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Zubben
Author | Ronen Basch |
Original mod release | September 27, 2000 |
Date of release | March 23, 2020 |
Sven Co-op Conversion | Xada |
Last update | v104 |
.bsp filename (merged version) | zubben_intro, zubben_1, zubben_2 |
.bsp filename (original) | zubben-zubben7 |
Description
You probably have guessed it already, but the U.S.S. Arizona is not a research vessel and these are not scientists on-board. Whatever the research team on ZUBBEN discovered, the earth government is going to do everything in its power to keep anyone else from knowing about it, even if it means killing everyone.
You are Gordon Freeman JR., A research assistant and a junior administrator on the ZUBBEN ground base. You give the orders to wake you up as soon as the U.S.S. Arizona enters ZUBBEN's atmosphere and then you step into the cryo chamber, not knowing that this is going to be your last peaceful sleep for a very VERY long time.
Objective: After the Arizona lands and all hell breaks loose, try to get to the communication tower which is located outside of the base perimeter. The transmitters on top of the tower should give you enough juice to call for the science ship currently orbiting ZUBBEN.
Additional info (Xada's original conversion)
This is an old HL1SP campaign I ported to Sven using RIPENT mostly. I added some new additions to highlight the Sci-Fi theme and rebalanced it around Sven mechanics otherwise it was ridiculously easy in co-op. If anything is broken please let me know and I will repack the maps accordingly.
These maps are also centered and balanced from survival and it is supported even if not -technically- implemented.
May add this in CFG later depending on feedback, though I did not want to force it on anyone and it is easy enough to enable yourself on servers.
Additional info (Garompa's merged version)
This is my take on expanding from Xada's port. Maps have been merged into 2 maps, and an extra intro map was added on this unique special case for a special singular purpose. There are a lot of additions, some call it an "expanded universe" (references, community members, even Richard Boderman).
It is supposed to be the first maps to be played during a long campaign spanning all ported maps (and future ports), ripents and already existing maps from the community from the very start of Sven Co-op (a personal project to be disclosed one day that is basically a glorified mapcycle).
It has heavy lore, telling the beginning of a story, with some 4th wall breaking, ingame mechanics explanations, and really bad voice acting.
Of course this should be taken as a TUTORIAL LEVEL for anyone that starts playing Sven Co-op… and thus, there are options to skip the intro map, and the tutorials (play them once at least, there are references to everything here).
I have left out mechanics from the tutorial such as climbing on top of other players which is not needed here, or ledge grabbing/autoclimbing. Also expect a lot of bug fixing, more weapons, ammo, npcs, events, etc…
I hope this is an enjoyable experience for everyone and merry christmas!
Additional credits
- Port to Sven by Xada (credits.txt inside with specific additional content credits)
- Garompa for the expanded and merged version based on Xada's port
- Midnight Cityscape (environment map for Quake2, Half-life and Sin) by Murray Christian (contact: ten.ii|noixulf#ten.ii|noixulf)
- Chinatown unfinished mod (for Zubben Intro) by Steve Cook
- Arctic labs unfinished piece (for Zubben Intro) by Issues Team: Indigo, Kol, Manoid, Mr.Ben, Scourge, SEThorian, Firebinder, Hugh, CampaignJunkie, ArbronI
Changelog
Garompa's edit & merge:
Xada's original port:
Tags
Rate this map
3.1 / 5 (7 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.
Uploaded a merged and spiced version, enjoy and merry christmas!
A bit brief but has some interesting map design that makes it aesthetically pleasing in some ways which is great especially when you consider the age of this mod.
The port itself though could use a little bit more work in certain areas:
May be missing a few other points, I may edit this post later to include them if I remember.
But overall this was a fun campaign to play and its good to see it being added to the SC map collection so more people can play it. Often these HL mods become obscure and forgotten and these ports are the best way to bring back life and keep them alive so long as people continue to play and enjoy them.
Keep it up!
Thank you for the feedback!
I am aware of some of these issues but was unaware of how exactly to resolve them. I will make an attempt to fix these and try to make time to do it sooner than later.
As for the Bob thing the original campaign just had him totally disappear so I made him teleport out (When it happens I added a teleporter effect on him to remedy this) I figured this was intentional or some such as the original didn't show him disappear and it's implied he ran away or, something els I guess?
On difficulty:
This port was done with 3-5 players in mind or so and it's based around survival and co-operative play; single player design was not my intent and I didn't figure anyone would seek to play it that way so I suppose it was an oversight of mine of sorts. This was also before it came to my attention that there are ways to balance around player count so at some point I may update it with less/additional enemies based on playercount, though that depends on how much time my other projects take up.
As for the first map yeah I've had mixed feedback on that from friends. IT's downright near impossible with one player— with two it's very doable but still challenging. 3-4 is the sweet spot there.
On model consistency:
The viewmodel consistency I must have overlooked. I've been using tintable arm models from various sources. The issue I suppose lies more in that Sven's default models are not tinted based on player color like my sourced models. This creates a bit of a complicated issue to resolve because on one hand they'd match fine if I added simply shaded Sven arms like in the other models. On the other hand it irks some server OPs because it takes up precaching space. This is also a bit tricky cos' most I know already use color-shaded arms so it is slightly redundant. However if this is truly etiquette I will simply utilize overriding viewmodels from Garompa's pack seeing as they match.
On the vent issue:
Yeah I'm aware, that was hell to try to figure out what to do with but I really should have at least added a checkpoint outside the vent I guess. It's so soon but considering how the map is laid out there's little choice, I suppose. I wasn't aware players could be targetted for non-solid stuff so I'll implement that as soon as I can.
Thanks for giving the time to list the issues, I'll tackle them when I can!
Please also fix shotgun reload sounds.. They kill my ears.
EDIT: It was probably due to lag. Ive just played zubben locally and issues with annoying reloading sound are gone.
The sound i was talking about, is the sound when gun opens up. it seems like the same sound is being played multiple times.
From what I understand this is a limitation of using animation-sound events in V_ models. I couldn't find a way to fix it— sometimes the sounds play twice at once thus the audio boost. It is indeed quite annoying.
If I can find a solution to this in the future I will make an attempt to remedy it. The only partial solution at current I can think of is indeed lowering the volume of the latch sound, though this would make it way too quiet in SP, and also in the events when it also plays only once..so it's a double edged sword.
Hi,
Could you upload map packs in .zip format? This is to ensure players are able to install the maps right away without having to run and fetch 7zip or some other app to unpack it.
You may also want to remove extra files before you do, the w00tguy's repacker flagged a few: https://w00tguy.no-ip.org/scmapdb/log.html#map=zubben
Thanks