Videos
- edit
- /
- history
- /
- upload files
Ultra Monster
Author | amckern |
Date of release | Final - June 17 2016 V45 - January 18, 2011 |
.bsp filename | ultra_monster |
Description
Your in an old area of black mesa and have to turn the power on, once thats done your going to have an Ultra Monster fight on your hands.
Ultra Monster was developed as an official map for 4.5, but becuase it needs a bit more polish i have made it a public map so that i can large scale play test, and make changes for the map to be included in the next build of svencoop.
It looks like some textures may be from other mods, your correct, the map uses some night watch textures, and the texture set by chrome angel for NS (found in sc_avp.wad)
NB: If you look like your stuck, did you kill everything?
Additional info
Possible issue with the HW Grunt, he seems to find to many path nodes, and freezes the game when he try's to go UP, instead of in a straight line.
Small fix to prevent scientist in box-room from breaking the map, by being stubbornly unwilling to die properly. Download the ultra_monster_final_FIXED.zip, extract the single file and use it to over-write your existing copy of ultra_monster_final.bsp wherever you originally installed it (e.g. svencoop_addons/maps).
Additional credits
- Sparks (final version - Ripent fix)
Changelog
Tags
Rate this map
5 / 5 (1 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 added an additional ripent-version of the map which prevents the Scientist from running around causing the shocktrooper to spawn on top of him, stopping the shocktrooper from being able to kill him, thereby breaking the map.
I rebuilt the section to include three separate methods to avoid map-breaking at this point, so it should be reliable now. Tested on both listenserver (local game) and dedicated server.
Install the original files from either SCMapDB or Amkern's site, then download and unpack the ultra_monster_final_FIXED.zip from SCMapDB and use that to over-write your existing copy of ultra_monster_final.bsp, wherever you originally installed it (svencoop_addons/maps or maybe svencoop_downloads/maps).
Pretty sure this can't be completed anymore. Think it's a glitched scientist behind unbreakable glass. There's a monster that glitches him.
The scientist needs to die behind the glass, if your startle him, or distract him, then the shock trooper has less chance of killing him.
The Scientist could roam, which was the main problem, that and the sound of the raging gonomes scared him also causing him to run around. At which point there was a fairly high chance that he'd block the shocktrooper, which would end up on top of him and then game over. I disabled roaming for the Sci and Trooper, nailed the Sci in place with a scripted sequence (only 50% reliable on listenserver currently), changed the Trooper spawn method from xenmaker to squadmaker so I could add force-spawn with large telefrag damage (just in case the Scientist managed to break free somehow, he'd get telefragged anyway) and finally added a parallel timer which kicks in if all else fails. I reckon that should do it now.