| Author |
Mr_InSaNe |
| Date of release |
Final - June 1, 2006
v3 - March 6, 2004
v2 - October 11, 2003
v1 - June 3, 2003 |
| .bsp filename |
insertion, insertion2, insertion3, insertion4, insertion5 |
| .bsp filename (merged) |
insertion_r, insertion_r2, insertion_r3, insertion_r4 |
Download mirror(s)
Community edit:
SCMapDB(merged)
Original version:
SCMapDB
⚠️ Community edits are recommended due to bug fixes, but they may not play entirely the same as the original.
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There are many ways you can help!
- Provide honest, constructive feedback. »
- Share this map pack with your friends, and on other sites and forums.
Description
Travel to an uncharted tropical island to discover the source of mad genetic experiments with alien DNA. This series is highly difficult with strategic placement of tough enemies, tough situations, dangerous terrain, nasty traps, hard to find routes, tricky jumps,and nasty critters. Be ready for a long walkthrough adventure packed with scenery, ambiance, a few new textures,and lots of model replacements. There are four parts (note: the numbering is off because the insertion1 was removed/combined with the other parts):
Insertion2: Fight your way through an island landscape heavily guarded by enemy troops, jungle creatures, and mad renegade aliens. (Note: Insertion1 was combined with the other maps).
Insertion3: Fight your way through the deep island jungle. Players continue to snake their way behind the enemy front-lines and encounter a few surprises along the way.
Insertion4: The Tombs: Your team must travel an unorthodox route through an ancient island temple as they sneak behind enemy lines.
Insertion5: Dumping toxic waste in and around ancient tombs is bad mojo. You are just the team to take out this waste facility and its personnel.
Hints: Be ready to blast, climb, jump, dive, and blaze your way through the jungle. If you cant find a hole to go through…make one, find something, not obviously climbable, find a button or walk a wire.Watch for landmines in sandy warzones, jungle-pits, and trappy-tombs (get down on your knees in those nasty, pagan-snake-temples). What's around every corner? Your everyday, basic, 3d-virtual-death. So keep your eyes peeled. Skeletons lying on dried blood pools, and dead soldiers, are usually cause for caution. Some places are just too dangerous to be worth going into for tempting ammo. Keep your flashlight handy and head for the light.
Additional info
- Co-operative teamplay is a must. Playing alone, though possible, is not recommended.
- While the map series is considered finalized, there are still possible plans for an insertion6.
Additional credits
- CrowbarSniper - ("rkyisle" skybox)
- Garompa (community fix)
- Silver Sphinx (baby spider model)
- Mr_InSaNe (king cobra model)
- [SAH]Terrant (snake model)
- rkyisle skybox texture by CrowbarSniper
- dogboy742 (P11 underwater pistol model)
- Takkedeppo.50cal (ruger aps 9mmar and grapple models)
Changelog
Community edit:
- Kept remastered merge v1 by Garompa
- Fix trigger_changelevel
Map1:
- All 'introspawn' spawnflags to 32
- Fix 'shortcut_mm' enablespawn_ron target
- Add path_corner(apwt)
- Fix 'blockage_hint' target
Map4:
- Button(52) wait time to -1
- Kept changes from mv1 version by Reuniclus-579 and used it as a base
IMPORTANT: This version mismatches the previous and therefore it has been renamed
New:
- Added new custom models for weapons: P11 underwater pistol (9mmhandgun), ruger aps (9mmar), grapple fishhook (just in case), dynamite grenade (makes sense for archeologists prospections)
General:
- Removed embedded textures and put them into insertion.wad, reducing filesize to almost half. Added default wads necessary to wad list.
- Renamed maps, cfgs, skl files so they don't conflict with other versions
- Since they were renamed, took advantage of that and tweaked some lights and relit the map with RAD and more modern lighting. They look a bit better now, and some areas that were too dark now have extra lights.
- Turned all .wav into .ogg
- Cleaned up and organized cfg files
- Added rain script for the map
- Replaced scuba grunt model. Those models were so old that the weapons they were holding were completely wrong. But to keep the essence of their original style in their Low definition glory, I took the already fixed LD hgrunt model from the map Desert Circle and reskinned it with the scuba grunt textures
- Fixed the silverback ape model so it doesnt do the charge animation on attack resulting in very jittery and unpredictable movement. Also lowered down the insane speed of its attack animations and fixed the common step sounds using the hunger zork barefeet sounds instead
- Added new global replacement model for barney vests
- models/mw/webgibs was a default model so it has been replaced and removed
- Removed globals that are unused and deprecated
- Removed netname Monster on all monsters
- Enabled roaming monsters in worldspawn and enabled it on some monsters
- Added more MaxRange to worldspawns
- All fire, smoke and explosion sprites now have parallel upright vp type
- Removed solid 255 rendermodes from anything that didnt need it
- Turned all plants monster generic to item generics
- Changed deprectade trigger_random_time to trigger_randoms
- Added auto size bb box spawnflag for all squadmakers
- Changed any leftover monstermakers into squadmakers
- Added random skin to all squadmakers
- Increased game_text speed for the scan out effects
- Water is now more murky (less transparent)
- Added missing displaynames on all npcs
- Changed some batteries to helmets or vests
- Organized game_text messages into types and channels, generalizing the designs so its more slick and understandable
- Made trigger autos start after the first player spawns, not before. They are now trigger relays
- Fixed ambience sounds that were looping or not looping and were not designed for that
- Removed mw/rainforestsound.wav from randomly triggering. Its now a looped ambience sound
- Fixed playmodes on ambient_generics
- Added hints to breakables or displaynames. Some have been given new gibs or changed the material
- Adjusted position of lots of fire sprites that were floating, and made them renderamt 255
- Added hints to buttons or other stuff to guide players, this helps a lot during the first mission
- Made tons of sprites Start On since they were missing targetnames and were not being triggered
- Made weapon progression: only one gun of each is found in the maps and will be added to the players spawn inventory when picked up the first time
- Added more weapons and ammo, specially in the first mission, so its not super annoying to play. Added deagle, m16 and saw as well
- Weapon and ammo caches are scattered around some parts and marked with red smoke, most of the times
- Annoying respawning squadmakers have been reduced or tweaked a bit
Map 1:
- Added an intro room to wait for players using an unused dark room
- Added objective text hints to the first mission that repeats when respawning
- Underwater items now have glow shells so they can be found
- Fixed position of 357 that was underground
- The big fuel tank now has its missing half
- There is now a ladder on some vines that will help players climb to the top
- Removed barnacled scripted sequence from hgrunts that wasn't working (npcs and water dont mix much)
- Added more nodes for ickys
- The gunboat now has a functional turret and a pilot
- Added sprite hints for objective breakables and their hud names
- Added sniper rifle at the top
- Fixed some nodes underwater and at the top for npcs
- The apache multiple trigger for ally troops, now the squadmakers are cyclic
- Fixed grunt on the machinegun at the shore and the machinegun not working
- Added hint to destroy waterfall blocking rock and tripmines for it
- Waterfall push is now less aggressive, this caused players to fall to their deaths almost every time
- Waterfall push at the top is now very tame, this caused players to be launched to the start if they stepped one pixel into the water
- Waterfall top water brush is now waveheight zero so it doesnt float above the conveyor brushes that do not wave
- Added more pushes for cliff grunts at the shore so they do fall from above
- Allied soldiers at the shore are now more powerful. Medic has deagle and grunt has Saw by default
- Added a func wall copy of model 48 to fix a seam in the spider caves
- Fixed sprites from the flares
- Fixed flare sound not starting silent
- Rockbugs now have normal rendermodes instead of semi translucent
- Blocked the changelevel until a player kills a snake nearby. This stops rushers a bit.
- Added batteries at the radio and moved the 357. Added more 357 ammo nearby
- Added custom model for dead archeologists
- Added battery near the archeologist flashlight at the spider caves
- The log trap can now be disabled by shooting the rope. This trap was a bit much for most players and lag didn't help
- Added 2 more checkpoints near the shortcuts
- Fixed func tanks not working
- Changed insertion/roger2.wav to misc/roger.wav a default file
Map 2:
- Added music for the red boss fight
- The flame trap can now be disabled by shooting the dragons eyes
- Fixed thunder lightning missing the sound, and the trigger random wrong target number
Map 3:
- The laser trap can now be disabled by shooting the eyes, and the light and lightning shuts off
- The flame trap can now be disabled by shooting the dragons eyes
- The door in the natives room now doesnt have a limited timer, preventing players from getting trapped and having to suicide
- Natives are now their own faction, so they might fight scorpions and other creatures
- The lift trap now requires players to remove the eye gem from one dragon and put it into the other to enable the lift. Also, the other lift which is a trap will change into a one time use proper lift after changing the gem
- The lift columns that break made no sense. Such a big slab of rock cant break on someone stepping on it into tiny pieces. Instead now after the gems are positioned, the entire columns can fall if stepped on and crash onto the floor full force, beware of whatever is below :D
- Lava is now bright and not see-through
Map 4:
- Reduced final boss HP from 4k to 2k
- Rocket turret now has a hud displayname so players know it can be destroyed, and HP reduced from 3400 to 1400 since it was insane
- Added some sounds for the friendly apache radio messages
- Added displayname to other breakables like the watchtower and the fence
- There was a whole setup for an item that hacked the door to the bunker but it seemed unfinished. The lockpick was added as a pickupeable brush nearby to hack the door now. Hints added
- Fixed lasers that weren't working
- Kept edit & fix version 1 by Garompa
- Merged insertion & insertion2 to mw_insertion1
- Some doors spawnflags to 'Monsters Can't'
- Fix some doors move sound
- Edit map.cfg & remove insertion1models.gmr
- Skybox jungle1 & sunset02 change name to jungle & sunset2
- All func_button spawnflags remove 'Touch Activates'
- Fixed several game breaking bugs (doors, jumps, buttons, ending, etc)
- Fixed file paths
- Fixed spawn points
- Fixed models and sounds
- Fixed several triggers across all maps
- Fixed progression and objectives
- Toned down the annoying traps in both damage and how often they activate (may also help with the server lag)
- Added the unused content
- Added proper sound replacements for the animals without much extra files
- Added more model replacements for the rest of the npcs that needed it
- Fixed several doors
- Reorientated or changed models of a few unruly props
- Added a couple of bosses with their theme
- Fixed the ending although there is not much one can do
- Fixed game dialogue texts to include all their stuff better and without obstructing the crosshair
- Added to the texts Mr_InSaNe as the friendly apache, as a homage
- Fixed better explained objectives, with the use of arrows if needed
- Externalized skill.cfg for a more dynamic edit
- Fixed map changelevels and .cfg forcing them
- Changed .cfg weapon progression to what you get during actual gameplay (not just spawning with the pistol every single map)
- Generated .res files
Original version:
- Renamed palmtree.mdl to palmtree3.mdl to resolve conflict with Dark Island
- Fixed .res files
- Expanded map by adding insertion5
- Added insertion4
- Combined first insertion map with the others
- Updated first two map parts with fixes
- Adjusted difficulty
Tags
2003 community-edit difficulty:hard series size:large traps walkthrough water
edit tags
New year, new fix. Enjoy these series of maps now fully working for Sven 5.x+
See changelog if you want more details
Just played through this. I can understand that this maps are difficult. Though they are really well done, although sometimes labyrinth prone (insertion2).
On insertion4, after you meet the first couple of indians, the door thats supposed to open never does. You must find a button that is kind of well hidden, under the bridge.
But the bad thing is that this has an open ending. Perhaps the mapper grew tired of it and left it like it is. Insertion 5 ends abruptly after dropping to a cave.
If these things are fixed, like the difficulty and some minor model and sound fixes, this could be a very damn good map series!
I wasted hours trying to get this heap running.. everything is custom, and it seems that the models are way too bugged to work anymore. The model folder structure is screwed, so the RES file can't work, causing more crashes. Finally, the maps are so massively biased towards player trolling that I officially ragequit - I don't see how they could even be possible without cheats, everything is one big trap or insta-kill. The player spawns unarmed into a horde of respawners, so it's insta-kill from the moment you spawn, and this very much sets the theme for the rest of the maps, those of them that can be wrestled into running for more than a few minutes.
If the whole thing didn't crash the server and client so often, I might be tempted to try fixing it - but screw it, 16 crashes is too much.
Maybe in its day it was ok, but it's going in the bin for me.
I fixed the models.
http://www.mediafire.com/download/ggx89oxhdg9e5gi/Insertion+model+crash+fix.rar
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Good job with that :D
I'm having a severe problem with arch101-arch107.mdl, they insta-crash my client in LAN or server game. If you managed to fix these too (I can't even load them with HLMV1.36) then can you post them pls?
Sorry about that.
I thought only old hgrunt models could have that problem, but apparently old scientist models too.
I updated the original post with fix
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Oh ok, thanks for the effort, but arch1 seems to be ok - it's arch107.mdl that seems to be the offender..
Also I can't open either of those updated models with Jed - "post-loading error" it doesn't like them. Other mdls from the mw folder open ok and animate..
Ty, but I'm writing it off.
Are you sure? did you test it?
I checked and the old model crashed for me too, I did the same fix for it and it works without crashing for me now.
btw arch1T and arch101-107 isnt real models.
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Yes of course I tested it! I'm not going to say it doesn't work without having tested it!! There was arch1 in your latest fix, I used it (and the hwgrunt) and the map still kept dying at the same place each time, maps 5 i think.
Then that must be something else, I wonder what.
Because the archaeologist scientists in 3 and 4 doesnt crash anymore.
I checked and theres nothing on map 5 that uses arch1.mdl
EDIT: I tried map 5 and finished it but it never crashed for me, where does it dies for you?
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Due to this map use many "unpacking models" (ex: mdl named hgrunt,hgrunt01,hgrunt02,hgrunt03) , and if the NPC model use unpacking models , it will instantly crash the server, to solve this bug:
1.Find the unpacking models "model.mdl","model01.mdl","model02.mdl"~~"model99.mdl" , grab them to a single folder.
2.Open the mdl file with HLMV (Half-life Model Viewer), then decompile it.
3.Open the model.qc with Notepad and find this code and remove it:
$sequencegroupsize 64
then use "auto-save"
4.Compile it with any HL mdl compiler (GUI StudioMDL or HLMV)
5.done , you have a new model.mdl that won't crash your server.
The models which instantly crash me (arch101 - arch107) won't open in HLMV-v1.36.. "error loading model".
I guess it's just too broken even to fix.. :/
I tracked this map to find the crash problem, and is the scubagrunt.mdl file!
I just replaced with generic and map loaded fine with no crashes.
Too bad v4.0 cant handle this…as it crashes instantly almost upon load of first map…
One of the best map series from the 03-04 map era. The fantastic use of customized textures and models really puts you in the mood for a jungle assault. A little on the tough side, but that should not distract you from the highly clever map design. The maps may be a tad broken in 4.0 sadly.
The insertion 1 map should not be ridiculed, for while it may have been too hard and annoying at times, it also had some really fun and original moments.