Polar Rescue
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[[tab Map]]
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Author |
AdamR |
Date of release |
Revised 4 - September 11, 2021 (SC 5.25)
Final - September 3, 2010 (SC 4.5) |
.bsp filename |
polar_rescue |
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N/A - Included in Sven Co-op
✔️ This map is included with Sven Co-op. No download needed!
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- Provide honest, constructive feedback. »
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There are many ways you can help!
- Provide honest, constructive feedback. »
- Share this map pack with your friends, and on other sites and forums.
Description
A gang of illegal arms dealers have taken a 5 man team of the world’s finest nuclear specialists hostage to a hideout of theirs in Antarctica. Your Sven Co-op team has been selected specially to rescue them. Knowing the captives well they are likely to refuse working with terrorists or similar even under torture, we have learned that the gang will kill them when they find out they have no use for them.
Stealth is the key in this mission. A guard activating an alarm will massively impair your status.
The gang have also constructed several mini nuclear rockets that are currently being stored in the same hideout. Disable any nuclear equipment on the premises to put a stop on further production.
Be sure to pick up any documents. They will tell us what this gang intends on doing in the near future. You will have to get in secured storage areas to find them.
2 elite soldiers have already been dispatched to the area. Hopefully they will be able to reach you and assist you in your mission, though don't hold your breath for their arrival.
An Osprey helicopter will arrive to extract your team and the hostages once all your objectives are completed and the insertion point is clear. Use a radio to call for the Osprey once your mission is completed.
Your objectives are:
- Rescue all hostages before they are executed
- Disarm all nuclear weapons
- Collect all secret documents
- Clear the insertion point for extraction
- Radio for an extraction Osprey once you have all hostages in a safe area (radio room)
Rescuing the 5 hostages is your absolute top priority, and you only have 20 minutes before the gang executes them! Failure will denote your redundancy to our elite force — and nobody leaves us, alive.
Additional info
Tips
- The guards are very tough — use all cover available to fight them or you will die quickly
- If you do not release the hostages from their cells in time (20 minutes), you will fail the mission — ensure you do this before hunting for other tasks to do or exploring
- If a nuclear missile is destroyed you will all die
- Getting the hostages to the radio room can be tricky if you have not noticed the portals that take them right there
- All 5 hostages must be in the radio room to complete the mission
- Although most key objectives are clearly denoted, some are not — keep your eyes pealed
- Turkish translated version by ImpossibleTR: http://scmapdb.wikidot.com/local--files/map:polar-rescue/Polar_Rescue_TR.zip
- There are several secrets on this map, but do not forget the rescue timer — looking for secrets is best left for after the hostages are all safe
Additional credits
Protector for helping me with some new entities
http://www.svencoop.com/forums/member.php?u=3686
The Sven Co-op team for letting me use the very latest code to make and test this map on
http://www.svencoop.com/
"Polar Day" sky map by [WTF?]Deraj at The Wadfather
http://www.planethalflife.com/wadfather/
Testers
Thanks to the following testers for their time helping me test this brilliant map:
(in order of who played the map first)
- Decca
- Amnizizizizizizizizizizizizu
- Dynamite
- Liberator
- Shryko
- Rich-Kane
- Voltage
- Retro-Fishino-Mafinao-Garyoako
Known issues
This map requires Sven Co-op 4.5 or later to run because it uses some new entity features from it.
Change log
All versions prior to the main release are only available on the Sven Co-op team SVN. This is due to new code features in which the map depends on to run.
- Map completed (afaik), ready to be tested
- Added env_sound entities to apply various effects in cavernous/tunnel/large areas
- Moved the two mini-turrets away from the corner of the wall so their sounds work
- Added even more HINT/SKIP brushes for better performance
- Added sound to the nuclear missile explosion
- Set up env_sound according to Puchi's position/radius recommendations
- Used HLFix to export a MAP from RMF — it actually turns out much better
- Fixed nuclear missile explosion not killing players
- Fixed nuclear missile warheads having bad brushes
- Added some extra detail to the middle floor
- Fixed 2 scripted guards not always trying to run to their buttons
- Fixed hostage safety zone
- Tweaked skill configuration
- Using final compile configuration
- Added some extra detail here and there
- Fixed lighting in pretty much all areas, apart from the bottom floor storage room
- Fixed random guard in the bottom floor storage room blocking players in by the teleporter switch
- Removed some ammo from main corridors to encourage players to search rooms more
- Tweaked brushwork around the fuel area
- Tweaked monster nodes
- Tweaked skill configuration
- Compiled map with newer SHLT x64 (3.9), no actual map changes
- Added some extra detail here and there, couple more lights to help solve "blackholes"
- Added some extra guards for when the alarm is activated
- Increased starting health and armour from 150/100 to 200/200 as the guards are actually very hard
- Made the blue stacked pipes near the fuel area hollow, they looked stupid with black texture ends
- Optimized node layout according to Puchi's advice
- Put starting armour back to 100, as 200 was just too much
- Added a push block forcing the hostages to move slightly in the execution cut scene, to ensure they die
- Inverted the breakthrough tunnel direction in the bottom storage room to fix bad lighting
- Added HUD info to most breakables, so players know they can break them
- Compiled map with Vluzacn's ZHLT 'VL17' (custom x64 build with special limits)
- Fixed invisible battery in front of the 2 chargers
- Fixed invisible sinks in 2 of the jail cells
- Fixed some odd lighting holes, thanks to Vluzacn's ZHLT modifications
- Moved the hostages away from the tight clipping area in case they get stuck (rare)
- Added more spawn points as a lot of tele-fragging was happening at the start of the map
- Embedded all my custom textures in the BSP
- The hostage execution timer is now cut off once the boss is killed, as many players could not find the cell key easily
- ^ Because of this, the hostage execution timer is down to 15 minutes from 20
- Tweaked a lot of the map core entities, should save some time and memory
- Compiled map with Vluzacn's ZHLT 'VL23' (custom x64 build with special limits)
- Fixed a server crash when destroying a nuclear missile
- Fixed hostages sometimes freezing prior to entering the bottom floor teleporter
- Added messages to go with the remaining time announcements (top of the screen)
- Added Opposing Force knife to start equipment
- Using Opposing Force global model/sound replacements
- Increased 5.56mm start ammo from 1 clip to 2 clips
- Fixed a server crash when a sniper assassin turns off the lights (I hope)
- Fixed a floating pipe — silly me
- Fixed scientists not always moving to the teleporter properly (I hope)
- Added ultimate ammo replenishment backpack to the secret room
- Fiddled with some details, obviously
- A very long overdue update…
- Added comprehensive materials definition for those noice footstep atmospherics.
- Added extreme difficulty: Effectively the same as hard mode, but with survival mode enabled. Super unfair.
- Added fire escape stairs beside the elevator shaft.
- * Top floor blocked with sandbags, needs a high explosive detpack from the bottom floor to clear them.
- * Can act as an alternative route to hostage refuge should the lift be unsuitable.
- Changed camera objects to a dome camera model.
- Changed how the security station on the ground floor is accessed.
- Changed rock netting at the start to be breakable, so you can see what you need to shoot inside.
- Changed secret with a cool sound model.
- High definition objective sprites. (Constantly remind Hezus that I stole and re-factored his SnD script to do this.)
- Huge redesign to the command centre: No longer a silly office.
- Huge redesign to the nuclear reactor: Really gigantic. Seriously.
- Lots more hint sprites. People love hint sprites.
- Minor redesign to the radio room.
- Minor redesign to the security station.
- Zillions of tweaks nobody cares about blah blah.
Tags
2010 boms boss difficulty:hard losable maze non-linear official official-screlease rescue secrets size:large snow survival svencoop4 svencoop5 timed
edit tags
..on public servers. Because there is always some idiot who has to constantly play with the bridge controls, leaving it in the wrong state, or HA-HA how amusing, dropping the hostages off of it when they are waiting there to be escorted. Same with the hangar doors, why are there 3 buttons and not one? It's like the bridge - so that feeble button-spammers can wreck the map. Not even going to mention elevator-breaking button spamming..
AdamR put too many idiot traps into the map to make it possible, every time it gets close, some 'star player' joins and within seconds has killed the map. x[
But quite possible with 2 people on a private haha.
Anyone playing this map in the current SC5 version (5.14) knows that the hostages can't be made to follow the player, thus breaking the map in a very annoying fashion, right at the end when you've already done all the hard work.
The full details are here and the temporary fix is here if you want to manually update your map to this working version.
As AdamR states, the fixed version will be released in the next SC update, but this is an interim solution in the meantime.
* SC 5.15 Update Dec 24, 2017 *
The stock Polar Rescue map shipped with game now includes these fixes.
Though it does still seem to CPU lag my server like crazy when many NPCs and monsters are active, lag due to CPU load dramatically reduces when many monsters are killed off..
Elevator isn't moving.
http://i.imgur.com/kLjRXRv.jpg
Could somebody please give some tipps about how to open the sercret room ?
please
Amazing map.. definitely require teamwork and some basic planning to success. You will most likely need to repeat a few rounds, but worth it at the end.
Tips: nades and LOTS of them are your friend!
I always found that nading the place does the trick. Especially the missile room. Always the missile room!
I don't believe you have seen it yet with it's new 'feature'? ;)
Thanks,
Adam Reece.
Just 2 screen shots and the map for you all to peek at for now.
You'll have to wait for release before you can see any more :)
Thanks,
Adam Reece.