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Portal House Remastered
Author | WAR-chorius |
Remaster Author | Garompa |
Date of release | Final - May 29, 2024 |
.bsp filename | portal_house_a1_r, portal_house_a1_climax_r, portal_house_a2_r, portal_house_a2_climax_r, portal_house_a3_r, portal_house_a3_climax_r, portal_house_a4_r, portal_house_a4_climax_r, portal_house_b_r, portal_house_c_r, portal_house_c_climax_r, portal_house_d_r |
Description
After the events of a-soldier-s-tale the Sven Co-op team sent a nuke through the big Race X portal to shut it down with the help of MarphyBlack's squad. Part of the explosion came back through the portal and there were no survivors. Whats worse is that the explosion created a reaction with the portal, disrupting space around it, capturing the ruins of Gamma labs and the sorrounding sectors into a harmonic reflux.
The entire area is now shifting in and out of Xen, and the team is rescued by Luther Johnson's portal device. There is no time to escape the reflux before the area is sent to Xen forever so you must join everyone on a race towards Sector D of Gamma labs where the scientists have set up a working Portal House device to get back to Earth. But it won't be easy.
Additional info
The Portal House map series had a lot of problems, and many servers avoided installing it for several reasons. I wanted to remedy that because it was enjoyable to most people. So I remastered the whole thing.
On top of huge amounts of bug fixes, and file organization, the old story which had default dialogue lines that made no sense at all is now a proper full fledged chapter with sense, themed around the post-Decay events that we never knew: the fates of Keller, Gina and Colette. Join them in this revamped adventure.
NOTE: I didn't bother to properly translate the motd text files much, but anyway nobody reads them
Additional credits
- Toxagen (Residual point)
- Andrea "Toadman" (Azure Sheep & Point of View)
- Koumei Satou (Sweet Half life)
- Sirkite (Star wars weapon scripts, used for projectiles)
- Nero (Displacer assassin script)
- Zorbos (Poke 646 scripts)
- S@bre (Special Forces grunt models)
- DeathBog (Mega monster masacre giant.mdl)
- Garompa (translation and remaster)
Remaster specific credits:
- Vulcan, P904 and plasmagun models by Cliffton_Vlodhammer, RedSlug and Romka
- Injured scientist model for Opposing Force scientist by BrussTrigger
- Vortigaunt Zombie by HEVScientist
- massn model by BMoore
- Outerbeast for helping me with the broken scripts
- Func_YE (bug fixes)
Changelog
Tags
Rate this map
3.4 / 5 (8 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.
the shieldis not working properly.
fix it.
Thanks for the report, should be fixed now in v1e. The walls were being triggered by a leftover unused multimanager that I restored for the cameras to work. So the shields were working in reverse
https://www.youtube.com/watch?v=4wiE77_Bwvc
portal_house_a1_r
NPC : Luther Johnson Phd. or NPC : Xonxt
This NPC sometimes gets stuck in the elevator door. The game cannot continue.(But … it takes a long time for the elevator door to kill him. )
And … I think the server needs to have mp_npckill "0".
portal_house_a2_r
weapon_vulcan no ammo?
portal_house_a3_r
trigger_once -> target : mngr_HEV no work?
I have gone and added a failsafe for the HEV trigger. I also added vulcan ammo although that probably was a mapper's decision to not have some. I added npckill 2 to all maps too so there is no friendly fire.
But about the NPC Xonxt, I cannot do much about that, platforms, elevators and doors are dangerous around npcs because thats goldsource engine for you.
Look, if the elevator doors do not have crush damage, they will get stuck even with players. softlocking the map.
Then the author made a super complex thing for something so simple as the elevator, it would be too much of a hassle to figure out and remake the entire thing. So I just added infinite damage to the doors so Xonxt can be crushed easily.
https://gifsec.com/wp-content/uploads/2022/12/fix-gif-1.gif
Problem happend in a lobby that need to pull down the brige to proceed.
After insert battery and pull down the switch, the alarm up and teleport some enemies. Clearing all eniems(include 2 small things) does't stop the alarm, and brige can't be pull down.
It blocked gameplay.
squadmaker -> monstertype : monster_alien_babygarg (What is it?)
Original :
squadmaker -> monstertype : monster_babygarg
Use bspguy fix it.
Thanks for the reports, this is serious. A bit of a mistake on my end, and also a bug to report (I hope its fixed someday) to the devs about game counters not working nicely. I will be fixing all squadmakers and adding failsafes to counters. Bear with me
EDIT: Ok, it should be all fixed now!