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Reactivist
Author | Frel |
Date of release | Beta 1.0 - September 11, 2019 |
.bsp filename | sc_reactivist |
Description
It's been around 15 years since I last picked up Hammer and I was surprised to find Sven Coop still active and more recently developed into a standalone game! This dedication to the game inspired me to revisit SC_Activist and see what difference (if any) those years of experience might make (assuming I could still remember how to use Hammer); thus SC_Reactivist was born and is now progressed to a state where I feel comfortable posting the results for feedback, positive or otherwise. This is not a direct remake, more of a reimagining; the basic progression remains the same but I haven't felt tied by the original layout where I felt improvements could be made. Still, you shouldn't feel in unfamiliar territory.
Additional info
Areas of attempted improvement:
- General architectural upgrade.
- More 'realistic' layouts; I've tried to make the map feel more real, with fake corridors and dummy doors to give the impression that the map isn't simply a long corridor.
- More debris and detail; posters, props etc.
- A smattering of NPCs, generally in inaccessible areas to again add some life.
- Increased use of props in general.
- More ambient noise and env_sound usage.
- My first foray into texture creation to produce some very basic signage to suit my particular needs.
- I've 'borrowed' Hezus' excellent lighting sprites.
Expected issues:
- Minor texture misalignments (it is a beta).
- Minor clipping issue within a vent (jump to get passed, I'm at a loss as to the cause).
- The cleansuit scientists twitch on completion of the repeated animation (advice here would be welcome).
- I anticipate the automatic doors to break when used by multiple people, though this may not be the case.
- Some models are yet to be amended to item_generics (so they'll bleed xen).
- The lighting and general brightness of the map seems to vary between the two PCs I've been working on, so third party comments here would be welcome.
- Following the initial outbreak an env_beam should be firing by the broken glass to indicate to the player not to enter; this isn't activating (it works if I toggle 'start on') so I've blocked it with a func_clip for now.
- A cleansuit scientist scripted_sequence kicks out an error but otherwise works fine.
- Some kind of sound precache error loops at the end of the map relating to a sound I'm not aware is even used.
Whether I ever get around to a recreation of sc_activist2 and 3 is another thing entirely but I'm personally pleased with the results thus far. In addition to incorporating any valid comments received from the still active community here, I intend to run back through the map and add more props and detailing where r_speeds will allow.
https://forums.svencoop.com/showthread.php/46449-SC_Reactivist-(Beta-1-0)
Additional credits
N/A
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4.1 / 5 (8 votes)
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It looks really good. I liked it. I wish you luck and patience for finishing this 👌