#Black Mesa Training Simulation: Resonance Cascade
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I remember talking with someone about an idea for the Operative
Something like higher speed and more capacity for flares.
And a dart gun that deals damage over time.
someone really went and thought "yeah this be a a rest animation for hwgrunt, fuck you, get on posing"
happy hwgrunt after mowing down the entire server
By the way, i remembered how when i way playing once l, i spent so much time on the map a random shotgunner spawned and was immediately killed by zombies. Was it normal, or some glitch?
actually no let me change step sounds
i think that is an event where hecunome spawns
theryurog
i actually like it for when military is present, it makes it seem like they have propperly searched the area.. but my man barney be getting replaced
the world of rng, it happens almost everywhere on the map, just a roll if tou see it or not
how many people have seen zombies hitting vending machines, monsters eating bodies, human grunt looking down the elevator / bashing the window
theres alot of random ai shit
1000+ messages
it's because this map is the goat
Gonome be like
'Huh, hes dead.. well I wonder whats in Her- HEY'
deleted tama footage
so called torture players when they spawn in and meet gonome firsthand (its part of the torture)
update will be released hopefully thos weekend.
looking forward to test
-# one more game!
Pipe wrench is currently in the works for the maintenance class - the map has also had the 'optional' shutters require the custom toolbox maintenance spawn with - they will only be able to open these route / ammo caches, the other objectives however such as retina / generator can still be used by any class to avoid deadlocks
the shutters will only work with the light toolbox?
pipe wrench op if its the same as op4
charge attack disintegrates everything
The Shutters required for Progress ie. Basement - can be used with the standard toolbox, however the shutter at each basement elevator entrance which are used just as ammo storage + additional item locations, are now special access for the maintenance class to bring more spice to the class making him more useful.
The Pipe wrench from op4 will be an AS version, it'll be the new weapon between the Knife and Pipe - a weapon that doesnt spawn around the map and will replace the screwdriver weapon for maintenance - you will not be able to infinite charge, it will have a max charge dmg of 17 and will not be able to repair
Maintenance Appreciation Update
Hope that answers that
Also tama
a slight update
if hp wont be buffed can u at least add a bit more armor

i can do that
just need the pipe_wrench finished
and to figure out how to do spr for the pipewrench
i mean
cant you use the default one?
its 640hudof01.spr and 640hudof02.sprfor select with the txt file
weapon 640 640wrhudsc 0 0 170 45 weapon_s 640 640wrhudsc 0 45 170 45
oh i guess its just the other sprite file, that works
wow crown locker
moving up in the world
but sv boy beat it too, along other people
he needs a locker with a gabu icon on it
probably but I got 0 experience with AS
one moment
i think the way it works is it just tries to look up the same script name as it is
@wooden hound do you want me to perhaps help? you were working on the pipe but i could help with the sprite
i think you just need to include weapon_bts_pipewrench and make the same reference as the og pipe
Files have been fixed on the download link
update is slowly being worked on. currently got alot going on in life atm. sorry for anybody inconvenienced
updated signage
Mapping edits on the upcoming build
Locker name changed and an additional locker has been created
SV BOY - testing and input along with fixing all of the weapons and doing the new pipewrench model
Grunt - testing and input along with providing scripts to stop deadchat
Doors to the stairwell in Area 4 now go UP
Blackop sequenecs have now been fixed, and will now respawn just like HECU as they werent a challenge
New signage around the map to help navigation along with Area codes for new players.. an additional new sign for the Area 5 'Office Complex' has been added
Maintenance level 2 also recieved some signage
Maintenance now has more of a purpose
besides starting with some armor and a toolbox with less space
Maintenance now gets the pipe wrench
its the new #2 melee weapon on the map and can't be found
the tool box (now called the Engineers Tool Case) takes up less room than the Toolbox, but can also be used to open the additional paths around the map, such as:
- the Area 1/2 Stairwell
- Ammo stash in maintenance level 2 at the area 4 side
- Ammo stash in maintenance level 2 at the area 2 side
Additional armor was also given
any estimate when test?
its working atm, just doing a few changes to the credits and such
@graceful parcel Hold up - apparently theres a door issue with the cafeteria somehow
damn
Oh Raptor you probably didn't see my msg I pmed you, I've sent the chat edit so it doesn't completely silence the dead player
Oh
the current edit has my old deadchat script, I can send it here if you'd like
i'll get that added right now thanks
@slate creek thank you, that has now been updated
UPDATED AND FIXED
sorry to everybody who just got fucked by the cafeteria door
UPDATE FIX
I have finally managed to get this all together
- The Cafeteria door has been fixed
- Dead chat has hopefully been fixed
Just beaten it in punished black ops and they seem to spawn much more frequently, just at intended
forgot to send screenshots cuz i got locked in
flabbergasted
rng giving me hellish backshots
Trying to beat it with Robos on, but so far I've only managed to get to the basement.
unreal
I think I will give up beating Tortured solo with Robos on for the time being.
I do think it's possible, but near-perfect RNG is mandatory. A lot of things have to be in perfect place for it to work and I already tried many times even before the update.
The recent updates made Tortured even more difficult with enemies now spawning practically everywhere, all turrets being hostile from the beginning, and the vent shortcut to the armory being sealed (unless its a % chance to be open or closed), it really demands you to stop from time to time, which you can't really do knowing that eventually Robogrunts will activate and shred you to pieces.
Maybe I'll try with hecus
It reminded me, this happened to me one day in HLDM, but i was quick to react and destroyed the snarks, and then chased the player who did this through whole map
i at some point got enough to get to the armory with 2 shotguns
got fucked by robot i think
Yeah, it's possible to get there if you have enough hp and ap. But even with fully loaded shottys, you'll only manage to take maybe 2 robos. It's better to avoid them if possible.
I'm still not good enough to pull off the flare glitch on the kingpins.
@eager hazel
that is an international war crime
Apparently people who i told this story to didn't believe it, apparently "you can't escape snarks if they were spawned inside you". Well, i did, and then punished the player who did this
HOTFIX
- Fixed HECU deciding you weren't allowed to go that way anymore
- Removed Deadchat (however, i'm keeping his credits on the map, fuck you thats why)
ahahhahaha
Before i release this next hotfix, if any issues have been discovered - please let me know now rather than after it release
i'll wait a few hours just incase
but the next version fixes the Tortured Lockout glitch and has a few map tweaks
Lockout glitch?
cant remember the exact order but if you did forces before the tortured vote - the doors would lock
If no other issues are reported, I'm going to go ahead with the next Hot fix
that ammunition will be kept btw incase anybody was worried
To be honest, I never bothered to check since I already assumed it was going to be empty because of Tortured
The ammo will help but the challenge will be getting there
I may be mistaken, but on tortured, HECU, BLACKOPS, ZOMBIE and SPAWNS should still have the allocated ammo.. it would serve as a respite
yeah they do still drop ammo
torture is the manifesto of ammo management
you get plenty in punished but in torture you HAVE to use melee sometimes
Relaxed = lets see what this map is about
Storymode = okay lets go and try it for real
Medium = I want some difficulty, but with reduced ammo
Punished = Resident evil hard mode
Tortured = Silent Hill Hard mode
just so everybody knows
@eager hazel has the Canon experience going on
we just beaten tort again
with 2 cp's
but used none
actually no we used one
why dd it kill you through the wall
did the nuclear bomb get set off
https://youtu.be/buwGB3xZXw4
the guy isn't know he's literally dead
also, found a bug with HEV recharger
also, keycard sprite isn't disappeared after I picked up it
all this shit in non-survival version, dunno about regular one
oh, also another one doesn't know he's dead, lmao
I wont lie
the bts_rc_ns version was made for (survival is boring) people, but its not really been updated - its actually been sort of left with gltiches and stuff on purpose as its technically set 'prior' to the actual simulation.. it does have different dialog and asks you to report glitches you see in the story
the person that wanted the non survival mode then didn't even want it once it was actually made, so it was a bit of a waste
can understand then
Upcoming Fixes
- Wooden Crate set to Glass Fixed
- Geometry changes to Elevator Access to Service Elevator
- Sec 3 timer for despawn fixed
- Sec 3 Respawn fixed (Thanks Erty!)
- HECU spawns moved to avoid Rappelling HECU Sentries
- Black ops given an Ambush Scenario
- Credits for the map adjusted
Massive thank you to the S\V\en community, Tama and Sv boy for the continued reports and still playing it despite already beating tortured!
despite already beating tortured!
me btw
Haven't given up yet on tortured with robos and slowly learning how to avoid some of them.
Managed to make it to 2 gears this time.
Thank goodness for controllers not spawning early, but on the other hand, respawning alien grunts.
bullied
Additional updates for upcoming version
Previous Additions have been included to avoid confusion
- Wooden Crate set to Glass Fixed
- Geometry changes to Elevator Access to Service Elevator
- Sec 3 timer for despawn fixed
- Sec 3 Respawn fixed (Thanks Erty!)
- HECU spawns moved to avoid Rappelling HECU Sentries
- Black ops given an Ambush Scenario
- Credits for the map adjusted
- Changed Geometry to Security Service elevator
- Changed Geometry to Security tram station (very slightly)
- Vent to Armoury has now been changed to a Maintenance objective requiring tool case
- Double doors to cafeteria now go the same direction
- Kitchen door now pushes instead of pulls
- Yard managers office is now a push instead of pull
- additional loot spots added to the map
// This might happen might not, basement song changed
this door pisses me off so much
that door has been fixed in the new update
Oh, okay.
Sorry, I was just venting, didn't mean anything bad.
It's just that I had a good thing going but the door decided to close almost immediately after opening it and made me ragequit lol
Slowly getting a bit better. I somewhat got the Office area down. I believe I can do it.
Also, probably better to bring back the small window here so you can bait the headcrab, or just make the door open the other way.
It refused to move and couldn't open the door.
we got a WISE GUY here
that was removed because motherfuckers killed the king pin
you can't fool me
i'll make it so the enemies react to you in the room, however
oh i didn't know you could do that lol
you beat tortured without doing that
you are truely insane lol
time to add another claw to that locker
he left before adding gabu funko
Hopefully everything goes well for him.
I'll still try to beat it and show it to him if it ever happens.
the map now features gambling
Full change log for upcoming release
Additional updates for upcoming version
Previous Additions have been included to avoid confusion
/ Previously Stated
- Wooden Crate set to Glass Fixed
- Geometry changes to Elevator Access to Service Elevator
- Sec 3 timer for despawn fixed
- Sec 3 Respawn fixed (Thanks Erty!)
- HECU spawns moved to avoid Rappelling HECU Sentries
- Black ops given an Ambush Scenario
- Credits for the map adjusted
- Changed Geometry to Security Service elevator
- Changed Geometry to Security tram station (very slightly)
- Vent to Armoury has now been changed to a Maintenance objective requiring tool case
- Double doors to cafeteria now go the same direction
- Kitchen door now pushes instead of pulls
- Yard managers office is now a push instead of pull
- additional loot spots added to the map
/ Additions
- Tortured end theme changed to a sven co-op based one
- Double doors in basement fixed
- Geometry of Chemical research changed
- Textures for Medical Research changed (Security Tram Vista)
- Textures for Chemical research Changed
- Textures for Turbine research Changed
- Ammo Caches changed: each one will now have 1 type of ammo that persists for tortured easy
- Gabumon
- Punished/Tortured New Tutorial gear locations
- Research Cards in A-106 / B-201 have been moved to more suitable locations to avoid softlocking.
Operative has been changed
- Operative now has a random loadout applied, this is basically various loadouts suggested and created by @worldly bone.
Punished + Tortured are now Hell
GABUMOOOOOOOON LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Punished and tortured are now hell?
I wanna be the guy difficulty
Tortured plus operative
quick explaination before i leave
there is a gear known as the tutorial gear - it's placed right next to the gearbox sign to literally push the player towards the bridge and gearbox puzzle. This is redundant more or less on medium and onwards.
For Punished and Tortured now, the Gear is now moved between two locations.
Chemical Lab - requiring you to have a scientist keycard and be able to tank some radiation damage.
Turbine Lab - requiring you to do the retina component repair.
The scientist cards have been moved as a consequence. there is now a research card available in the Security side of the map, and one available at the Dormitories side of the map - progression is required to get these keycards now and each comes with its own obstacle
Operative however, is now fun and adds some more replayability
this update will be pushed out tomorrow
"You now have to get the retina for the valve in tortured".
sorry
that is a typo
I ment Gear
The Retina component and Chemical lab were otherwise useless locations on tortured, this promotes the entire map now being used
Wait
Is there any sign that indicates where it will spawn?
Or is it like the valve and admin key?
valve and admin key
Damn
however, probably a little more forgiving
i placed them within eyesight of a window
so you can more or less quickly glance and see if its in either sde
so instead of having to do the entire retina puzzle - you can look through the door and see if its there or not
i'm not entirely evil
yet
anyway - i'll have this out tomorrow
this is the new tortured end theme
its now Sven co-op based
Then I'll try to beat this version before the next one releases
This is truly the svev poop map of all times
@wooden hound tortured robotics beaten by 4-5 people
half of the game was just me soloing it
may i suggest robotics buff if blacks ops were buffed
add like 2 rpg robots and make all sentries be active and aggressive regardless if they were activated or not
one rpg in the basement bridge to where elevator end is, and maybe one in warehouse middle between connecting two areas
obv pun/tort so it's only for the sweats
RPG Robo sounds fun
You can try doing a solo run
Tried my hardest, but couldn't do it. Always get stuck at 3 gears and always some bs enemy spawning in the most horrible places, like 2 snarknests in cafeteria or a respawning A. Grunt in the most annoying spots.
Maybe luck will change with this update.
Most likely very late to ask, but I don't know if it's possible to make it so the doors in the cafeteria are transparent, that way you can see what monster is in the room.
This is mostly me being salty though.
Hey, i just thought, if M4 has an ironsight alt-fire, why not take model from Counter-Strike Beta?
its culled of just about all copyright materials with the exception of the AI voice and music so it can be made official when required
Released V4.00
- New Robogrunt variant added
- New Robogrunt sounds for Variant
- Sentries changed in Area 4
- Sentries changed for Robogrunts
- Textures in Labs changed
- Geometry in area 2 and area 4 altered
- Textures in Security Vista changed
- Security Level 3 Respawn fixed
- Wooden crates changed to Wood (Thanks Sneaky)
- Wooden crate for robogrunts changed from Glass to Wood
- HECU Spawns moved to avoid rappelling hecu sentries
- Blackops given Ambush scenario
- Credits adjusted
- Vent to armoury is now a maintenance toolcase objective
- Double doors to cafeteria fixed (thanks crime)
- Kitchen door now pushes instead of pulls in cafeteria (thanks big boi)
- Yard managers officer is now a push instead of pull
- additional loot spots added in the map
- Tortured end theme changed
- Double doors in basement fixed
- Ammo caches altered for Tortured
// Notable changes:
- Operative will now select random classes, this may seem arcade like. However, it is pretty fun and works pretty well with the map. Thanks SV BOY
- Punished and Tortured has been changed. The Tutorial Gear (the first gear next to the bridge) will now be moved. it now has a 50/50 chance between Chemical lab and the Turbine lab
Chemical lab: you will need to find a research card and tank some damage to get the gear
Turbine lab: you will need the retina component, research card and a toolbox.
because the research cards were only located in A-106 and B-201: the cards have been moved to locations that require progression to be obtained to avoid soft locking. there is a keycard in each section of the map (1 in Dorms/Warehouse - 1 in Security/Administration)
@worldly bone have fun
Damn, Operative can start with anything.
Reminds me of Eden from Binding of Isaac
yeah pretty much the idea
Didn't have much time but played a couple of rounds with notarget on, just to see the changes.
With the additional objectives and turrets turning on when Robos activate, Tortured just became incredibly more difficult, which I personally enjoy.
Obviously, this is from solo player pov, since some obstacles can be ignored with a team and good teamwork (medic doesn't need to look for Dorm cards).
Also, yeah, you are right, there is gambling now since some Operative loadouts are better than others.
Makes me wonder how many there are.
30
tortured is actually pretty easy right now as hecu/black ops ammo caches and other ammo caches make you flow on ammo
So - due to an oversight on my part and failing to understand that ammo caches to the playerbase wasn't just the checkpoint locations.. and it was actually the HECU locations aswell.
The Ammo system has been more or less returned to what tortured previously was. with the exception of the new ammo system.
HECU will no longer drop ammo caches around the map
HECU and Blackops only drop weapons now
Ammo will be available in the - Respawn containers when no checkpoints are used and the Maintenance case doors in the basement.
Tortured was beaten at a record rate since it was just released, and it got beaten. To return tortured to its suffering glory. It has been given *** additional consequences.***
These will not be disclosed.
Damn. Then I'm actually bad at the game.
I don't deserve the scratch marks and crown on my locker.
SPAS-12 double shot sound is a music to my ears
Although I guess each military group has their pros and cons.
Hecus/Blops vulnerable to headshots but come in groups, plus the engineer and fem assasin have god tier accuracy.
Robos on the other hand don't respawn but are tankier and don't flinch.
That deserves another gabu funko.
Next update coming out : V4.CO: Consequences Update
It will be released tomorrow after some more testing.
oooh interesting
i haven't played in a while but there's probably a bunch of things different since i've last played on this map
especially after reading "new robogrunt variant"
i'll probably wait until the consequence update comes out before getting on the s/v/en co-op server tho
You have to wait a few seconds after choosing the difficulty to be able to press this button.
i think its intentional? @wooden hound
So that was the torture lockout issue
Long story short: always look for the most simplistic method first to see if it works.. i had duplicated entities to perform if the the intro had been skipped or not, it was about 48 in total.. now reduced to 14.. because all i had to do was lock a door. the torture lock was a consequence of the new system compared to the old one.. the old one was pretty much a 'AAAAAAAAAAAAAAAAAAAAAAAAAAAAA BUTTONS' approach - which Sniper highlighted that it would be an issue, which he actually was right about. however - the slight oversight with the new system was that when you selected forces before difficulty - it would lock you out of the room.
So now you need to go Difficulty > Forces > Play
Ah okay. To be honest i thought it had to do with an exploit.
Update Released - V4.C0 - Consequences
- Added Additional dialog for HECU
- Added Additional event for HECU
- Added Additional event for Blackops
- Added Dialog for Blackops
- Added Dialog for Robogrunts
- Fixed Robogrunt event
- Added additional event for Security
@eager hazel honey
The tort-pain never ends, only gets intensified.
Btw, the funny rare bug in HEV room was partially adressed?
hotfix incoming
felt more like tortured because most hecu encounters were skipped due to probably beating this in only just 46 minutes
millitary spawned in at 9 minute mark
this is the most funniest death ive seen in a while
what was that at the end lol
That's one of the default death animations, right?
Although I was referring to this
yeah thats a default death anim
Looks like ragdoll
Oh alright
It's still very funny regardless
I'm very amazed how you and your group managed to beat it very fast
if it helps:
- sci's drop medkits to guards
- med stations are your best friend, as they recharge
- conserve as much ammo as you can unless you have to shoot
- we had shock roach boost my armor at the start
- garg, kp, and other shit are ignored, never wasting a bullet o them
lots of cooperation
we were also incredibly lucky to not encounter any grunt\s
I suffer from social anxiety and that's why i play solo most of the time
and because of the self imposed challenge
beating it solo is definitel a of a challenge
It's possible
actually got gibbed in the game but we used a checkpoint
I couldn't find that one gif of an entity bitchslapping a player. The video you posted reminded me of that.
funniest shit
HEV zombies went from nothing to big armor eaters
also almost died to him
They hit so hard, especially that instant swipe that can one hit you
long zombie
Once they fix the cheese strat for the Gonome, it might become a bigger threat
Pit drones are not as difficult as version 1
theyre probably the most trickiest to melee, besides houndeyes
you kinda spin in circles with them
houndeyes is just hit and run
until theyre low enuff
It's kind of tricky, but you can force them to melee in sets of 2 hits and then back off
repeat 3-4 times before they shoot a spike
also made the gif cuz its such a funny death anim
if they run out of spikes, they will run away until they are far away enough from you and then recharge
so if you chase them, they'll never stop running
and never recharge the spikes
The only funny death I had recently was the robo exploding out of nowhere for no reason
and the explosion going through the wall
a good operative roll can help a ton but i think for tortured its better to stick with normal classes cuz you'd be getting screwed or out of bullets
Actually, I kept gambling for good loadouts but most are just single item loadouts
a good roll is actually deagle + glock ngl
since you never find any pistols in tortured
theres a shotgun one but the ammo is scarce and also 15% cans
i think operative is balanced
The more useful loadouts I got were Dual Wield and Knife w/ Pistol
dont like how the text gets overriden
when you pick the class the class text gets overriden unless you join late
Oh yeah, you have to wait a good while for that not to happen
theres a 99% gamblers quit one which is technically the best one as you start with a 12 shotgun shells and mossberg
Unless it comes with full ammo, then it's kind of samey as the deagle
essentially yeah
I guess the only good thing solo tort taught was how to use melees and learn how to approach enemies
A. Grunts can be stunned if you hit them in the face with pipe, knife or axe
ngl best one to roll for tort is either
Even Shocktroopers can be melee'd, but it takes a long time and usually not worth it
tax evasion or dual wield
what is tax evasion
its basically taxless guard
50 armor
berreta with 3 clips gurantreed
well its not 50 armor but its 40-50
My favorite part is when I get a gun with 1 bullet
I think right now Maint gets more armor than guard
That's weird, I remember getting 35 and with guard kept getting 30 or less
Maybe I remember it wrong
mm
The wrench is kind of meh at best
maint gets 3 helmets which is
a helmet gives from 7 up to 10 armor
minimum 21 maximum 30
guard gets 1 helmet and a vest
7-10
20-30
minimum 27 maximum 40
Might have just been me imagining things then
also suprisingly 2 vests is on average 25 lol
Hopefull I can grind some more this weekend
so unlucky is 40 and lucky is 60, even though you cant go above 50
Still, Guard is probably better choice for me since it's the only one with a gun
With Hecus and Blops now dropping weapons, maybe the other roles might have a chance
But I will continue to try Tort Robotics since it's supposed to be the toughest enemy.
However, If I ever beat it, I might try Hecu or Blops.
I'm more afraid of the former because of the Engy being able to headshot.
they already dropped supplies but them dropping ammo is unintentional
it should be just a weapon
Ah
well
Probably fixed in next small update
at least in 4.0
maybe
the ammp supplies being dropped wasnt supposed to happen, a fix will be made later
going to look at what went wrong with the ammo situation in tortured
Upcoming Hotfix
- Elevator skip fixed
- Tortured settings being fixed
/ Shocktrooper roach no longer dropped
/ Military no come in at the desired time
/ Military will no longer drop supplies - forgot to wire it up
good bye blue gokiburi
you cant recharge armor anymore
"Elevator Skip" makes it sound like you could skip the basement
Elevator shaft?
those bitches
apparently you can hit the red buttons through the wall
i couldnt do it personally
skill issue
oh lol
never occurred to me
buttons are pretty far too so i wonder if it has to be from a weird angle
well
you know what i think about that @graceful parcel !?!
Thats right
Update released V4.C1
- Fixed Supplies dropping
- Fixed Card Respawning
- Added additionals to Tortured
- Added Blackout event to all scenarios (1/16 chance)
- Fixed Other event
- Fixed Dialog
- Fixed Grunts in basement
- Additional Tweaks
- Added Armoury fix
right
i'm not updating this for awhile
oh my god, why do robos activate so early
the torture shall... fuck all of us... the grand suffering of torture is back..
i don't think i can do it if they activate this freaking early
tortured millitary insertion is now 3 minutes instead of 10 it seems
imagine these black mesa staffs going through tortured diff and all but in the end Gordon who doesnt participate in this simulation is the one who survived 
i just dreamt about bts_rc, im beyond cooked
It's alright, i dreamt of Town on Gorkhon not even 5 in-game days into Pathologic
i cant see sht
flash your way boy
should have paid those bills instead of donuts BOI
The Next Update wont really change anything, its just a slight bug fix for various entities and stuff that I believe should be fixed..
I am no longer altering the difficulty of Tortured, I think everybody will agree that the restoration of tortured is hard enough.
That being said, the following fixes are going to be made and I'll explain what they are and why:
-
The Valve skip will be fixed. This is when you have houndeyes (or anything capable of penetrating through walls) break the lock on the floor covers.. allowing you to completely by pass valve and A-101.. This is makes the valve useless.
-
Scripted Sequence for Barney: the sequence was broken and pointed out by SV BOY.. however when i fixed it, i rushed it.. so its facing the wrong way and opens the wrong door lol.. more for the singleplayer experience that one
-
Tort Sentries: Some tort sentries were friendliy this wasn't supposed to be the case. These have been fixed. Because this is a sudden change & only appear on tortured, the locations are:
Tram Security,
Steam Corridor,
Armoury. -
Keycard Processing Window: you can go ahead and look at this on the current map if needed, the sequence is there, however lacks the 'over-ride AI' flag, instead of the 'no-interruptions'.. because the window now distracts grunts and can be used, they will attempt to smash it. however you can kill them to prevent it to keep the strat going.
-
Doors in Warehouse 1/3 have been adjusted to be wider to promote navigation for AI's, all green doors have been converted to models aswell to help with limits.
-
Military Insertion for Tortured: Adjusted slightly as its tooo quick imo
-
Moved the spawn location in Warehouse 2, monsters were stuck in crates
-
Powerboxes turned to Models
-
Missing textures on doors
-
Windows being abit too bright in the dark
oh shit
the voice reminds me of this
#ai #cod #bo2 #codbo2 #blackops2 #callofduty #announcer #memes #funny #shorts #fart #farting #politics #leftist #rightwing
horror
The next update is currently just waiting on something being created, it'll be released once its finished. At the moment the current things are being worked on:
- Flashlight having infinite battery fixed
- Dialog to hint at NPC activities
- general fixtures around the map such as details and door speeds
However, I would like to do a poll regarding weapons, please answer below:
fuck... i dont even know what to nerf or buff considering how all weapons seem to work well together
probably the most underwhelming weapon would be the flaregun, its not a weapon but even flares do damage, signifcant one sometmes
id love to see glock18 at least in one operative loadout as finding it is incredibly rare and at least having one operative loadout wouldnt hurt but thats imo
also TIL: python deals more damage
deag
python
i think id buff python maybe a bit just to have more impact for each shot?
maybe up to 70
Do you believe weapons should be buffed?
4
5
1
No, Keep it the way it is
๐
Changelog for V4.C1
- Black outs can now be reversed if the Crane Generator is repaired.
- Additional Dialog for Hgrunts and VOX when the power is restored
- Additional Dialog for Hgrunts when Breaching
- Additional Dialog for Blackops when Power goes out
- Additional Dialog for HECU when power goes out
- Tortured Bridge Monsters have been fixed
- Additional enemy added to the map for Medium / Punished / Tortured
- hwrgrunt now available on medium difficulty
- possible fix for infinite torch
- feedback from sbmesh + s/v/en communities have been added
- ramp from the basement has been removed to avoid infinite sliding enemies
- auto-turrets on tortured have been fixed
- timing for sequences has been adjusted
- hostile hecu removed from friendly hecu spawn
- Suppressed UZI added to the weapon pool for blackops (armory) (Thanks TEXHAPb!!!)
- Lighting tweaks
- Tweaked HECU spawns for Allied
- Railing to the catwalk in Warehouse 1 has been given an opening for easier access
- Maintenance shafts have been replaced with Buttons to avoid the Valve Skip.
However, existing counter measures on higher difficulties are in place.. lower difficulties can use the other hound eye skipping techniques.
WIP
- batteries being spawned on tortured
No HEV is available on tortured, so the item is useless
If you know of any issues, please let me know!
feedback from sbmesh
@wooden hound which ones exactly, just wondering
fixing the generator restores power to the facility
I think it was either Falco or Trax that suggested it
pretty solid suggestion imo
It'll be updated when Gauna has finished a model for me, and possibly tex/four-nines finishing a model, the M4 / M4SD will hopefully be replaced with the Colt from the Gearbox HD packs to finally be LD
this update will bake
how he got up there
He didn't like that I was looking so he tried to kill me
Didn't succeed. Unfortunately, the HW Robo around the corner did
I kept trying to lure it into this area, but it just refused to come out
BTS_RC uses AI generated content, should it be removed from the map?
5
6
2
No, It doesn't bother me / I don't care
yeah
the audio that plays startled me and just stood there because i really wasn't expecting for marines to come out of that room
they need that engineer after all!
i keep forgetting about this stupid vent barnacle
this area has been altered in the new version to avoid this
SV BOY pointed out that the ventilation barnacle only renders once you're in a certain spot.. this has been changed to promtoe a wider view of range
3 locations have been altered on the latest version..
- the Truck Loading bay
- The Yard managers office vent
- The Warehouse tunnels
Truck loading bay now has high enough cover to hide behind from hecu, it also has an additional walk way for detail along with an additional crate for loot and a shelf. the elevator area is alot more wider to have more of a black mesa feel, the black ops can now breach that location and now have a 'truck spawn' - the truck will now be black for blackops and green for hecu. Aswell as the Blackops truck, there is now a random chance for the vehicles in that area to change. The Truck Bays may both be blocked by Trucks, or both be unblocked. The Car with the doors open may also be a Truck aswell. This is just to add variation to the map.
The Yard managers office vent has been altered to promote more of a view, players will probably enjoy this change as it allows you alot more breathing space compared to the narrow corridor before..
The Warehouse tunnels (that has the turret controlled by the powerbox) now has a little extra detail.. thats really it for that
sven engine atm
it's because of all that
the map still is the goat
Sorry to say that I can't comment on Hecu/Blops changes since all I've been doing is grind robo tort
pool club is my best friend
Additional changes:
- Vista for rooftop in Warehouse 2 added (Retina Component) it was the only location without a rooftop cliff view
- Blackops now have an Additional feature
- Red lights have been made 2x brighter for when Blackouts occur
you wont like the net update lol
Upcoming Update
MISC:
- Retextured Mossberg to give a more significant difference
- New M4 / M4 SD / Flaregun model by TEXHABp!!!
- Blackops can now cut camera feeds
- Blackops now have Truck reinforcements
- Blackops Truck bay positions modified
- Blackops Dialog fixed
- Sniper sound fixed
- Light gunner rgrunt fixed
- Light Gunner now has sparks to show hits
- New Dead model - Worker
Dorms:
- Slight modification to clipping and geometry
- Ventilation at lockers, the vending machine clips have been modified
Warehousing:
- Cabin with crane controls made to the same size as the gearbox cabin
- Door controls moved further back from the shutters
- Vista added to the Retina component skylight
- Warehousing Truck Bay modified to be must bigger
- Warehousing truck bay rails now high enough to use as cover
- Trucks and Vehicle is now random, some games their might be no trucks promoting wider gameplay, others, both trucks promoting more cover but tight to navigate
- Sentry position slightly modified
- Door panel can now be repaired or breached by Blackops and HECU
Nodes in stairwell modified - Warehouse tunnel now has more detail and a loot spot with new Dead Worker body
- Access to the walkway in warehousing has been added
- Generator in Area 2 can now fix the blackouts on the facility. A Different noise will play and effect.
- Boxes at Cabin Gearbox Warehouse now have a wall to prevent npcs shooting through them
Weapons:
Feedback from S/V/en and SBMESH regarding weapons has been implemented.
Most notable changes apply to:
5.56 buffed
Mp5 is no longer useless
Mossberg is now slightly faster
Spas-12 slightly slower
Glock 17 Slightly modified
Pipewrench and Pipe now have stopping power for Houndeyes
that piece of sheit keeps softlocking me by blocking the door
if i dont find a flare to get rid of it, im screwed
even worse when a pitdrone spawns near it
they keep baiting each other nonstop
Even though I haven't played the map with the other enemies, I can at least appreciate the effort it was put into them.
One of the things I consider to be very nice detail is that there are audio cues for almost every situation. HECU and Robotics have them too, but to be honest I've only managed to hear one from Robos. However, the fact that they are there already shows dedication.
Hopefully Black Ops get some too. The only audio they have is from the blackout event.
It's not a problem if they don't get more, since I guess they are supposed to be secretive.
"Pipewrench and Pipe now have stopping power for Houndeyes"
I can't give my opinion on the Pipewrench, but I thought the Pipe always had stopping power
If you hit them just as they start preparing their blast, you can manage to make them jump back.
The only 2 weapons that can't do that are the Flashlight and Screwdriver.
I didn't know that was a thing, thats now fixed
Noticable locations that have had Geometry changes or Lighting Changes
have fun!
I don't know if it was mentioned, but if possible, make this door so enemies can't see through it
the moment I open this door, i will meet my demise
Yeah i don't know why thats happening with those doors
i'll check it out
i'll make sure it doesnt reset
Sorry if it sounds like I'm complaining.
Just posting stuff from runs because I thought they were funny
no its funny
nothing like getting caught on a door and a garg is waiting to literally cook you
The tram can now be repaired - power box will become destroyed, being the source of the malfunction. Once repaired. the Tram will immediately depart to stay on schedule. This requires a Engineers Toolbox, only available with the maintenance class
you think it should only be repairable only with maint nearby?
also the robotics seems to be the hardest force now, good
do you think it should just require a toolbox rather than a maint?
fuck them secs make it maint
like if theres a maint nearby they can travel train 1 time, and do it again as long as maint is close
no toolbox - no ride!
oh the toolbox just makes the train system go back to the every 3 minutes
well that works too
thought just making it temporarty would encourage keeping that maiint guy either be the tram captain, more coop
I think keeping it Maint Only helps emphasize his role as the guy with the right tools for the job.
Honestly, I wish other could fix it as well, but I feel it's better to keep it that way to maintain the cooperative aspect of the map.
Regarding the Tram Repair:
The Tram will now require to be repaired often.. the counters are no longer deleted and will require maint players to repair it when it does break down. The Amount of stops for the tram to breakdown has been decreased to make this feature playable, this will be more noticable in punished/tortured, but higher than the current amount on the current build
also @wooden hound why not turn resonance.wav and sewer.wav into .ogg files?
was the barney door thing fxied
I'll change them to .ogg's i remmember sneaky telling me to do it, may aswell do it while waiting on the models
what barney thing
when you dont have sec card so you use the barney thats in the gates
fucker doesnt even face the button when doing that
oh yes thats fixed
but at least it works
theres alot of stuff fixed on this next version
three main ones i seen from yesterday
- Blackout takes longer
- Tram now repairable but lasts longer on tort
- Shutter in basement, npcs can't see through it
only issue atm is the VR room
gg
unreal
the elevator door behave like a toogle so if you have the door closed and push the buton to go another level it will open the door
best system i can come up with atm since its a relative teleport. probably a better method but it works atm
that crate is fixed
he do the beep but he don't open the door
who should be able to repair the tram?
6
7
2
only maintenance
๐งโ๐ญ
fixed in the next version, waiting on a shotgun remodel atm before releasing
full changelog will be posted
@round charm feel free to keep firing in bugs, because its a good reference for the next version - a good few have been fixed in this next version, along with some lighting issues and sequence issues
even if its a really minute thing, fire it in
I never bothered to check, but does kingpin still has its shield when taking damage?
it think the difficulty should be more progressive
well it kinda is
every problem is like a new difficult thing you have to think and overcome
being spawkilled by a gonome and a pitdrone is not very progressive
it's not very realistic that you encounter an enemy in a late stage of mutation 1st second of RC
gonome and pitdrone should spawn along hecu arrival
Only enables it when it targets an enemy, only way for it to turn off is the enemy to die/player to suicide and be revived away of kingpin's POV
you know you could make a strat out of that now that i think about it
if the team has a medic
I see. Unfortunately for me it's not that useful, but it's still a nice piece of knowledge for coop runs.
Well.. storymode when bts_rc2 eventually gets made.. the military along with gonomes and racex will start to make an appearance. the difficulties from Relaxed onwards are 'Difficulties' only and strictly not 'Canon'
its literally only there for replayability, the spawnkilling.. although its not fun, is the consequence of the RNG, you could still get killed by 4x houndeyes, slaves or if you're really unlucky, a agrunt
without getting tooooo much into it.. because it may never happen..
Bts_rc Storymode, the HECU are actually allied, and thats the ending you get.. so by the time HECU arrive, you might see A gonome or two.. but nothing ridiculous..
with the other difficulties, it was going to be basically hell on earth and a different ending, but thats for another time
upcoming update
- Clip optimisation
- Various geometry fixes
- Various Lighting repairs
- Music files converted to .OGG
Full changelog available on release
Why was garg moved
don't worry about it
its just part of the magical adventure
now theres 2 garga
or worse
the one in area 4 was replaced with something more evil
kingpin everywhere
thats tortured don't be silly
there is only 1 gargantua
kingpin, gonome, garg, xen commander, HWG, ||Mr. Friendly||
the only enemies not on the map
- Apache
- Nihilanth (only voice)
- Mr. Friendly
- Xen Fungus n shit
- Bloater
- Boids
bloater?
never seen thoses
boids
boi
Next version will be released pretty soon, i'll do the change long in abit
Changelog
Fixes:
- Shutter in basement, npcs can no longer seen through the shutter
- Valve skip, a button is now required to progress rather than a breakable
- Navigation in Stairwell between Dorms and Warehouse
- Navigation in Offices
- Lighting issues in various locations
- Screwdriver view model not changing sleeves
- Glock18 reload animation being mixed
- Gargantua Skip
- Agrunt Door break sprite still showing
- Sprite for repair door still showing when HECU/Massns repair door
- Vending machines in Dorms being seen through by npcs
- Crates in warehouse that could be shot through
- Various clipping issues
- Sentry allied issue
- Massns spawning weird in warehouse
Adjusted:
- Geometry in Stairwell
- Geometry in Warehouse tunnels
- Geometry in Warehouse 3
- Geometry in Dorms
- sentry locations
- ammo locatiosn
- ventilation clips
- ventilation geometry in yard managers office
- Lighting for blackops, vistas no longer go dark
- Nodes Adjusted
- Weapon / Melee Damage
- Map Refill
Added:
- Blackops Truck
- Blackmesa worker model
- Gonome Worker Variant
- New Enemy Variant
Thanks TEXHAPb!!! for the following weapon replacements
-
Mossberg 590 (replaces Mossberg 500)
-
M4 / M4 SD models
-
Flare gun touchup
-
Tortured Gargantua Sequence
-
Tram is now Repairable with a Maintenance Engineers Toolbox
-
Blackouts can now be reversed by repairing the generator for the Crane (has its own sounds)
-
Military force for tortured entrance time expanded
-
Retina scanner added to the stairwell in Dorms
-
Vent added between Dorms Security Office and Stairwell to prevent player rat traps
-
Additional clips and Hull2 Adjustments
-
Cleansuit added to tortured for when the gear is in the radation room
-
Additional Song added for Tortured
-
All songs have been changed to .ogg
-
Additional Dialog for the Tram sequence as it can now be repaired
-
Light added to Xen Effects
-
Ambient Sequences
-
HECU Sequences
-
UZI-SD added for Blackops
-
Detail to Truck Bays
-
Red emergancy lights
oh my god im bts-rcing
This is probably the most updated map on Sven history, congrats Raptor
Not sure if thats a good thing or a bad thing, the things took over every project i have ๐
It shows a lot of dedication and effort.
I'm sure it reflects in other projects of yours.
how player joining after the start pick a class?
if players are spawned before the game starts, they can still choose a class.
If players join and have to spectate, they get given a random class when given a weapon
suboptimal
๐คทโโ๏ธ
best way to handle it, more or less people who join are made 'no-class'
better being able to play than not at all
what about making no class player spawn in lobby
its survival
spawn in loby when a checkpoint is reached
or spawn in lobby then unalive them they pick a class
nawww
reach a checkpoint - disconnect, drop all your things, let your friend touch it, free ammo, armor and gun
spawning with nothing is fine as long as someone who reached cp could share their other gun or at the very least a melee weapon
yeah, like that happen
People made a human tower to skip half of the map. I wouldn't put it past them to do something like that.
from what I've seen testing with friends, and having two totally different communties that i had nothing to do with prior to the map:
the map really does make people work together, share weapons and ammo.. iv even seen videos of people sacraficing themselves to trap and enemy while the others make a run for it. we're talking to different types of commumities aswell, one has buymenu and they still share weapons when needed.
i did have the same concerns before it all.. but 90% of people with common sense will realise they dont need to have all the weapons. like on the map theres:
-
Glock 17
-
Glock 17 SD
-
Glock 17 flashlight
-
Beretta
-
Glock 18
-
Uzi
-
Uzi SD
-
357
-
Desert eagle
-
Mp5
-
Mp5 GL
-
M4
-
M4 Sd
-
m16
-
mossberg 590
-
spas 12
-
m79
-
m249
-
screwdriver
-
crowbar (red, yellow and blue)
-
knife
-
pipewrench
-
pipe
-
poolcue
if you play with a player that has all of that and doesnt want to share, they will 100% loose the map
one thing i wish sven would let you control is ammo sharing
sven automatically just cuts your ammo in half which doesn't sound that bad until you realize you're giving an mp5 to a scientist
scientist at best is good with a shotgun which is more fair
like an expansion of the Inventory system, it could have an Ammuniton tab to the right hand side and you could use a slider or even choose from preset numbers
rust have a system to convert ammo reserve to ammo as item
Upcoming 4.90
Additional changelog notes
- Added Cleansuit zombie variant to the map
(Thanks Erty, Admer and H2 for the following Optimisation tips) - Optimised the map from 100% clipnodes to 86.8%
- Optimised hints
- Fixed various locations
- Tweaked scenary
- Tweaked spawn locations
- New Mossberg 590 (Thanks to TEXHAPb!!!)
Update 4.90 Released
this version will have glitches, however it has been optimised better, additional variants and enemies included, alot of fixes for the previous version and a whole new sequence.
the sequence shall remain tortured until it is completed, then it'll fall to punished.
2 errors atm, these will be fixed tomorrow
- red guard rails at the tram stations are not solid.. whoops..
- lights in security corridor in area 4 were accidently deleted.. whoops..
fix me
shadow gina
yeah theres a lighting bug with the VR room, the lighting in the room looks great but models 'except the loading model' go black.. il try tinker with it more, might need to revert
BUG FIX incoming 4.90A
- Gear not being able to be picked up once respawned (touch only issue)
- Retina distance for Rgrunts/Massns/HECU adjusted
- make sure to delete w/p/v_sbshotgun + w/p/v_m4 as the models have changed
- wads updated with credits
- toolboxes now respawn 120 seconds
- lighting has been readded to the ssecurity corridor
- red rail has been fixed
- floating massn issue fixed
- spinning torch issue fixed
- charge sound removed from HEV's
- button size for Retina Objective moved to be more accessible
Map is currently doing the RAD which takes the longest as you can imagine - will be updated in the next 20 minutes
BUG FIX released
Updating website for changelog
changelog now available
models 1224/4096 78336/262144 (29.9%)
planes 11495/65535 229900/1310700 (17.5%)
vertexes 63810/65535 765720/786420 (97.4%)
nodes 32295/32768 775080/786432 (98.6%)
texinfos 18126/32767 725040/1310680 (55.3%)
faces 40698/65535 813960/1310700 (62.1%)
* worldfaces 31679/65535 0/0 (48.3%)
clipnodes 28576/32768 228608/262144 (87.2%)
leaves 21617/65536 605276/1835008 (33.0%)
* worldleaves 12126/65536 0/0 (18.5%)
marksurfaces 61090/65535 122180/131070 (93.2%)
surfedges 187097/512000 748388/2048000 (36.5%)
edges 105607/256000 422428/1024000 (41.3%)
texdata [variable] 24075676/67108864 (35.9%)
lightdata [variable] 12671670/67108864 (18.9%)
visdata [variable] 200037/67108864 ( 0.3%)
entdata [variable] 2070461/2097152 (98.7%)
* AllocBlock 102/1024 0/0 (10.0%)
for anybody interested
the nodes and the entdata haha
I can fix the Entdata no problem, its the nodes atm lol
Vertexes are managable aswell
@eager hazel did u update it
Yes ๐
aw i guess it needs restart
Ye everyone is afk at the moment
did they all left their pc on last night
No but some of them haven't slept yet ๐
the bts_rc autism is real
i keep getting bsp mismatch despite deleting the bsp from all my folderws
i'm just updating bts_rc_ns while we wait to see if they all return lmao
Following is the new models introduced to BTS_RC by TEXHAPb!!!
Mossberg 590
New M4 model
Taking a break from updating the map
post bugs below.
Thank you
This shotty for some reason feels more powerful and accurate.
Maybe it's the sound effect.
I want both of these guns with Shepard hands, right now
Intro room crashes for me after the vote, both on my normal install and on a completely fresh install of sven, even on a dedicated server
Intro plays normally if I noclip inside though
it worked a couple times and i have no idea why! i can't get it to work again!
well, either I've had a series like 7 baffling flukes in a row, or changing to third person and back after entering the map makes monitors not crash for some reason
my only guess is that it's something relating to this change in sven 5.26 on certain hardware configurations, but i have absolutely no idea. entering third person has fixed the crash for me 100% of the time so far, across multiple hardware configs which were previously crashing
another computer i tried didn't crash at all, so...
this is a common error that crops up every now and then, let me just do some testing with it to rule it out..
Is it the Intro Video inparticular or the entire map with all cameras
Dunno yet. I was gonna play more but I spent 2 hours figuring this out and now it's 2 am lmfao
I'll check tomorrow, sorry, I should be conking off
NO lol it's not your bad, i just really wanted to figure out why it was crashing
my guess is that the player's model isn't getting initialized for some reason but idk why
yeah i get the feeling, the entirty of december and january, it was crashing for me and i was loosing my mind lol
well that used to be the issue originally, but i thought that was fixed
are you using any ins2 addons?
thought so at first too, but i replicated it on a completely fresh install of sven
on a different computer
I remember replacing a model and sven freaked out - i'll mmake sure i haven't done it again lol
we played last night though and i never seen anything, weird
i don't actually use intel software, unfortunately
hardware, sorry
2 am
i've got an AMD processor
so i don't believe it's specifically related to intel
oh wait, you said that like 4 months ago i thought you brought it up again, jesus, okay, I guess I should REALLY head off before i really put my foot in my mouth
good luck, g'night
Lmao no your fine mate
trust me, i understand the pain - i'll go through this and double check its not map side
ask around incase it is actually crashing
i'mm just booting sven up the now, but yeah, get some sleep!
LOL
No one was noticing his dance moves so he got mad
doing hecu solo tort
Excellent
I don't use anything and even then, sometimes I get choppy frames for some reason
i will work hard on optimising the map, i believe its enemy count. i need to do a more slower release over time i believe
Upcoming Geometry changes
ok this one is fantastic
i love light under the desk type of setting
im a weirdo but i feel comfy when i see it
Nice spot lol
boss are you ok
i thibk he was cleaning keyboard
oh
oh haha
you are kidding me
rock and a hard stone
i thought the "alien alert" they noticed a monster but it was me

@wooden hound
five nights at black mesa
best tort hecu solo attempt is 45 minutes with 1 gear placed
its possible its just that theres no counter play for vents > dorms flooded with hecu's as theres 1 chokepoint but if im fast and lucky enough where insertion doesnt happen neither in dorms or warehouse, perhaps...
has anyone tried... blackops as force?
i havent yet tbh, not even on punished
do you prefere being relaxed, punished or tortured?
punished is my go-to whenever i dont seek challenge
punished and tortured are vastly different
Kingpin is the monster of all time
Does it have unlimited range?
If it weren't for that shield, it would die from a full mag
Yeah, Kingpin's shield is dogshit TBH, it needs a complete rework
I was going to get somebody to do a custom kingpin without the shield for the map
would mean that there would be 1 true kingpin and the others would be AS
smooth
Sledge: it was a map issue, the Intro camera was crashing the map. I have been working on it today and its pretty much been resolved after the first edit, but I'll release it with the next update once i've touched up a few areas on the map.
hotfix will be released at somepoint this week, I have alot going on ths week regardng kids and hospital appointments with the wife. but it should be out soon.
I think it's a good QoL change. Gives more space to dodge enemies like Gonomes, and also improves admin key visibility.
got it! it turned out the computer that did work was actually because of hitting third person, I just didn't think of it at the time
I remember kingpin hitting me across nearly 4096 units (in other map), so yes..trash NPC, if the beams would deal less damage depending of the distance...
his mom gonna get worried
he was supposed to play bridge that night
Torch vs Otis time
omg can Otis be in tortured
Otis already lends you his body and power in Tort
couple of variants for the map
Release for the new one will either be tomorrow at somepoint
ended up redoing a few things
carry hard for sven
what is the model use for maintnance?
Science team got budget cut and can only afford 2 boards this time ๐
sometime there are no checkpoints on the map
tortured
Red Cargo Containers have 2 checkpoints inside them, there is one in the warehouse with the retina component and 1 in the warehouse with the gear at the security/administration side of the map
unless you voted for no checkpoints
look like they are invisible and reapear sometime
i've never heard or seen this issue
tortured explicity only has two checkpoints available if selected, otherwise its 0
I got electrocuted in the tunnel when there were no electricity
the underway near domotory
are you playing bts_rc_ns?
i'm just trying to figure out the scenario - is this directly after the cafeteria?
or when the 'supplies' become available
its on 4.90A or something
Just HAD to share this
hahaha
Road map currently:
The map is about to get a release extending some locations and adding some detail.. provides more atmosphere for the map and such. The Gargantua is now available on Punished, and it has been altered slightly due to complaints regarding it.
This is the second last version to be released: the next version - which will be 4.90B will have all these features, listed above
5.0 will have a new model for the hw robogrunt and any other fix detected to in 4.90B.
The RMF will be released and I will no longer actively update the map. any changes can be done by the community.
Thank you.
how old is 2.0E?
3 month?
welle that's what the mision briefing say, has it been updated
yes
look like the mission brefing still say 2.0 even if it's 4.9
updated that so the next one doesn't say 2.0
The goat
The snev map of all time
SECOND LAST UPDATE
Change log
-
Geometry changes
A - Dorms entrance changed
B - Offices changed
C - Maintenance Level 2 Changed
D - Warehouse Tunnels Changed -
New Maintenance Level 2 Area
-
New Zombie Variants
A - Otis Zombie
B - Gus Zombie
C - HECU/MASSN zombies now have detaching headcrabs -
New Scientist Variants
A - Brown Pants
B - Brown Pants with Vest
C - No Labcoat -
Updated Hitboxes thanks for TEXHAPb!!!
-
Additional support regarding ent data optimisation and entity layout from Sparks
-
Additional testing by Arase Fiq
-
Flaregun now has reload
-
Mossberg altered to be more different from the Spas-12
-
Robogrunt numbers reduced slightly due to new layouts
-
Changed Maintenance level 2 electricity trap
Updated Hitboxes thanks for TEXHAPb!!!
headshots for grunts now etc?
chonky zombie
by the way, does this update remove hev batteries from the drop pool?
I haven't updated yet, but I remember it being mentioned in one of the changelogs
they dont get removed because on harder difficulties, the gear can be in the chemical lab - and fbe ckeansuit uses batteries..
just made them actualฤบy useful
if the gear is in chem lab, a cleansuit spawns at dorms

Half-Life SPAS-12: ๐
Sven Co-op SPAS-12: 
BTS_RC SPAS-12: 
had a fit apparently
bro what is this
its in the uhh
one of the offices where you get the upgradeable cards
its a worldbrush too
nice
not releasing any bug fixes for anything minor, i want to get this finished and complete
gotta beat tort now!
z fighting there
wrong orientation
both fixed
i can hear his tts right now
it will be updated after Gauna is finished with her model, then the final version will ship
im gonna get you tommorow
LARGE ZOMBIE
tort bullshit of the day
owned
its as boyo said, also the win doesn't count cause they didn't rescue me
i've put a checkpoint at the very end, or is that making people not rescue
Shockroach was re-implemented?
it wasnt removed as it would just fuck things over
now you have kzz kzz mub puh that gargatnua
i died in a vent fighting against hecu's - again
probably most unfun part of the map
HECU are cunts
i got clipped by engi trying to run a way from him
The glasses enhance his accuracy, that's why he is able to one tap you from afar.
he got that half life 2 binocular vision
if only he had the chance of a glock
@worldly bone just hear this now everytime they kill you
garg piggyback
that made me laugh
its his new headquarters
HE SHALL BE, REMOVED
not something big but here you go.
Credits: @stiff rover
i was like 90% done until these two fuckers ruined everything
juggled my gears into victory
youre not so lonely now
i think the older vesion is equally hard as you have to preserve your ammo more but the newer versions has twice as much bosses and encounters to deal with
i was right
To be honest, I believe you and the others are way better than me. You beat the latest version pretty fast.
That being said, I don't plan to give up. I managed to get 3 gears, so I'm confident I can get all of them. Just need to learn to stop over extending in the beginning and learn to be more patient, but the blackout event alone gives me so much trouble.
heres the current strat before the update: offices, and rush to the garg sequence
i might try robotics later as the ammo management there is more important then ever
but thats for a new version
I consider version 1 to be much much easier because areas have a predetermined set of enemies (kind of), so there is less rng involved.
Current version has too many variables to deal with.
Enemies can spawn in any place in any quantity. You have reduced ammo at the start and enemies aren't guaranteed to drop, and if they do, it won't always be the ammo for the gun you are carrying.
That I can't remember
Personally, getting the lowest amount of armor is the least of my troubles.
I do like getting 34 at start however
My number one obstacle is ammo. The deagle in current version might be strong, but ammo is so rare, sometimes I just restart if I get it.
Oh, you can get a Beretta now?
I already picked it up, but that will massively help with ammo management.
Little guy keeps hitting the robo, but it won't react to the damage for some reason
its a range between 27 and i think potential uhh 38? 40?
yeah
i asked because having a deagle was a disatvantage
you no longer have to as theres well, as you saw, berreyda and glock in armory now
if you can get to it that it is
There is hope for me then
pun vs tort
@worldly bone
legit run this time ๐ 2 sec's and 1 sci team for a dream team
you get a song too
About to break 1900 messages on this thread:
Thanks to everybody for playing the map, giving feedback and all being generally fantastic with helping. the map project may aswell be a mod team at this point with how much help and work has been put into a single map. But the next update is the final one
Any issues, Bugs or Fixes should be listed below, these will all be included and the RMF/MAP files will be released again. The community can then continue the work. somebody else can be the 1900th message, it aint me
that turret in non survival version is BRUTAL
yeah the Ns version has a few changes
am i doing something wrong ? (ns version)
also i like how ns version has different dialogue
this is so funny seeing after completing it in tort solo
that gave me a good laugh
i forgot how relaxed can just do this
Yeah Relaxed is funny af
you can find a SAW in the doctors office, or a MP5 with a GL in a file cabinet
GG though, glad somebody seen that
literally doing side-quests at this point
i have beaten the beast that is tort solo, i am in new game+ territory

bts_rc_af+ (all forces including bodyguards)

i was gonna suggest mixed forces cuz it sounds fun but its probably hell entity wise
and also its 100% ents so
also imo the batteries should be less generous when dropped from zobmies
how many does it give you?
5
WHAT
you get 5 which is enough to last you for a while even if you load your weapons and still have 7 batteries left
compared to just 0-2 when you disassemble a flashlight
i kinda like changing batteries and darining the remaining 10%
it would be funny if it was just 1 as model clearly shows only 1 battery
i think thats an error in the scripting
prolly can fix that one @wooden hound you can yeah? or you want me to do it
i'm just looking for it
i think its this one
set it to 1
sv boys cheating, hes using noclip as an ammo
Right well
i'm sure everybody will agree with this
weapons with flashlights should either have 0 or 1 battery
that 5 part of the sprite?
uhh no
weapons no longer provide batteries, and flashlights provide 1
1
let me do a zambobian count
109 zombies + 20 Gonome squadmakers
the zombies have a couple of doublers where it spawns two before shutting down.. so its effectively 120 + 20 monsters that can drop batteries if your luck is shit
flashlight has a few placements yeah
1 in office
1 in security by the elevator
1 in the warehouse next to the scientist who gets upset if you take it
i could do another one in dorms
flares have a guaranteed spawn in dorms
there is also guaranteed shotgun spawns that have flashlights aswell
yea
for the update, i'll move the scientist one to another location.. he seems pretty irrelevant when hes telling you to fix the generator, when you're about to fix the generator
and i'll make 1 fixed spawn for the flashlight in dorms aswell, if area4/5 has 2 - they should have two aswell
flashlight is pretty important on the maop
well maybe hes really upset you took his flashlight
how about he beats a tort alone huh how about that
i'll move him to a better location
change his dialog.. maybe more to do with the crane rather than the generator
we need a weapon_clipboard that updates as objectives get done lol
The Gargantua Cheese will be removed the next update

3 gears was my record on the previous version but
Just experienced the Garg event, and needless to say, i instantly died, but it was pretty cool
and with the extended basement, things got a lot more complicated
I just wish I had more time to grind the map
Do objectives require more explaining: Keep in mind sprites are available for items and objectives - along with npcs on lower difficulties. does this need expanded or leave it as is?
6
7
2
Leave it
488416026565017621
gordon
@stiff rover was there any particular part you beleived needed more guidance?
Probably just some slightly more tips, but only if there's an Easy Difficulty and if there's an Easy Difficulty. Harder difficulties might need some slight less guidance or tips.
Didn't even know why I voted for needing more guidance.
I know with Relaxed - it does give you some extra guidance as to what to look for, and the map itself now has sprites across all difficulties as a toggle to help newer players look for 'beacons' as to where to go. I could include some extra dialog but most of the npcs are removed anyway on the harder difficulties
@worldly bone Nice one! ๐ I don't get who dropped the grenade though
the gonome dropped the grenade on death
God bless the implementation of live cameras in GoldSrc. On which note, i'm currently playing System Shock, i was astonished this game had live cameras in 1994
just remembered this screenshot
alien grunt you piece of sheit i hate you so much
rant over
Where did this robo came from? It was an empty space just a moment ago.
I forgot the other room was also toxic
his placement is bugged and is fixed on the last update
so far
- Sequences have been fixed and radius's have been fixed
- Sentences have been changed and modified to be more fitting
- Scientist in Generator has now been moved to the crane to make more sense
- Robogrunt locations have been changed slightly
- Rooms have been changed to promote navigation
- Maintenance Repair task for Tramstation is being looked into
- Hullwave is now a thing, enemies that teleport in now have two randomisation fields
This means: Agrunts, Voltigores and Bullsquids will teleport into locations they can move - No-Forces doesnt spawn HECU Gonomes or HECU in basement now
- Gargantua has been moved and can no longer be exploited to make the map easier
- Loot locations have been shuffled around slightly
- Manual door cameras have been changed to where the valves are
- Shaft doors have been fixed, the opposite door will now open over time
- A-106 / B-201 will now provide ammo for tortured (minimum amounts)
- Additional Steps for the Bridge have been added, (you now need power on and to pull a lever)
- Elevator loot will now have ammo on tortured (minimum)
- Additional details to the map has been added
- Additional lighting to certain areas has been added
- Male Assassins now have minimum amount of voice lines depending on task
- HECU event calling adjusted
- Sentries are now rebuildable by HECU and Blackops (3 times)
- Alarm added to Crane when Power Activated
- Camera in Administration moved
- M16 now has a grenade launcher reload
- HECU/Blackops door locking (shutters and stairwell) fixed
- Signs have been updated with new textures
- Scientist in Warehouse can now access the Labs without the player requiring a keycard now
- Geometry changes
- Steam fixed
- Osprey angle adjusted
- Snipers now drop Ammo
- RPG no longer dropped by Robogrunt
- Triggers for Fixed Events have been adjusted
- Music for Hecu and Blackops updated
- Gargantua song Adjusted
- Intro Details changed
- Barnacle moved
a new map might coming out soon, and also.. a new map that i'm quite digging the idea with Raptor. Raptor cooking a lot with this one it seems.
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