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SecretCity Saga
Maps by | Turrican |
Pack released by | Garompa |
Date of release | September 13, 2021 |
Description
This is a mappack containing ALL of Turrican's Secret City series maps FIXED and WORKING with proper endings ready for hosting on any server, ALSO including Die, Fracture, the new SecretCityX and a community-made map of the ending to the series, which was just an idea by the author, now called RedDeath. Meaning the entire saga is complete!
All of them have been ripented fully to accomodate easier secret finding for the common server dweller, a story, references, changelevels between maps, actual endings to the maps and to the entire series as well.
The version inside this mappack is the final version of the ripents/remasters of the maps, that contain a HUGE amount of fixes and modifications, that have been approved and tested by the author Turrican himself and Vorinc, so you could think of this as the best version of Secret City that exists, which also gets as close to the official intentions and ideas as it can.
- If you haven't played the original versions, you can try them first at secretcity-series
LORE:
You find yourselves in a strange dimension full of traps and secrets. You must find clues as to where you are and how to get out.
Turrican has explained that they used a ship to reach places never reached before by mankind for what it seems was an interdimensional manhunt. But upon returning they brought back something, the entire city warped back in pieces to somewhere unknown, where laws of physics, space and time don't work the same way. And worse is that now they are being hunted by that something.
Your mission is to find Turrican and help him fix this disaster before it is too late.Dr. Walter once found a way through Xen and into a dimension where there was nothing. Or so he thought. Walter came back but during his time in the nothing dimension he unknowingly became its God, creating a being in his image after he saw his own reflection on his wristwatch while waiting for teleport back to Earth. This clone only knew to do the same. And so another clone was created. And this one made another… and it repeated until the nothing dimension was later known as… the Walter dimension!
Turrican made use of the Walters as unreliable, expendable, unlimited workers on his extradimensional routines. Now after the redmetal catastrophe, the city was overrun and wiped out by his Walters coming from the sealed Walterhouse workshop next to his lab, and the mysterious shadow people.
Try to guess where you are now… Trapped inside this warped Walterhouse you will have to use your respawning powers to push forward while something keeps telling you to… JUST DIE. Because you just won't.As the redmetal grows around the city, pieces of it are falling to the abyss below!
Saved by just a step, most of the city falls to the nether taking the Walterhouse with it.
Turrican and his team are supposed to be nearby. You must help them fix the ship to get out of this dimension.
But after finding Turrican and the ship, things look a bit… off.
RELEASE NOTES:
Did you know that the secret city series evolved to include a story and map endings? (or at least a simple idea from the author) which was showed vaguely only on some maps? Before the author just disappeared. Well, now he is back and with his help the community fixed the maps for a new experience.
These new version of the maps are ripented, so there is no version mismatch, and includes map endings, map changes(connection between them) objectives and a storyline.
To play the entire remastered secret city saga campaign you will have to start from the very first map: "secretcity".
If you need to load another map to continue playing where you left off then here is the map order:
secretcity > secretcity2 > secretcity3 > secretcity4beta > secretcity5beta > secretcity6b6 > secretcitykeen_beta > secretcitykeen_2_alpha > die > fracb1 > reddeath"die" and "fracb1" are actually also originally part of the secretcity series story. The last map that goes after "fracb1" never existed, only bits and pieces, ideas from the author, but a new community made map now takes its place trying to recreate at least the last part of the adventure to give it closure.1
Actual massive changelog can be found down below.
Maps included
secretcity
secretcity-2
secretcity-3
secretcity-4
secretcity-5
secret-city-x
secretcity-6
secretcitykeen
secret-city-keen-2
die
fracture
red-death
Credits:
Assets:
- Vorinc's minigun ([JEA]SPAWN's minigun and Lt.Kjilgore's improved minigun, both converted by AleKK https://gamebanana.com/mods/167437 https://gamebanana.com/mods/167440 modified by Garompa)
- DMC guns ( by Deathmatch Classic team and Valve, weapon conversions by Garompa )
- Vorinc's old LMG ( Charger7 SAW replacement by Nexon, converted by deanamx and Nekronaium https://gamebanana.com/mods/301500 )
- SnappyCrunch (teleporter model)
- A1Win (some skybox textures)
Playtesters:
Changelog
- general fixes:
- Teleport puzzles have been refurbished into a random madness. The first player that manages to get out of the portal maze deactivates the randomness of that maze's level (there are 2 levels) solving the puzzle for everyone else.
- secretcity:
- Added effects for the appearance of the boxes
- Fixed the note hint button at the start and added sound effects
- poner cheese de la retinal maze
- secretcity2:
- Void office area buttons are now shootable (the area can now be done solo more easily).
- Scientists now have xenmakers so they at least don't pop out of nowhere and they also have the correct spawnflags.
- Turret section can now be deactivated upon completion acting as a sort of shortcut.
- More shortcuts were added once each puzzle has been completed by a player.
- Moved a canister so people cannot cheat it.
- secretcity3:
- Telsect's secret room door can be opened from inside again, nobody gets stuck anymore.
- Bridge button is shootable again
- Nomble, Kirk and Picard songs were toned down so they are not heard across floors that much
- A hint to one of the items is now present when nomble is unleashed, if you can find how to
- Readded the HD keyboard model
- secretcity4:
- Unfixed the giant door at the mg386 area. The weird floating angles were on purpose.
- Added cooldown to maze finish portal to stop telefrags
- Added brighter glow to the final key for easier finding
- secretcity5:
- Fixed wrong texts about canister counts. They are properly accounted for now.
- Made shadows spawn from the shadows so they don't pop out of nowhere
- Fixed elite shadows music not playing nearby
- Fixed the trigger_hurt redmetal after the number maze section
- secretcityx:
- Made intro with a 20 second delay to wait for loading players
- Added effects for the hand crusher
- Red and white room's floor buttons now move again (it was intended)
- Fixed the reference to Vorinc on request
- secretcitykeen 2:
- Shadow stuck on ceiling was fixed
- Made the blue cable breakable puzzle not explosives only again
- Made generator invulnerable to gauss gun through walls (cannot skip half the map anymore)
- Made robots not appear until the slot machine is activated (could be killed with gauss through walls before, breaking triggers)
- Renamed and remodeled picard coins into Turricoins
- die:
- Added damage to the green door in case a scientist decides to stuck
- fracb1:
- Made intro with a 20 second delay to wait for loading players
- Fixed void. Now players properly gib and the damage type is Fall
- Toned down Shadows damage to half (was a bit over the top)
- Made shadows at the start spawn less frequently
- Peany's diary reference was fixed
- Slidje's log reference was fixed
- Made Vorinc's LMG be pickupeable by everyone
- Fixed last sentence by Turrican to be able to play globally so it is heard
- reddeath:
- Made intro with a 20 second delay to wait for loading players
- Bomb's tick now properly stops
- Players can't respawn after the bomb goes off now.
- Fixed wrong reference to red world
- General changes to all maps:
- Removed blood from the few shadows/intruders that had them
- Fixed file conflicts
- Made fuel of different colors
- Renamed fuel to Chemical Samples
- Made portal machines use rainbow colored chemicals
- Reduced amount of needed fuel across the board and/or moved the fuel to easier areas
- Dialogues are reduced only to notes or holograms and just Turr at the end
- Moved turrets a bit higher so they have sound now
- Reduced fire sound radius in the shell area so it doesn't go into another areas
- Changed the teleport destination of the red keycard area to an unused secret room
- Made vents being destroyed louder
- Moved some sounds so they come more realistically from somwehere
- Added a new redmetal slime model with several variations, changed the name and the soundlists to be more in line with the actual thing
- Added hints nearby secrets
- Added hints nearby some walls that can be destroyed
- Added hints nearby some secret doors or hatches
- Changed some scientists into walters, hint hint
- Randomized new redmetal enemy bodygroups
- Lowered HP on several enemies, specially new ones
- Connected all the maps together with changelevel
- Added HD music replacements, without replacing files and creating conflicts
- Rescaled portals from the redmetal symbol portal area so they don't clip through the floor
- SecretCity:
- Added an ending
- Attempted to fix any small bugs
- Attempted to connect all skies used by secret city maps better
- Added keys and collectibles so the ending can be reached after map is fully explored
- Fixed texts to not intrude over the crosshair
- Added secrets in seemingly unused areas
- Made unreachable areas reachable and part of the map again
- Added proper res files
- Added a hint for new players to remind them to use flashlight and spraypaint to find secrets
- Changed game_texts, the story is now more in line with the original intended story, whatever little of that story existed
- End dialogue now is halved and more mysterious
- Changed keycard problems with a simpler mechanic, no double items needed anymore
- SecretCity 2:
- Added an ending
- Attempted to fix any small bugs
- Attempted to connect all skies used by secret city maps better
- Added keys and collectibles so the ending can be reached after map is fully explored
- Fixed texts to not intrude over the crosshair
- Fixed an annoying door bug that was present on some servers
- Added proper res files
- Fixed boss not triggering (2 fuel canisters were just too hard to find)
- Moved a teleport destination to make more sense
- Fixed a black cube in the middle of nowhere
- Scaled down maze portal so it doesn't clip through walls
- Gauss now spawns at spawn after picking it up
- Door in the turret area now stays open, making the area not annoying anymore
- SecretCity 3:
- Added an ending
- Added keys and collectibles so the ending can be reached after map is fully explored
- Attempted to fix any small bugs
- Attempted to connect all skies used by secret city maps better
- Fixed texts to not intrude over the crosshair
- Added proper res files
- You already start with the HEV, so explanaishuns were changed accordingly, now you look for hev spare parts to fix the flashlights
- Fixed the tripmines weaponboxes, tripmines are visible again, and weaponboxes are no longer monster generics
- Made the lighter more noticeable, now it is on the floor
- Added more text to hint at what you need to collect
- Fixed bridge button so its not shooteable anymore. Tripmine puzzle cant be skipped or cheesed no longer
- Medkits were properly angled
- Spare parts text was changed to make more sense
- Fixed dissappearing magazine item
- SecretCity 4:
- Added an ending
- Added keys and collectibles so the ending can be reached after map is fully explored
- Attempted to fix any small bugs
- Attempted to connect all skies used by secret city maps better
- Fixed texts to not intrude over the crosshair
- Added proper res files
- Explosive chair secret from SC5 and SCX has been retconned properly, fuel canister inside cannot be picked up in SC4, it can in SC5, and its gone in SCX
- Spawn room ceiling tile was made a breakable door, and items were moved on top of it, to overcome the need of more people to build a human ladder, or of finding the secret gravity area
- Cafe door does not close anymore
- Chess and calendar doors don't close again after being opened
- Added text to warn players when the left side path in the bright colors room is unlocked
- Added hints to secrets and the ending key now glows a bit for easier finding
- Added a teleport to the secret NSWE room under that puzzle. The first player to beat it can activate the button inside to make the death walls visible.
- Added a teleport to skip the turrets once you complete that puzzle
- SecretCity 5:
- Added an ending
- Added keys and collectibles so the ending can be reached after map is fully explored
- Attempted to fix any small bugs
- Attempted to connect all skies used by secret city maps better
- Fixed texts to not intrude over the crosshair
- Added proper res files
- Explosive chair secret from SC5 and SCX has been retconned properly, fuel canister inside cannot be picked up in SC4, it can in SC5, and its gone in SCX
- Moved the fire tablet closer to the edge making it easier to get, but still annoying just like the original intended
- Removed some fuel canisters from really hard areas and areas not supposed to be visited
- Removed teleports to areas not supposed to be visited in this version (but in SecretCityX you do)
- Removed the end teleport machine, moved it to SecretCityX
- Changed the ending, now you don't need all the fuel and there is no portal
- Added hints to secrets
- Fixed door in dylan hunt room (maybe it was broken with the recent SC patch)
- Changed up statue dark room music position so it triggers and comes from the secret passage needed to complete the map, as a hint
- Added missing portal model to ice room portal
- Maze portal scaled down so it doesn't clip through the walls
- Added clipping for the chair so it doesn't get stuck
- Removed the gauss, essentially rolling back the changes to what it was originally. Added hint for the gravity well which is needed in replacement of the gauss to reach the roof on top of Turrican's office.
- Fixed turrican's office music not looping
- Angled the dead scientist so it matches the same position in SecretCityX
- SecretCity X:
- Explosive chair secret from SC4, SC5 and SCX has been retconned properly, fuel canister inside cannot be picked up in SC4, it can in SC5, and its gone in SCX
- Changed position of some texts to not overlap the crosshair
- Fixed a typo in a game_text, now it properly has the intended space.
- Added a cameo corpse and some explanation as to how Wolf-Kain turned into Vorinc (probably brought back to life as a cyborg and changed the name)
- Added a hint to where Wolf-Kain got maimed and resurrected into Vorinc, and added an in-universe explanation of sorts
- Added a hint to where someone got trapped, can you find it?
- Added SecretCityX which will be the sequel to secretcity5. In secretcity5 you defeat the shadow bosses and the darkness all over the place dissipates, changing into SecretCityX that is set during the day.
- Made player models at the mapper room appear as holograms
- Added the gauss as an extra step to reach high places and find more fuel/secrets
- Events from SecretCity5 are not repeated, they are as if you already went through there (whenever possible and whenever its not gamebreaking), so its time to explore the new areas! Although don't be fooled, the old areas have warped and some extra secrets can be found.
- Changed the map center's cage enemy.
- Added the rest of the removed fuel canisters from SecretCity5 to the new areas in SecretCityand you now need them for the end portal
- Vorinc's paw is now needed to unlock the hand crusher area
- Changed map end button text and the map end message so it has more immersion
- Changed Vorinc's top and bottom colors to purple pink as intended by him
- Changed dead people to skeletons, to emphasize that the areas have warped in both time and space
- Made shadows silent again
- Added ammo for the gauss where it is far away, for extra attempts to jump
- Added missing redmetal pool trigger hurt
- Replaced tripmine 5x stacks with a single weaponbox
- Added easier puzzle solving for repeated puzzles from previous map
- Removed softlock in the white room, now you can visit it again after the walls have moved
- Intro has been fixed and now is triggered by the first player spawning
- SecretCity 6:
- Added an ending
- Added keys and collectibles so the ending can be reached after map is fully explored
- Attempted to fix any small bugs
- Attempted to connect all skies used by secret city maps better
- Fixed texts to not intrude over the crosshair
- Added proper res files
- Fixed canister in Slidje's room
- Fixed Ceiling tile not dropping the items anymore, the tile is now breakable
- Added warning text to players for when the hatch is opened in Turr's room
- Rolled back changes in the satchel-weaponstrip puzzle. One person has to stay behind while the other kicks the satchel towards the barrels
- Added hints to a couple of secrets
- Made the cardboard stairs stay open when you find and activate the button behind the pillar
- Weaponstrip temporary bug from previous ripent version is now properly fixed. The strip was rolled back and works as intended by Turrican.
- Wolf-Kain's room door now doesn't clip through the wall and is breakable to compensate the error
- Cocyx's room wall now moves backwards just like Turrican intended, instead of clipping through the walls and looking ugly
- Cocyx's room puzzle wheel was broken beyond repair having its model origins displaced too far away. It was replaced with a similar one in a different position to make it work. It was the only way after several unsuccesful tries to fix it properly.
- SecretCity Keen:
- Attempted to fix any bugs
- Attempted to connect all skies used by secret city maps better
- Fixed texts to not intrude over the crosshair
- Added proper res files
- Changed up some texts so they make more sense now with the rest of the ripents
- Fixed grammar on some of the original texts
- Added something to fight at the end of the map, which also connects to the next map
- Changed color of the dead hev guy to be purple, just because Vorinc's hev is purple as well. Perhaps he had a team?
- Added the items from secretcity 3 and remnants of its events
- Fixed medkit bait in nomble room (previously nomble would push it as well)
- Scaled down the green portal so it doesn't clip through the floor and added green tint so its not so similar to the orange one
- Scaled down the orange portal so it doesn't clip through the floor
- Scaled down the red portal so it doesn't clip through the floor
- Added some weapons, you'll need them
- Changed location of teleport destination for the secret computer land, so you can't skip the entire map by doing that
- Upped the damage to the computer land blocker, so it now properly blocks curious people
- Added multithreading to the computer land counter, just in case two buttons are triggered at once
- Hints to secret vent passages and doors were added
- Music looping has been fixed, new HD files now properly loop
- SecretCity Keen 2:
- Attempted to fix any small bugs
- Attempted to connect all skies used by secret city maps better
- Fixed texts to not intrude over the crosshair
- Added proper res files
- Attempted to complete the map in its entirety making use of unused content available
- Fixed gauss angles
- Fixed some music positions
- Removed blood from shadows (just like all secret cities)
- Changed game_texts across the board to synergise with the rest of the maps
- Fixed door clipping through wall
- Catwalk shadows don't pop up that much anymore
- Moved vent portals so they don't clip through walls
- Fixed keycard icons
- Scaled conveyor room portal down so it doesnt clip through walls
- Added missing sounds to doors
- Added complexity to the haywire robots events (voglasses, etc)
- Fixed picard box texts
- Fixed safe door opening in reverse
- Weapons collected now also spawn with some ammo nearby the spawnpoint
- Added a longjump mini puzzle so the longjump does serve a purpose
- Added a push to prevent players from spawn camping the boss
- Added secondary objective completion
- Fixed objective markers at spawn, they work now
- Fixed vent teleport to overcome broken brushwork and thus also fixed the keycard position and vent puzzle
- Changed conveyor room keycard to blue like the walls
- Fixed missing door sounds
- Fixed missing door button
- Fixed flavour dummy grunts spawning correctly
- Fixed carrier container train to feature its many lightings throughout its course
- Connected previous map events
- Die:
- Connected ending atmosphere to fracb1.bsp start atmosphere
- Attempted to fix any small bugs
- Attempted to connect all skies used by secret city maps better
- Added missing teleport to lab areas
- Added combat and enemies to lab areas
- Added proper res files
- Fixed doors at the end, they work properly now
- Removed door text saying it needs a key even after it was used
- Fracture:
- Added an ending
- Attempted to connect all skies used by secret city maps better
- Added the story told ingame through characters
- Added furries ;)
- Added more item hunts to fix the ship
- Fixed the cube hunt so it doesn't get stuck anywhere
- Added lots of enemies
- Gave Turrican's team an ending, plus some invited additional npcs (because more furries)
- Finished the incomplete map with more stuff
- Added proper res files
- Fixed riker.wav
- Fixed missing file path
- Added a respawn so rushers dont get stuck outside walls and have to suicide during the last fight
- Fixed red stuff getting people stuck at the final fight
- Removed friendly npcs (everyone is dead or evacuated)
- Removed keen (hinted at his character being dead in another map)
- Peany's secret is unveiled if you pay attention
- Replaced intro door npc with something more suitable
- Dialogues were reduced only to notes or holograms and Turrican's dialogue was heavily shortened
- Added SV BOY as a key element to bring back Turrican to life -hint to real life events lol-
- Retextured and remodelled Peany to fix the file conflicts with other maps and the weapon bug on the corpse
- Retextured and remodelled Shadow Slidje so it is closer in design to the one the author made
- Retextured and remodelled Turrican so it is closer in design to the one the author made
- Fixed a bunch of logic about how the map flows, moved a lot of stuff
- Added a second seeker cube for an extra event and made it indestructible until the event occurs
- Intro has been fixed and now is triggered by the first player spawning
- Event horizon reference has been added and because Turrican liked it, it was expanded into a proper fight now
- RedDeath:
- Gave Turrican's redmetal story an explosive ending
- Hinted story events to miseryb6 and resistance events
- Gave Turrican an ending
- Intro has been fixed and now is triggered by the first player spawning
- Outro has been expanded and enhanced
- Logic of the figh has been completely reworked
- Weapon spawns have been moved
- Story, characters and enemies have been moved, removed, added and changed across all maps
- Dialogues have been reworked for less talk and more action
- Events have been enhanced and moved
- Entity logic was reworked
- Many fixes and enhancements took place, this is a much proper and absolutely better experience than before
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LOOOOOOOOOREEEEEEEE
Bumping this here, so it appears at least as a comment in the main page section. Now adapted for a complete playthrough with an humongous amount of fixes and changes, changelevels, map endings, etc.
You guys can host it in your mapcycle without issues now and play it from start to finish.
I have also uploaded them separately in each of their respective map pages just in case, but it is recommended you download the entire mappack for convenience and time savings :)