot did 2 damage. Definitely a lot of damage when you're shooting bullets per second, not seconds per bullet.
Part 4, the puzzles towards the beginning were actually pretty neat. Dropping a 5000-HP boss on us while we're stuck on a tram is kind of nuts. Part of why this map feels like it needs more players. The car segment had a bad spawn. While trying to mow down the zombie horde, one of my friends died and he kept spawning underneath the map. The spawns were fine after I cleared out enough zombies for the car to start moving again. After the car segment was over, the enemies spawning behind are a pretty annoying. They'll surprise you from behind and then if they kill you, you have to kill them on the way back to the car.
Part 5, the vents weren't textured properly. My friend is a graphics engineer, so that immediately stuck out to him. The Death Bog boss could have used a hint or something to tell the player to just keep shooting it. We only killed it after we ran around the room several times and ran out of ideas. Upon entering the final boss room, the skybox was flickering for all of us for some reason. The final boss glitched and exploded itself, which was a god-send. I have no idea how we were going to actually kill it. Getting to the final warp was awful. It feels like the meteors were specifically placed to intercept you while jumping between islands. We resorted to yeeting ourselves there with the Gauss cannon.
Overall, it feels like the mapping tools weren't fully utilized. It also coming from a mod seems to explain some of the gameplay design choices made.
I know. The suit kill thing is a workaround for a game bug because the trigger_respawn teleports living players instead of respawning them, therefore the suit is not given to them, unless they die first. There is no way around this, I had to forcefully kill players for the cvar change to take effect and give everyone a suit. People have reported this respawn issue over and over, because some things trigger only by actually respawning.
The gauna issue is another game bug. Already reported and supposedly going to be fixed in sven 5.26 update with an HWGrunt rework. The HWGrunt drops his weapon when shot with the RPG ignoring the fact that the custom model has no bodygroups for weapons and even the fact that it has the "no drop minigun" flags set ON. I remember this not happening before so it is a current bug I guess. Also the hwgrunt will get stuck if he cant reach the dropped minigun, until the minigun disappears by itself.
I will take a look at the car spawn thing, and maybe reduce Hp on the robot boss.
The vents, well… thats the fault of the mapper, these are ripents, no textures or brush entities were touched.
The last boss, you get a hint at the start of the fight. You just keep blasting it, and when one of his weapons dies (each of them has 1000-2000 hp) he loses his shields and his health goes down to 2000. But i admit collision is buggy and I guess depending on latency the guy will damage itself by colliding with itself or something, and if it is low on HP it will blow itself up.
Platoon map case.. at least need 10 people i think.
because, platoon 5 map in the map. when i play with some friends, Stukubat hive has a lot of hp and couldnt defeat in 3 mins (without custom weapon). also Goldsrc Engine limit occurred in Platoon 5. other people also said engine crashed in stukubat hive part.
some boss battle case need to hint how to kill that. Deathbog(?) case didnt know i have to use spore launcher.
in Platoon 1 map, some door made player stuck a lot and HECU made broken Gman path.
telefrag happening too much every maps.
thank you !
All fixed in v2
I hope engine limit doesn't crash anymore. It never happened during our tests ever. And a few stukabats cannot possibly crash the engine, otherwise big horde maps would crash. Stadium 4 would crash, right?
EDIT: Hive is supposed to be difficult to destroy before the train rams it :) so you must endure 3 minutes. But if there are enough players, all of them firing would be easy to kill it. Bad thing: you still have to wait for the platform to move, my bad for that
GMan broken path does not exist, he is supposed to retaliate by teleporting everyone away to their deaths. he just casually walks towards the enemy before that happens.
Deathbog dies when all the tar pits where he can respawn from stop existing, you must kill him several times and each life he has a different set of abilities.
Sad you couldn't try the last map, the last boss may be very hard because of jumping and dodging meteors