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RageMap 2018
Author | AdamR, Aurora, Keen, Hezus, mr_redman, SV BOY, Tuesday's Avenger, Silencer, Puchi, _RC |
Date of release | v1 - October 18, 2018 |
.bsp filename | ragemap2018a, ragemap2018b |
Description
Finish each sector and move on to the next to win!
Ragemap is a collaberative map project by serveral Sven Co-op mappers: AdamR, Aurora, CryoKeen, Hezus, mr_redman, SV BOY, tu3sday, Silencer/Zyl, Puchi & _RC, created in the summer of 2018. Mappers had 1 week to create their section, which then resulted in a fully playable map. Since there was some room left, some mappers created another section over the course of another week.
From the main spawn room, players can venture into the first opened door where they'll encounter a challenge. Once this part has been finished a new door will open up in the spawn room. Complete all sections in both maps and you beat the RAGE! Certain sections might require the use of the RAGECUBE you'll find in the center of the spawn room.
Additional info
More info about the project can be found on the SC forums:
https://forums.svencoop.com/showthread.php/45279-Ragemap-2018
- See the ragemap series listing for other instalments.
Ragemap2018a:
- Room 1 (floating world) by Tu3sday
- Room 2 (frogger game) by mr_redman
- Room 3 (storage room) by SV BOY
- Room 4 (coloured box machines) by Hezus
- Room 5 (big elevator) by Silencer/Zyl
- Room 6 (caverns) by Keen
- Room 7 (bean catacombs) by AdamR
Ragemap2018b:
- Room 1 (bar) by Puchi
- Room 2 (belt machine) by Hezus
- Room 3 (box shooting range) by _RC
- Room 4 (panic buttons) by Silencer/Zyl
- Room 5 (lab) by Keen
- Room 6 (robo apocalypse) by Aurora
Spawn room and outro sequence by Hezus
Additional credits
Credits for additional content (models, sounds, textures, etc) were not properly documented (shame, shame, shame), so if something you made was used you can imagine your name here:
Changelog
Garompa's edit:
Tags
Rate this map
3.5 / 5 (15 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.
Just made an account at almost midnight after playing this map with 2 friends to say, screw the beans.
I can definitely appreciate the effort that went into making this map, but just screw. The. Beans. It's ridiculous and basically map-breaking.
Download the easy version and try again ;)
Glad you enjoyed my part. :) Thanks for the compliment.
Thanks,
Adam Reece.
I added a ripented version that makes Hezus' and Adambean's parts way easier as an alternate download. Still needs to be tested in a populated server but so far it just works. Check the changelog for details!
Hopefully servers will start hosting this again with this.
lol
Thanks,
Adam Reece.
I very much enjoyed this map with my 3 friends. Most levels are very varied and do things that I'd never seen done in Sven co-op puzzle maps, very fun. Except the bean part. fuck that part man.
You're welcome :) Glad you hated my part.
Thanks,
Adam Reece.
On the Twilight Zone server we keep getting stuck at Hezus's Box Area. The Doors will not open, monsters will not spawn. Please if anyone is manageing this, fix this.
I also implore Adambean to allow his part to be easier.
The other push box section on conveyer belts is passable but also very hard and could be easier.
Otherwise I like the map and it has some real gems. Adam Bean and Hezus's parts are awesome, just a little to hard! Please turn down the difficulty and this will become a GREAT map!
Boring, repetitive, and really broken for the most part. Some of the mapping also feels like it's from 20 years ago…
The Bean collecting in one of the parts is made nearly impossible when you constantly get stuck in walls or mid air for no apparent reason. It also manages to break the 'unstuck' module, and when you try to noclip out of a 'stuck' situation as a last resort, it even manages to break that, and make you stuck again.
I guarantee this was not tested properly and was reviewed by schmucks.
Not sure how you're playing SC but we played through this part a lot during the testing phase, and didn't encounter that crap.
Thanks,
Adam Reece.
Have only managed to play to the box puzzle but looks pretty good so far.
Was watching in anticipation after seeing it being worked on in the Discord.
I may need some other people to play further as it is a bit too slow/difficult solo.
I've only played most of map a so far, but the overall quality is very high, both in design and construction. Even the new-mapper parts were quite satisfactory, although the horizontal ladder - idk how you're meant to get onto that short of jumping from the vertical one, bit of a pain in the arse but then it is ragemap.
Haven't found all the beans, though that lava fall is impressive. The box machine took a little while to get into, I agree with other comments that this will be impossible on public servers, the endless supply of houndeyes is going to continuously destroy the 50hp crates, and even players who aren't intending to troll it are likely to constantly move the crates off their spots. I agree that the crates should become immobile once positioned. Also 10 seconds to produce a crate is painful.. 3 seconds is much less painful.
I was particularly pleased to see a return by Keen to the old standards, in the catacombs section - it had the old and gold feel of SectorE/Keen Halloween, and although there was some (inevitable) aliens-are-real/multicoloured-splat texturing, mercifully it was largely constrained to one small area. The complexity and dynamic was both well thought out and executed, it played nicely - good balance of skill test, some combat, general weirdness and secret hunt. The random whacky NPC models were a nice change and really added to the overall weird atmosphere of the level. Good job.
The frogger seemed more of a game of chance than skill.. in the original frogger you had different speeds and density of traffic per lane and you had to think ahead, but still had time to manouver in the traffic. In this version the vehicles just push you around, it's only lethal if you get scissored - however with the speed and density there's no time to plan a route or look for a 'safe spot' you just have to dash and hope. Some tweaking would help, maybe fewer vehicles and death by contact rather than by crushing.
The moving platform room was fine, not much of a challenge, but it functioned properly and looked ok. Nice use of cover on the platform, probably could have used more massn snipers depending on number of players, like Hezus'/AdamR's dynamic difficulty system.
Floating world was pretty cool, the inverting and mirroring were quite disorienting, nice idea and well implemented!
Very impressive job overall, the quality really shows - it's good to see the experienced mappers working together again, thanks to all who worked to produce this lot, it will surely stand the test of time.
I would suggest being able to open the doors manually, I'm sure that people who want to play a specific section will be deterred by having to do the infinetely-tedious coloured box puzzle each time. I can't see the value in forcing the lengthiest and most annoying one first/second, it will surely kill much replay. I know it's meant to be rage-inducing but if it just prevents the map from being played, then all your work is wasted.
(Needs a couple of minor path fixes for some flowers.spr and the candle sound, plus a decent .res)
Quite possibly the only compliment about my section. :P Thanks
Thanks,
Adam Reece.
i hope it showed
To be fair RM 2018 turned out really splendid indeed.
Thanks,
Adam Reece.
You guys make a lot of work on this maps, and remember me kinda to secretcity, so i love it, but you forget to add the .res files, I generate them whit resguy, here's the link to download: https://mega.nz/#!2ZVXzADT!mJ821VjxRDKDngVd0-8S52A8T0T7p6aLo4lIeX6wsjw
Steam: http://steamcommunity.com/id/Cads/
Discord: Cadaver#7565