#Black Mesa Training Simulation: Resonance Cascade

1 messages · Page 3 of 1

round charm
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Mr. Friendly when?

wooden hound
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I can't believe the 2k message was about the rape monster

wooden siren
wooden hound
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GG everybody
thanks for keeping this thread as active as it has been.
The new update is just waiting on a few play tests and a model and it'll be released into the wild.

round charm
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I'm seriously thinking about scripting Mr friendly myself, along all the gameplay it imply

graceful parcel
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they cannot stop targeting the hornets

wooden hound
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yeah they kind of prioritse the bees over the agrunt

wooden hound
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New update is 98% complete and will be released sometime soon

graceful parcel
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bts_rc weekend
i will play all day and not beat it

wooden hound
#

General Summary atm:

  • Geometry updates
  • Robot Hwgrunt update
    / HP Change
    / Model Change
    / Sound Change
    / Location and Parameters change
  • HECU and BLACKOPS sequence alterations
  • Sentries can now be rebuilt by Military forces
  • Tripmines can now be replanted by Military forces
  • Tort-Sentries updated
  • Dialog changed for npcs
    / Scientist in the Manual door location
    / Scientist in the Generator has been moved to the cabin and dialog changed
    / military announcements updated
    / Blackops report kills
  • Engineer toolbox placed in the map
  • Additional steps for the final objective added (Bridge will now require a lever to be pulled - Power and Gears must be completed before advancing)
  • All weapons now benefit from crouching accuracy boosts
  • Shotgun buff (4 shells to 6 shells, dmg from 22 to 17 a shell)
    / Mossberg Details: Reload is now faster at reloading
    / Spas-12 Details: Although slower, massive benefit because of the Double Barrel (12 shells)
  • Flaregun Reload added
  • Hullwave added
    / Monsters are now divided into Standard and Hull2 enemies for respawning, no more Agrunt Turrets
    / Voltigores, Shocktroopers and Bullsquids added to the hullwave list
  • Additional Spawn location added
  • Credits changed
  • Credit cameras changed and added
  • Additional Details and Models added
  • Elevator fix now has a flare to indicate
  • Elevator button time adjusted
  • Area 4 Additional Corridor and Details

Removed:

  • Bodyguards
  • Big Momma
  • Minor Ambience scenarios never seen

Fixed

  • Numerous little fixes to list
  • Tram repair
  • Steam Issue
  • Electricity Issue
  • Multiple Navigation issues
  • AI deadlocking issues (Ai getting stuck in engagement and ignoring the player, preventing AI movement)
    / Office windows
    / Warehouse doors
  • multiple clipping issues with models
  • texture errors
  • targetname errors
  • max count errors
  • blood colour errors
  • model errors
worldly bone
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Engineer toolbox placed in the map gyat!!!

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what it do

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Removed: Bodyguards, Big Momma
does that mean the cheating sequence is changed?

wooden hound
worldly bone
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where is it placed

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it might be in a fuckall fuck you co-op required location maybe

wooden hound
worldly bone
#

i mean in tortured you arent looking forward for a bigmomma and bodyguards all around the map

wooden hound
worldly bone
#

even on easier difficulties they sink bullets like its their meal

wooden hound
#

Robotics is getting the biggest buff out of them all

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Gauna's Beautiful and Magnificent model has finally been added this update

graceful parcel
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i was wondering if the baby headcrabs that spawn in the vents are supposed to be fast headcrabs or something

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they take more 1 or 2 more hits to kill

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or maybe its just me

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i just hope a-hole grunts stop respawning so quickly

wooden hound
wooden hound
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Some pictures of the blackout event on the new version

wooden hound
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Lighting has been adjusted for basement for when the power is turned on - it was pretty dark

wooden hound
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Stairs in dorms have been adjusted to promote better navigation for npcs

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area 4 airlock has been adjusted to look similar to the intro area

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Area 4s tramstation now has a more 'open plan' design, the monitors are now now an obstruction and the security office now has a clear view of the entire tramstation now

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the tram repair is now under the walkway and can be accessed via ladder

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the security room was also made slightly wider

graceful parcel
wooden hound
graceful parcel
#

Does the camera that shows the lobby outside work or is it still malfunctioning

wooden hound
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the one next to the sentry, the lockdown, or the two by the dead scientist

graceful parcel
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From left to right, the second one

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it just makes the button pressed sound but won't switch to the view of the camera

wooden hound
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il fix that

wooden hound
#

update news

Service Elevator system has been changed, they now operate better (Thanks to Sparks)
they no longer have an override button and monsters will 'forget you' and resume patrolling. Elevators will now operate one a single floor rather than being open on both ends. if the elevator is in basement and you call it up stairs, you will need to wait.

graceful parcel
#

real elevators

wooden hound
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The HECU Ambush in the elevator has been swapped out for another scenario. if you're doing tort runs, dont run aimlessly in basement with HECU

wooden hound
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map is about to be tested mp wise to make sure stuff is working - if it goes successfully, the map will be released tonight

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Changelog for this version

  • Elevator Overhaul
  • Area 4 Tram station overhaul
  • Area 2 Geometry changes
  • Garg sequence move and fix
  • Fluid Grunt sequences
  • Replaced Torch door cutdown
  • Removed Grunt Elevator ambush and replaced with 'Area 3 Event'
  • Hullwave Tested and Operational
  • M16A2 now has m203 reload
  • Dialog more fluid
  • Dialog changes for scientists in Warehouse 1
  • Door to Retina scanner now works during Garg Event
  • Glass Changes
  • Texture changes
  • Navigation changes
  • A1 Changes
  • A2 Changes
  • A3 Overhaul at Elevator
  • A4 changes
  • A5 tweaks
  • Vista Tweaks (HECU/MASSN/ROBOTICS)
  • Allied HECU no longer have hostile variants
  • NONE fixed
  • Ammo changes for Tortured
  • Tortured song changed to @torpid grove Edition of Cyborg
  • VR Room loading music
  • A0 Intro area adjusted
  • Osprey ambience fixed
  • Xen Infestation chance added
  • Barnacles now variable
  • Sequences flags fixed
  • Sentries and Tripmines might be rebuilt, yet to be witnessed
  • Alternative scene for Armoury fixed
  • Tortured Sentries shuffled
  • Enemy spawns shuffled
  • Loot spawns SHuffled (minimum)
  • Hull2 Expanded
  • Agrunts, Voltigores, Shocktroopers and Bullsquids added to Hullwave
  • Youngling headcrab hp changed to 15
  • Robot hwgrunt renamed from Light Gunner to Enforcer
  • Enforcer dialog tweaks and changes
  • Enforcer model added to the Spark Pool
  • Enforcer Model created by @slate atlas
  • @worldly bone Locker update
  • @graceful parcel Request added (Desert Eagle to map - No Hints given)
  • Engineers toolbox added to the map (Chemical Lab)
  • Music Updates and Changes
  • Intro Sequence Speed changes slightly
  • Texture updats for Dorms
  • Additional Detail models added to the map

Objecitve Update
The Power is now required for the Bridge to be activated, the Bridge is now activated manually via the bridge control on the over-look - it'll make more sense when you see it - designed to be more like Pitworm and Blastpit

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map has not been released yet, pending testing session

wooden hound
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1 bug on the test session, going live today at somepoint

wooden hound
#

Additional changes from test session:

  • Area 2s security office now has a shutter that be be used to cover the glass
  • Stairwell at Truck loading bay has been flipped to promote better movement and flow
  • Additional detail added to the stairwell route between Area 1 and 2
  • Lights have been added to ventilation for ambience
  • Area 4 Stairwell door has been removed up stairs to promote better movement and navigation
wooden hound
#

UPDATE 5.00

I'll keep this as brief as possible:

All Areas

  • Glass is Breakable
  • Checked Glass is explosives only
  • Tortured Sentries Shuffled
  • HECU / BLACKOPS Dialog fixed
  • Navigation around the map has been improved
  • Additional Detailing and Fixing of locations
  • New Elevator System Thanks to Sparks
  • Lighting Boost
  • Additional emergency lights
  • HullWave added (Enemies that use hull2 given their own respawn pool)
  • Light Gunner removed and Replaced with Enforcer Model thanks to Gauna

Intro

  • Expanded Airlock and Recreated half life one's door and lock System
  • Added Scanner effect to Intro VR
  • Added VR Idle Music

Area 1

  • Geometry changes to Dorms
  • Reception Area Added
  • Tram Station Changes
  • Vent Expanded
  • Doors changed for Labs
  • HealthKit lighting fixed
  • Detail changes
  • Lighting added to ventilation
  • Improved Navigation
  • Improved Electricity and Steam obstacles
  • Ledge added to maintenance shaft to avoid skydiving to death
  • Buttons added to the players POV for maintenance hatches
#

Area 2

  • Expanded Service Elevator Entrance
  • Added monitors to the Manual Doors
  • Fixed Gargantua Sequence
  • Fixed HECU spinning
  • Added Snipers and RPGS
  • Broken door added to Retina Warehouse to give respite from Gargantua
  • Scientist moved from Generator to Cabin and explains Gear scenario
  • Scientist dialog changed in the manual doors to better dialog
  • Barney distance fixed for opening doors
  • HECU now cut down the stairwell door again
  • Improved Sequences for Sentries and Supplies
  • Hull2 expanded slightly
  • Osprey classification changed from default to Military
  • Random vehicle selection in the warehouse
  • Truck bay stairwell rotated for better navigation and flow

Area 3

  • Elevator Expanded
  • Maintenance level 3 required for power
  • Power is now required for the bridge puzzle
  • bridge controls added, lever must be pulled to start the bridge
  • Gears indicator for the bridge added to controls
  • Bridge ambush fixed
  • Geometry changed in ladder room
  • Geometry changed for security access elevator location
  • Lighting boosted and altered for Underground Vehicle pass
  • Chance of Xen Infestation Added

Area 4

  • Geometry changes to Security Office
  • Changes to the tram station
  • Changes to the Security Puzzle
  • Changes to the Armoury stairwell
  • Additional path added to the puzzle
  • Lighting adjusted and Hint brushes optimised
  • Nodes improved
  • MP5 GL rotated
  • Chance of Xen Infestation Added

Area 5

  • Offices details expanded
  • printer chance buffed
  • Office window frames adjusted
  • elevator wood changed from crate to wood texture
  • Lighting adjusted
  • Navigation changes
  • Wall added between the door to avoid wall hacks
  • Keycard processing expanded
#

RMF for both maps have been released

unless an update breaks this map or something absolutely game breaking occurs. this is my last update.

graceful parcel
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WOW fake shotgun ammo

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or is it because i dont have the shotty

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oh nevermind, i just found out you just spawn with max ammo for some reason

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in punished

wooden hound
graceful parcel
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that's funny, but I didn't pick the operative

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it happened with the guard and twice in a row

wooden hound
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hm

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somethings not right

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i'll need to review all these loadouts

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its only set up to give ammo for the weapon you get

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if its giving you maximum ammo for the shotgun - then the operatives random loadouts are leaking into the actual loadouts and require fixing

torpid grove
round charm
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white theme for scrpting

wooden hound
wooden siren
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@inland bobcat and I script for this map. Rizulix and Gaftherman too. Raptor just check and edit what needs to be done if there's any error.

graceful parcel
# torpid grove is bug appeared again?

I only played a couple of rounds, but all with the security role.
Got max ammo with pistol and shotgun, but im not sure if other ammo types were affected as well.
I didn't test it on Tortured but it probably happens on that difficulty as well, maybe.

bitter needle
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The fixening never ends

wooden hound
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everytime i try to move on from this shit show something else breaks

wooden hound
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I'm giving this 24 hours.

  • If Security loadouts can't be fixed then the entire operative class will be removed as something is clearly not working.
  • Grunts numbers will now be massively reduced even though people asked for them to be higher, same for Blackops
  • I'm not aware of any misplaced brushes, but if somebody can screenshot them
  • Ammo drops for Higher player counts have been entirely removed.
  • Wall-toggles do not gib monsters, but if its proven, then grunt ammo drops will be removed.
  • Shocktroopers are now removed
  • Snapbugs are now removed
  • Sequences are no longer forced when idle, so engineers will no longer be forced to put radios down.

for anybody that has zero idea of my circumstances. I have a fucking disabled wife, I have two disabled kids, i care for them 24/7, i need to help get my wife to walk and help learn how to talk. bombarding me with messages on discord and steam about a fucking map for a game when i'm sitting with my wife in a hospital is fucking ridiculous tbh.

I'm stripping whatever needs to be removed and the RMF is already available to any cunt that wants to fucking deal with it anyway.

graceful parcel
#

its jover

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the robo enfocer model is amazing

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I personally appreciate all the effort Raptor, Arase, Aiman and everyone else who contributed put into this map.
Most fun I've had in snev poop robogrunt 🔥

slate atlas
wooden hound
#

5.00A

  • Fixes for allied sentries
  • Fix for ammo count
  • Operative loadout nerf
  • Shocktrooper removal
  • fixed misaligned objects
  • changed dialog for intro slightly (admin room and barney)
  • changed dialog for grunts setting shit up
  • added Torch alt skin
  • fixed sequences being forced
  • fixed garg walking
  • fixed snapbug classification
  • fixed ammo depending on playercount
  • reduced grunt and massn numbers
  • grunts and massn must be idle to place down supplies and radios
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I Appologise for the other day
I had a really shit day and recieved really shit news and took it out on just about everybody. Sorry. dealing with alot of stress at the moment

wooden hound
inland bobcat
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But the loggers SuiDisappoint

wooden hound
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if anybody has any other bugs to report, let me know - i'm totally sane

wooden hound
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throwing in some alt skins for the hecu opfor and one for the zombie.. gave the alt skin the mossberg from the map.. the logger stuff has been removed from the map to optimise the code

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just waiting to confirm if the code is fully removed and the way it should be

wooden hound
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they can now use the M2 in the warehouse

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(mounted machinegun for anybody that isn't familiar with weapon designations)

vapid snow
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had a fun incident

im also curious if theres any simple tricks to improve fps on bts?

wooden hound
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i'll look into what enemies can roam and which ones can't - that'll help

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i'm going to go through the entire map and redo the hint brushes though as i feel they aren't really working how i'd like

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i know one of the map areas for fps is the area 4 lobby with the tram station

vapid snow
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dont worry about saving frames for me specifically, i was only curious if there were console commands that could help increase the performance. i notice theres a big contrast on performance when i host bts compared to not being the host of the map.

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other than that 5.0 bts is very well made. Good job as always!

wooden hound
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Thanks FaLco, always appreciate your feedback, but the performance should be maximised so people don't have to rely on a server - but i'll get that trigger push so you dont get stuck in the hatches lol

vapid snow
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i might as well mention this too, I haven't done that many runs yet to confirm its consistency, i had another incident on area 4 inside toilet stall spawn when the simulation finishes loading, i assume the issue is that the spawnpoint/teleport is a little bit too close to the toilet since i was immediately stuck in it and i had to use "stuck in console" to get out of it.

wooden hound
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yeah that was reported and fixed for the next version - i have it currently being tested before releasing it, but a good few errors have been fixed like the toilet clipping, the grunts being frozen in certain spots and the turrets being friendly in the armoury

graceful parcel
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I think the only enemy I haven't seen roam is the Alien Grunt.

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Chumtoad as well

graceful parcel
wooden hound
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grunts are still a force to be reckoned with

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they just have more diversity and variants

graceful parcel
wooden hound
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what about this guy

graceful parcel
#

It might sound selfish and ignorant, but I think at some point, the fps performance becomes an old hardware issue rather than a map one.
I think this map runs pretty well considering its size, even on a potato pc like mine.
If I want more fps, it falls upon me to upgrade my card.

graceful parcel
wooden hound
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its the recruit face from the bootcamp so they probably dont lol

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this guy looks like somebody pissed in his cereal

wooden siren
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i would be pulling out my shotgun too if someone pissed in my cereals

vapid snow
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funny moment (slave using non-existing mounted turret and gets a kill?)

vapid snow
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the blackout event grunts in the basement generator is still enemy despite if we had friendly forces. is that intentional?

zinc lake
vapid snow
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sori about the sound but i had to compress (5mb upload limit) and sometime sounds gets messed up a bit

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but ye figured maybe its something to check out if its not intentional

wooden hound
wooden hound
wooden hound
vapid snow
wooden hound
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dont worry - its all handled through multi-managers and a trigger random for that option so it should be pretty easy

bitter needle
wooden hound
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well what i'm doing now is doing a setorigin for the func_tank, moving it into position when the engineer finishes building it

inland bobcat
wooden hound
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if anybody has any issues with hitting targets due to the item_generic clipping, take a screenshot and post them in here and tag me. i will better sculpt them to not hinder runs

wooden hound
#

Upcoming changes and bug fixes

  • Scripted sequences for black ops fixed
  • Scripted sequence for the m2 fixed
  • M2 no longer usable by player
  • M2 no longer usable when invisible, fixed with entities
  • various tweaks to details and enemies
  • nodes slightly adjusted
  • Stairwell spawn for Grunts and Blackops fixed
  • Osprey will now fly in for Warehouse 2 and Stairwell grunts as a headsup
  • Lockdown shutter in area 4 lobby can now be shot through
  • New Enemy Variant added to the map (All Difficulties, Progression unlocks)
  • New Blackops Medic enemy
  • Sentry locations slightly adjusted
  • Lighting adjusted in Area 4 Key room
  • Ambient Broken door added to Key room
  • Locker nametag edits for contributions
  • Scripted sentences fixed for maintenance door breaching
  • Dialog changed for admin room
  • intro dialog changed for intro barney
  • Intro sequence crashing seem's to have been fixed.
  • Human grunt variants added (Latin and other unused skins)

screenshots of variants will be posted below

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Blackops Medic

new blackops medic, with custom dialog similar to ops voices from campaign
suppressed sounds for the pistols and adjusted speed to match the Blackops
availalbe on Medium+

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Battlefield 4 Diversity Update

Grunts have been given Latin skins using the faces from the recruits and other models like the intro grunts in opfor. grunts now have 3 coloured berets for variation and some can be seen with the maps mossberg 590

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Scientist

Scientists trousers and vests were redone with better textures and effort to look significantly better than the previous versions

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also a matching zombie for the variant so that all the scientist zombies dont look the same.

wooden hound
#

Another update to the map which people have requested and asked about is regarding forcing player models.
This has been added to the CFG
as_command bts_rc_disable_player_models 0
simply put it to 1 to disable forcing player models

torpid grove
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so I'll be able to play as anime girl miku my character? finally aaagaben

bitter needle
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Time to have my pc struggle because there's several people with 50K (or more) poly playermdls while i'm running from a gonome gabemad

wooden hound
#

Anti-toxin update

Anti-Toxin, since enemies that actually have toxic damage are so limited, now provide 10hp for use.. this makes them somewhat useful
Healthkits as a result have had their hp given buffed from 12 to 25hp

graceful parcel
#

Poison headcrab

wooden hound
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everybody blame Tama

torpid grove
wooden hound
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seems abit hl2 for me

vapid snow
#

zoea bby headcrab could inflict poison mby

wooden hound
stiff rover
vapid snow
#

technician toolbox tooltip

graceful parcel
graceful parcel
#

from 50 to 0 in one bonk

graceful parcel
#

wtf that zombie just went full speed ahead

graceful parcel
#

two silly parasites vs strongest toaster in the research lab

wooden hound
#

i edited the wrong field in AS

wooden hound
wooden hound
#

NOTICE

I have updated the download link to include the fix for the engineers toolbox display name, there is no map, model, sound, sprite or texture edits - its purely just the script

if you havent downloaded the update, continue to the scmapdb page for the full map download

if you have downloaded it, here is a link for the script fix
https://www.dropbox.com/scl/fi/6k5ug7qk80uhl48q2orax/description_fix.zip?rlkey=vqn92la3dnsll5ootm18bl1rx&st=yuw0uft2&dl=0

Thanks

Dropbox

Shared with Dropbox

vapid snow
wooden hound
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fixed the top one for the next patch
i'll func_wall that railing to avoid that peak because fuck that with a agrunt

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@vapid snow have you seen this before? i finally found this but it SHOULDNT happen

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door is lying open and somehow reversed itself

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changed this whole system to use the #0 and #1 system so it wont happen again

vapid snow
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train used to break so quickly on higher difficulty so using it was rarely considered but its cool we can repair it now so it will most likely get used more now

wooden hound
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going to make it you need to buy a train ticket

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nah jk, its fixxed for the next version anyway

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i just thought i'd ask

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i remember alekk talking about it but i never ever found it

vapid snow
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would ppl get squished by the door?

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lol

wooden hound
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no its passable as a precaution

vapid snow
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smart

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id laugh my ass off if everyone got gibbed one by one

wooden hound
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lol

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what a way to end a run

vapid snow
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i can confirm it applies to bridge hev station too, not sure if its for all the hev stations

wooden hound
wooden hound
wooden hound
# vapid snow

did i really fucking fuck that and forgot to make it clipable

vapid snow
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yeah its still present

wooden hound
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unbelievable

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let me just ACTUALLY fix it right now

wooden hound
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nah thats just the new enemy variant

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they can shoot you if you're really unluc- i'll fix it

torpid grove
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I thought you speak about anime player model aaagaben

wooden hound
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also fixed the trucks

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alot more convienant

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how dare you do a skull

vapid snow
#

MISINPUT

wooden hound
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lol

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anything else shoot them in

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also the mossberg 590 rgb was a DLC item

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thanks for being a patron

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fixed the charger sound hopefully

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it no longer loops

torpid grove
wooden hound
torpid grove
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ya know my country, I can't 😦

wooden hound
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oh

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oh theres another video with the spas

torpid grove
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oh, wait

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I didn't notice mossberg 590 video

vapid snow
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pay attention when the ui actually says it has finished reloading

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and it seems like it does draw animation?

wooden hound
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i didn't know that 1.0 enginetime or whatever was 2 seconds

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i think i put it to 8 which would be 16 seconds by that logic?

vapid snow
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i wish i knew anything about goldsource engine :P

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but it sounds reasonable

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unrelated but Is the acid/green water below bridge suppose to feel "sluggish" to move in?

wooden hound
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no but that is a happy accident

vapid snow
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ait just checking

wooden hound
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i'll check the properties

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its just set to water, so thats weird

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tempted to make it sluggish now

vapid snow
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it feels very rubberbandy

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most cases pretty hard to get out if you fall

wooden hound
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hm is it when you're trying to get out this happens?

vapid snow
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its in general just moving/jumping

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in the acid

wooden hound
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hm

vapid snow
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it used to interact like normal water

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but since 5.00 its been very "sluggish"

wooden hound
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if anybody else has experienced this let me know, i havent personally but i'd like to see more feedback on that one, i dont really see much for it to be like that unless its something to do with the recent hints

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leave it with me i'll figure it out

vapid snow
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i dont have any good demonstration clip on me atm

wooden hound
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the main thing for 5 was that the radioactive shooters got remoced and some consoles got placed around, the overhead crane was added prior to 5 and i think i changec the pipe detail going up the wall

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it'll be something silly

vapid snow
wooden hound
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i'll fix it so it overrides the Ai again - it was removed because he turns into a beyblade at the vent

vapid snow
vapid snow
worldly bone
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i lend you, the tortured infinite crowwbar of wisdom

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use it wisely or else..

worldly bone
#

and sven's buggy fuck all code

vapid snow
#

ill try local

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it used to be fine 2.0 (sbmesh jumped from 2.0 to 5.0 bts lol)

wooden siren
vapid snow
#

i saw the initial message

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i also thought it could be foreshadowing something :P

grim summit
#

average metahook user filling their screen with 9000 acidic glowing lights

vapid snow
worldly bone
#

thats actually so fucking funny

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"a good crowbar is a crowbar that nevers leaves you by"

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the kind of crowbar you find in an rpg and it being a quest item

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"the crowbar finds a way"

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im just too powerful man

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i WONDER if it even takes away the crowbar from other players if you do that if it "goes right back at you"

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im booting up sven

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actual good reason

vapid snow
#

im curious too

worldly bone
#

@vapid snow what server

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?

vapid snow
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try connect 188.148.156.182:27015

worldly bone
#

wow its been a while and i have to download update again

vapid snow
#

yea bts 5.00F came out yesterday

worldly bone
#

Military Random oh shit

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ngl i wawnna play again

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that sounds fun

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do they infight?

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bts_rc officially a roguelike with this

vapid snow
#

its random forces

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it either rolls hecu, blackops, robo, friendly hecu or nothing

worldly bone
#

oh wait

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i guess it never rolled robogrunt

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i was thinking of mixed millitary for a sec

vapid snow
#

robogrunt was overlooked in the code and was never included in random pool

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but its fixed now

worldly bone
#

doesnt take away and just can be dispensed infinitely

grim summit
#

with the rest being blackops

#

and robotics being broken

#

well before the latest update

wooden hound
#

HES CHEATING BAN HIM

worldly bone
#

you should put it right in toxin methinks

wooden hound
#

what do you mean it got nerfed

wooden siren
#

i love the crowbar viewmodel matching HL1 crowbar viewmodel and also OP4

worldly bone
#

well im not sure i havent tried going in there with 50/0

wooden siren
#

i personally dont like blue shift crowbar viewmodel

grim summit
#

isnt it literally the same

#

except one idle animation is different

wooden siren
#

its different, it looks smaller and the way it stance quite different yeah

worldly bone
#

@shell latch

wooden hound
#

change that to update

wooden siren
#

i like the HL1 look more

wooden siren
wooden siren
#

ITS KERN

#

HI KERN HI HI HI HI HI

shell latch
#

no, its a watercooler

#

and it shows you no mercy

wooden siren
worldly bone
#

twink behaviour

wooden siren
#

Kern my GOAT

wooden hound
#

the fixing never ends

#

fixing the infinity bar,
the Slug movement is because of clipping, you cant climb on clip brushes only solid brushes, il fix that and lowering the boxes and acid a little,
fixed the clipping issue in basement
the truck clips.. most of the stuff FALCO has mentioned has been fixed.. itl be updated in like an hour - just leaving the hospital, was visiting the wife.

grim summit
#

oh have you added my things

wooden hound
#

the models you have me have been added and your locker has been arranged - the code is still to be done - this is my reminder

#

also - sunny hospital

grim summit
#

no i mean those script files

worldly bone
#

@wooden hound can u add scratch marks since ive beaten tort

grim summit
#

and that too i guess

wooden hound
#

i just got home, let me fire this up

#
  • Infinity Crowbar is fixed
  • Gargantua sequence fixed
  • Trucks fixed
  • Clipping issue fixed
  • looping sound fixed
  • tram doors fixed
  • gurder clipping fixed top and bottom
  • nodraw at steam pipe fixed
  • Ryors script adjustments added
  • Maintenance Toolbox model added
  • Sv Boys Scratches added
#

anything else?

#

new skin for the maint toolbox

#

provided by Ryor

#

@vapid snow for the sludge issue, i've did the opposite of what i said i was going to do
i raised the level of the sludge.. this will give you more chance to use the momentum in the liquid to jump onto a box rather than lowering it and making it worse

worldly bone
#

also was there a reason for nerfing the

#

canteens from 15% to 5%

wooden hound
#

canteens?

#

oh

worldly bone
#

for the operative

wooden hound
#

yeah

#

you could run faster than a gonome

worldly bone
#

oh fair

#

what about the damage one

#

i havent played much with them since theyre so much of a gamble lol

wooden hound
#

i nerfed it because Kez gave me a better skill file and i wanted to rule out that it wasn't going to fuck anything over

#

i think it put the dmg one to 105 - i can put it back to 110

worldly bone
#

well considering how heavy it is yeah

wooden hound
#

sorry

#

108

worldly bone
#

its super heavy now to carry the burden of like 8% damage

#

but i havent played with them and in coop it doesnt matter since extra pockets

wooden hound
#

GOOD

worldly bone
#

haha

wooden hound
#

its now 12%

#

is that good enough

worldly bone
#

yes

wooden hound
#

okay

#

i'm about to hit compile

#

anybody going to say anything

worldly bone
#

ill go for one last pun right now and then call it a day since ur updating

#

reception key finally got uppercased

#

and little suprises in gameplay

#

ala gate being shot thru and stupid vorts at bridge that i died to with a good operative roll

wooden hound
#

yeah Ryor pointed it out

worldly bone
#

i mean tram

wooden hound
#

he wanted that

torpid grove
#

someday, I'll finish all the tracks and raptor will post it with a new update.

worldly bone
#

was that his tort request :^)

#

actually ill try tort

wooden hound
worldly bone
#

ill die but at least ill die trying

wooden hound
worldly bone
#

scary

#

the comedic effect when they still do a slow punch though

#

goood goood..

wooden hound
#

EVERYBODY BLAME SV BOY

worldly bone
#

its been a while sicne ive played

wooden hound
#

i'm speeding up the attack

torpid grove
worldly bone
torpid grove
#

you said that it's beautiful already 😦

#

I just don't know what I can do something else to that unless add some background synths to make it more filled

wooden hound
#

the less SUNO music the better

torpid grove
#

well, it depends on you actually, there's another ones (3.0., 5.0. and gearbox intro/checkpoint) on the way, but if you want to add it already, then go ahead

worldly bone
#

that turret is diabolical

#

all scientist cry themselves to sleep with this one, as if warehouse wasnt a bad spawn already

wooden hound
#

tortured sentries got a little shuffle mr sv boy

worldly bone
#

EVIL tortured sentries

wooden siren
#

the viewmodel originally by MTB, the multiple bodygroups of sleeves rigged by SV BOY

slate atlas
worldly bone
vapid snow
#

bullet clips through this potential cover and i was shot through it in the video

wooden hound
#

hmmm il need to rejig the retina
il fix the box and il double check that robogrunts spacing, never seen that one befire

vapid snow
#

we've had multiple robo runs without it being stuck there so i dont know what happend this run

#

another robo in the same run not attacking (this is very rare so far tho)

wooden hound
#

have you been to basement before this happens?

vapid snow
#

robo thing? 99,99% yes

wooden hound
#

hm, so going down to basement and coming backup triggers them to not attack, il need to double check the logics

#

funny how its only robogrunts

vapid snow
#

huh

#

as mentioned this is the only time so far

#

there was a case of xen in basement not attacking similiar to robos

#

but that was 5.00A i think

#

its such a rare occurence so i hesitated on reporting it

wooden hound
#

Hey FaLco i'm just back on the PC now, just going to fix the stuff you reported - Sparks has a idea as to what went wrong with the robogrunts and the rare xen situations

wooden hound
#

fixed the steamcorridor cover

#

fixed the kingpin cover

wooden hound
#

patch updates so far

  • Four-Nines Version of bts_rc_credits has been added
  • Zombie Variant melee speed increase
  • fixed cover issue in basement
  • fixed cover issue in steam corridor
  • Fixed Retina through wall
  • Fixed Elevator (test period)
  • Infinity Crowbar is fixed
  • Gargantua sequence fixed
  • Trucks fixed
  • Clipping issue fixed
  • looping sound fixed
  • tram doors fixed
  • gurder clipping fixed top and bottom
  • nodraw at steam pipe fixed
  • Ryors script adjustments added
  • Maintenance Toolbox model added
  • Sv Boys Scratches added
  • Geometry change in Area 3
  • Toolbox skin added for Engineers toolbox
  • Text fixed for Engineers toolbox
  • nodraw issue on power switch
vapid snow
#

can see outside map

wooden hound
wooden hound
#

decided to make the Area 3 security office a litte more half life ish

#

it now overlooks the canal

graceful parcel
#

FaLco top tier
just like in melee

vapid snow
#

this might be petty

wooden hound
vapid snow
#

haha fair enough

wooden hound
vapid snow
#

yeah i kinda suspected that you would tinker with that but better safe than sorry

wooden hound
#

rather have it reported than not

#

i've got the new version compiled, i'm just messing about with it to see if i can recreate the neutral enemies bug

vapid snow
#

in the past 24h none of that neutral enemy issue has occured on my end

wooden hound
#

ends up its actually a secret maintenance glitch and you can hack the machines

#

how common is robogrunts on random now?

vapid snow
#

its perfect

#

it feels very even now

wooden hound
#

very good

vapid snow
#

ah ye the lightning from that new room is nice

wooden hound
#

it feels a big spacious and empty, but alot of rooms in half life did feel like that

vapid snow
#

oh my it was more than just "cosmetic room"

#

its actually a new area

#

well in a sense

#

unless its the new "dying barney" room

grim summit
#

that's probably what it is

#

because i dont think the map is getting any fundamental changes anymore at this point

vapid snow
#

fair enough

#

nonetheless having the window is cool

#

i wonder if it would alert kingpin on tort

wooden hound
#

time to add that

vapid snow
#

its a nice little overview before the group moves on to area 1

wooden hound
#

TWO OF YOU GOT ASSASSINATED

#

I wish i could make the robogrunts not get barnacled

#

fucking barnacle hauling up a 1000 pound machine

vapid snow
#

haha, it did take a while for it to die though so it was a little cinematic and an opportunity to save ammo

wooden hound
#

map officially has a final boss

graceful parcel
#

louis

#

that enforcer should shoot rockets

vapid snow
#

the robo-rpg towers is spooky enough

graceful parcel
#

I mean, it's already placed in a pretty silly spot

#

but it's like raptor said, it's a boss fight

#

so it should have boss powers

#

like rockets

wooden siren
#

robogrunt take the whole 8 shells for SPAS-12 to take 1 down

vapid snow
#

i think its okay balanced in regards to that atm

#

i think prev version enforcers died as easily as normal robos but now theyre hell of an ammo sink in a good way

vapid snow
vapid snow
vapid snow
#

petty angles

#

not sure if its my client but weird lightning on floor

vapid snow
wooden hound
wooden hound
wooden hound
wooden hound
wooden hound
vapid snow
wooden hound
#

yeah the sequence never got called properly on the new one, i got distracted.. usually an adhd thing but my kids are mayhem lmao

vapid snow
#

np np, the sequence already looks legit.

vapid snow
wooden hound
#

okay fixed all that

wooden hound
#

plot twist

#

i managed to fix it

grim summit
#

is that how it is in the new metahook?

#

i thought its just i have something incorrectly set up

#

i just remember it being different

vapid snow
grim summit
#

server plugin?

#

but isnt metahook client side

#

its just that i installed it and it also looks like this for me

#

but i clearly remember it being different

#

more like that in source engine games

vapid snow
#

The flashlight plugin still behaves like non-metahook flashlight. The "normal" flashlights acts like source's ones.

wooden hound
#

unbelievable

#

hes got those eyeball torches

#

all seriousness, i'm probably going to push out this version today - i want to make sure the garg is working the way it should first

grim summit
#

like the half life flashlight but fancier

#

meanwhile i've seen texnar still have the proper cone flashlight, even on that server

vapid snow
#

Its the ".flashlight" command

grim summit
#

well what i'm saying is that i have the crappy flashlight regardless of the server or the map

vapid snow
#

Which metahook version are you running

vapid snow
wooden hound
#

well its all because of the lights turning on and off, so what i did was the two lights that turned on/off for basement, i made them broken - now its fixed

grim summit
#

he's dropping updates like every other day

#

but i reinstalled my game and installed metahook last evening

#

so like 20 hours ago from now

wooden hound
#

also on the new version - the sentry classifcations are now fixed for when HECU/Blackops/Robogrunts take over..

for everybody who has played
Hacking time for each Faction:
HECU - Between 2 to 7½ minutes
BLACKOPS - Between 1 to 5 minutes
ROBOTICS - Between 0 - 30 seconds

#

the robotics cleanse is also renabled

grim summit
#

cleanse?

wooden hound
#

that is probably more important for SBMESH since you gib from a headcrab

wooden hound
# grim summit cleanse?

all sentries on the map turn on and kill everything when robotics take over the sentry system -

so basically, when robotics activate, the map will fill with robots, then 0-30 seconds later, the sentry system gets took over and they all activate

#

this comes as a temp-solution to the enforcer requiring additional buffing

grim summit
#

oh that's what youre referring to

#

the turrets are so damn aggressive they even turn on robots themselves

wooden hound
#

yeah thats fixed

#

hm

#

i should probably make the tortured turrets change classification aswell

#

1 more fix, no more, no less

vapid snow
# grim summit idk the latest

i think in the renderer tab in options, you have gfx option tickd which conflicts with each other. try clicking apply to see if you get a warning message and untick respective gfx options accordingly to the pop-up message.

grim summit
#

i was trying it on a pc which can run metahook

#

but this ancient ass laptop doesnt even have a gpu

grim summit
#

even if hecu can take up to 7 minutes

#

maybe i'm just that slow

wooden hound
#

well, to put it into perspective
all military forces take 10 minutes - then you have the turret activation
so for HECU, its 10 minutes + a max of 7 minutes - so 17 until the map is entirely hostile

#

on tortured however, the time changes

#

HECU will arrive in 4 minutes on Tortured - then the sentry system takes anywhere between 2 to 7 minutes to takeover

#

so you could have the worst scenario of 6 minutes until the entire map is deadly

#

on Tortured, Robotics is the fastest and deadliest one, as it takes them 3 and a half minutes to come in, meaning 4 minutes max until the map is deadly towards you

#

however
Robotics more or less throws EVERYTHING at you, then 4 additional enemies around the map.
HECU are probably the worst to deal with
Blackops are very fast but pretty okay unless in massive numbers

#

Blackops take out cameras though

vapid snow
#

i like the unique gimmicks for each forces

#

turrets auto activating for robos sounds interesting

wooden hound
#

it used to be on the map, but got removed - the robogrunts had higher numbers then

#

they actually have less numbers now - so it makes sense to reintroduce it

#

if we're being honest.. all the difficulties are great, but tortured has been tuned for higher end players

#

everybody welcomes the challenge though, and anybody who completes it is insane

grim summit
#

because i definitely always use cameras

#

because they definitely don't lag my game to a crawl

vapid snow
#

despite the sarcasm they are useful :^)

wooden hound
#

the five nights at freddies theme plays if you use a certain set a few times

#

there you go Falco

#

the tops are fixed and the model was updated for the basement computer

#

no more world shenangians

grim summit
vapid snow
#

haha great. though it just struck me, wasn't that room getting revamped anyway?

wooden hound
wooden hound
#

even with the revamp, it would have had the issue

#

i just fixed the model

grim summit
#

there's this thing i was wondering

#

are those papers laying on the ground just one entity?

wooden hound
#

yes

#

models/bts_rc/furniture/misc_paper_rubbish.mdl

grim summit
#

ah i was thinking of making them into a model but noticed that they seem to be one entity already

#

because how light behaves on them

wooden hound
#

well, i think with updates that sniper is doing to the renderer, it might resolve hopefully

grim summit
#

well not exactly i think?

wooden hound
#

we can PRAY Ryor

grim summit
#

he didn't mention anything about partial lighting of models

#

he was just mentioning about gradual and softer increase of lighting

wooden hound
#

but with Erty's Map2Prop - the map mayaswell be map2prop.bsp - everything has been coverted to models. it wont come without its issues for clipping and lighting, but it is what it is

grim summit
#

so for example maps like infested wont look weird as hell

#

with players being all black

#

well hopefully

wooden hound
#

bts_rc was originally going to have water on it, i ended up putting the whole section into bts_rc2 but the way water renders is disgusting, and thats one of the main fixes i'm looking forward to

grim summit
#

i mean there are still fish tanks on bts_rc1

wooden hound
#

yeah but like whole rooms being flooded

grim summit
#

they're probably not filled with water

wooden hound
#

the maintenance level 2 area was originally sewers that you had to navigate through

#

was made like a maze, it was dark aswell - but the water was fullbright

#

even with it set down to render values of like 1/5 - it was either invisible or bright and out of place

#

Right, i'm going to update

grim summit
#

tell me when

#

i wanna download it on my pc since i reinstalled the game there and basically have nothing

#

and maybe fiddle around with metahook

vapid snow
#

@wooden hound is it intentional that cleansuit overrides your gun handling capability if you're security or operative?

wooden hound
grim summit
#

lets just say that those classes weren't trained gun handling with a weird bulky suit

#

there

#

"it's not an oversight, it's a feature" ™

wooden hound
#

well i didnt realise how SHIT the cleansuits made your aim
but the cleansuits as compensation are now Immune to the radiation

grim summit
#

that's about how it looks

#

okay that's weird

#

having "Gamma blending" turned on breaks most of the metahook stuff

#

like the fancy flashlight and also ssao

vapid snow
#

yeah i had that issue before too until i read what the error was trying to tell me

wooden hound
#

update is delayed because im visiting the wife, will be up soon.

vapid snow
#

o7

#

stay safe

grim summit
#

no the error wasn't actually related to anything i was looking for

#

i just tried unticking random options until i found the one

wooden hound
wooden hound
# vapid snow

i can fix this in the next patch, i have it call loaded up already 😅

wooden siren
torpid grove
wooden siren
wooden hound
#

5.10 released

https://www.dropbox.com/scl/fi/1struc3crerv3mjzh78xy/bts_rc.zip?rlkey=pk6w3hcj2rtketjswiuz7owws&st=viue9cgw&dl=0

for 5.20, I'm going to let four-nines cook with his music because the editions that he has been producing and demoing have been fantastic, his version of the bts_rc_credits is included on this version and the decay bts_rc_credits_alt2 will be included in the next. I had this prepacked and been wanting to release it all day.

any minor bugs found will be fixed in the next patch, I'm going to see if i can get the robot hwgrunt buffed a little for the next update with an alt attack or something

Dropbox

Shared with Dropbox

vapid snow
#

thanks for your and everyones work

wooden hound
#

notice

download link has been fixed
i accidently uploaded the wrong map like a absolute pie

#

sorry

#

not having much luck with these uploads 😂

#

third times the charm

#

SCMAPDB page isn't letting me onto it to change the download link
please use the link provided above

worldly bone
gleaming linden
#

Yeah I was struggling to get onto it earlier today too

wooden hound
#

I blame the british government

wooden hound
#

magic doors in the new security room, my guess is i mixed the origins up when moving them, going to tweak the garg sequence slightly and fix a robogrunt spawn
then i'm leaving it

vapid snow
#

i tried experimenting with the sequence and it seems very random to me when it wants to open warehouse 2. it also gets blocked easily by random npcs

graceful parcel
#

the kingpin laser hit me throught the window in area 5

#

dr. Rosenberg, ban this abomination from this reality

wooden hound
#

5.20 Release

This is the last update for a month, i want to leave this one to bake and take a break.

  • Fixed Area 3 Doors
  • Fixed Gargantua timing
  • Added subtle hint for Area 3 Barney injury
  • Added Falcon Locker
  • Added Four nines Medium/Punished theme
  • Fixed respawning ammuntion
  • Fixed Blackops Instant hack when selected
  • Added Radio sound for Truck Ambush
  • Added Blackops event

Direct Dropbox for Members who can't access SCMAPDB
https://www.dropbox.com/scl/fi/1struc3crerv3mjzh78xy/bts_rc.zip?rlkey=pk6w3hcj2rtketjswiuz7owws&st=6b7w8ahe&dl=0

Dropbox

Shared with Dropbox

worldly bone
#

whats the pistol master thing

grim summit
#

what pistol master

worldly bone
#

u got glock in ur locka!

grim summit
#

oof quite the stupid reason for it but actually

worldly bone
#

havent played in a while but like, theres already one nearby in the armory

#

though it depends which difficulty your glock appears/dissapears

grim summit
#

so lets begin with the fact that i made p_ and w_ models for glock17f and glock18

anyways, in the starting area, right behind otis, there is an armory with a whole bunch of guns. i noticed that each and single of these guns is a separate entity, and since raptor is kind of grasping at straws with the entity count here, what i did is join all of the guns and the suit in that room in one entity

but when i was making this - i noticed that there's also a glock18 in there. which is weird, because i just made this model. i don't remember placing it anywhere on the map, how come is it here?
well upon closer inspection, this glock18 was actually just a glock17 with a 9mmclip literally just on top of it. two models.

so my locker kind of references that. i made a world model for glock18, but my locker references the weird workaround that took place before - a glock17 with a clip rammed inside of it

#

oh and i guess this might also prank some people who actually think they found a glock18

grim summit
worldly bone
#

oh right you did those

#

i remember some peeps requesting me to do it but im lazy as fuck

#

the glock18 is really a legend huh

#

thats hilarrious

wooden hound
#

Notice

Link has been updated due to old wad - bts_rc.wad two texture updates. Link above has been updated

vapid snow
#

wheel texture

vapid snow
vapid snow
wooden hound
#
  1. il neec to redo that model then
  2. il try fix that, might need to get mk for it
  3. the glock flashlight has the rapid tap as its unique compared to the other glock silly i know
  4. intentional, the grenades spoon doesnt get released on the arm so we made it not cook
  5. il fix that trigger distance
  6. il get mk to fix the engine times
    7 il fix that model
grim summit
#

because it's absolutely hot garbage

wooden hound
#

i've spoke about it in the past to mk

wooden hound
#

Current Notes for Next Months Patch

  • Flaregun has been buffed and reload time corrected thanks to @wooden siren
  • Truck separated into two different models in the meantime - the textures are broken for both of them even though theres no reason for them to bug out. this requires a new bsp as the entities have been edited to make it work
  • HEV charger sound fixed
  • Elevator Brushes adjusted slightly
  • Texture issues resolved reported by FaLcon
  • Defer added to Tortured scoreboard
worldly bone
#

ooh did he record that tortussy

wooden hound
#

yes

wooden hound
worldly bone
#

hes got a GUN

vapid snow
wooden hound
#

yeah thats a problem with the model before the headcrab was attached, will see if i can rig it and stitch them together, it was so minor i didnt think much of it

slate atlas
#

A fixed mdl is now sent to RaptorSKA.

wooden hound
wooden hound
# wooden hound
poll_question_text

Should the maintenance pictured next to this poll be a survivor on the map?

victor_answer_votes

7

total_votes

7

victor_answer_id

1

victor_answer_text

Yes

victor_answer_emoji_name

🧰

vapid snow
#

glock with flashlight sprite

graceful parcel
#

john maintenance

vapid snow
#

standard mp5

wooden hound
#

i can see if i can get somebody to do them

worldly bone
#

yes

#

do not ever touch robo grunts on low health

#

they curse a thousand volts straight into your heart even if you have 100/100

bitter needle
#

Dangerous, even if doing that with flares

#

trigger_hurt gets removed after a while? didn't see the beams in the floor this time or i just jumped it without suffering dmg

worldly bone
bitter needle
#

ah so is not as lethal as it was, especially on Tortilla (Tortured) mode

#

||Especially after surviving 2 hours and 10 minutes of Negro Invasion (Bkops spawning like hell, on Punished, especially on WH1)||

wooden hound
vapid snow
#

man i always wondered how it worked

#

its handy for the last enforcer :^)

wooden hound
#

Update will be pushed at some point
i'm taking a break from sven in general. abit burnt out at the moment.
Peace.

wooden hound
#

Falco made some sprites for the weapons that used duplicated sprites. he did a pretty great job for it

#

worker and maintenance classes have been added to the map - maintenance can open the shutter in basement and the stairwell shortcut, everywhere else will remain player objectives to avoid nerfing maintenance class

#

the area 4 tunnel now has additional loot spots, making it worth it to actually check these locations now. compared to before, where nothing would spawn.
Additional cover has been provided for the tunnel, when exiting area 4's service elevator

#

friendly npcs can now use the tram.. so if you have a barney you wish to talk with you from area 4 to area 1, or vice versa, it is now possible

wooden hound
worldly bone
#

`- Fixed Blackops zombie running speed

  • Added Construction and Worker Class
  • Added Dialog for Constructiona and Worker class
  • Tweaked some animation speeds and textures
  • replaced all credit songs with Four-nines editions
  • Various tweaks and edits
  • navigation fixes in certain locations
  • Radio message fixed in Basement
  • Forget me system fixed
  • Sentries fixed`
torpid grove
bitter needle
#

"Forget me system"
Something related to item_inventory.. or what?

worldly bone
wooden hound
#

im not planning on updating this anytime soon. taking a break from sven and mapping in general. it any issues come up that are gamebreaking. as in softlock, hardlock. please put it in this showcase thread.

vapid snow
#

"Smoke: send it to creator forum maybe he'll like it too, also hugs to gauna and sv boy"

credit: smoke

wooden hound
#

thats pretty good

graceful parcel
worldly bone
#

seems subtle enough!

round charm
#

do a barrel roll

wooden hound
#

Construction worker apparently is 50/50 on being a construction static or worker. the name filters for the triggers aren't working and are freezing the npc in place. I'm going to remove the sequences for him openning the stairwell door.

FaLco has made additional sprites for the weapons which can be added in the meantime, not sure when this'll get added in, might be today or tomorrow

grim summit
#

finding yourself in this place without maint access = softlock

#

a maint keycard appears sometimes right before this room

#

but not always

#

actually this general area seems to be the king of softlocks

vapid snow
#

that door in the screenshot is breakable

#

its the prior airlock with intersection that is softlockable

wooden hound
#

you can break the door, Its supposed to have a decal on the door, but limits

#

you cant soft lock on the new one

wooden hound
#

the map is going to get updated when 5.26.1 comes out.

mindset atm isnt too great, this entire week is a nightmare because a year ago everything kicked off with the wife.

i know this isnt the most convientant for those reporting the bugs in dms and the construction npc being stuck.

the npc being stuck will resolve in 5.26.1 hopefully, if not - his ability to repair stuff will be removed.

cheers.

a year ago today. my wife had life saving surgery and shes still in hospital getting rehibiliation. this map has been a massive coping mechanism and i appreicate everybody who gives feedback on the map and have contributed to helping it get better.

wooden hound
#

I've still working on the latest update in the background, @vapid snow has been reporting many bugs and almost all of them have been fixed, granted - some might not be due to limits, but i have managed to get this far by staying within the bounds of them.

the update will still be released on 5.26.1

graceful parcel
#

"Only 2 cogs left! Today is the day I beat Hard Tortilla Mode!"
The two silly random Voltigores hiding downstairs:

grim summit
#

the hell is a hard tortilla mode

#

tortured but with some kinda 100% diff thing as well?

wooden hound
#

i'm going to assume its either HECU or Blackops

graceful parcel
#

It's a joke, but solo tortured mode with robotics enabled

graceful parcel
#

no bro, what is this

#

why are they always together

torpid grove
wooden siren
sonic crown
#

Only 3 arrows in that 5 arrow magazine?

wooden siren
wooden hound
#

hey look its sidewinder

wooden hound
#

Notice

An update is currently being made prior to the 5.26.1 release, after playing the other day, a few of them need to be addressed.

  • Area 4 Slaves being too high when spawning in and infinitely respawning on the security platform, this can be round ending for a tort run.

  • Constructions class will be dumbed down until 5.26.1, he will maintain the dialog, but wont be able to perform repair tasks as a result, this is a temp solution.

  • Clipping issues have been addressed, causing npcs to see through the map and agro on players.

  • Submissive Gargantua has also been fixed.

Alot of fixes have been done on this one and it'll be released at some point prior to 5.26.1, If there is any other issues you believe haven't been fixed, feel free to message me. I will let you know if they've been fixed or not.

wooden hound
# grim summit submissive garg?

Gargantua can go on top of the crates, its then not technically visible to any NPC and wont React to Players or Enemies until the crates are broken - with the LOS system in the elevators, this means the Garg becomes an extremely large Trap - if any military accidently throws a grenade at it, or the player breaks it, it releases the garg

wooden hound
#

Few complaints about how unfair the RNG system is with higher difficulties.. please, if you have a say - answer this poll

wooden hound
#

Staggered spawns

  • All zombies, Gonomes and Headcrabs start on the map
  • Houndeyes and pitdrones spawn 1 minute later
  • Alien slaves, Bullsquids and Chumtoads (tort) spawn 1 minute later
  • Agrunts, Stroopers and voltigores spawn 3 minutes later
    this is to give players breathing space from the spawns.. it will not lower the enemy count
wooden hound
# wooden hound
poll_question_text

Should the RNG system for enemies be removed to a fixed spawn system

victor_answer_votes

5

total_votes

9

victor_answer_id

2

victor_answer_text

No - Stagger the spawns

#

the complaints made about the system has now been changed to the quantity of enemies on the map as a whole and the proposed above was 'rejected'
it will still be added since the poll voted for it - with respect to those who voted against it - it wont effect gameplay all that much.. its just a breathe before chaos

graceful parcel
#

I voted for no change because I like the pain

#

Personally I never minded too much about the current system for enemies. Honestly, I think the changes will only affect Tortured, which I'm guessing is the difficulty the majority plays. Enemies aren't that big of a threat even on Punished since you have plenty of items laying around. However, this is from the perspective of someone who plays solo.

#

Pitdrones spawning later will make it less stressful, but I hope Gonome encounter could be nerfed in some way as well. It's probably just me being unlucky, since most of the time I spawn in area 4, I always expect at least 2 Gonomes right outside spawn.

#

Not counting the one that jumps out the window.

#

Also probably good idea to make so Kingpin can't shoot through windows.

grim summit
#

tryhards automatically assuming everyone else is equally as cracked at the game as them 💔

graceful parcel
#

I don't really consider myself a tryhard to be honest

grim summit
#

i played with like a bunch of people on private servers and they all seem to prefer either medium or punished. including me, i prefer punished

#

i cannot imagine even doing tortured without at least like another 20 people in the game

wooden hound
#

changes for the next version

Black ops

  • numbers of Male Operators have been reduced, these have been put into 4 man teams, all of which have Hand grenades if they have the MP5SD. Female Operators now spawn around the map at all insertions. these also have the Uzi change applied when the difficulty is increased. Making Blackops slightly more different than HECU, more of an elite force rather than Army

  • Reinforcement waves have now been put into Groups, meaning the aliens will not teleport in across the entire map at once, they will randomly be selected and packets will teleport around the map gradully, this has also been given the Unique, meaning each wave will be different.

  • Staggered Spawns have been applied, meaning the player now has about a 3-4 minute grace period to get into safety for all modes, this is more beneficial for Tortured than any other gamemode. this was agree'd upon with the poll earlier.

Alot of the minor issues have been resolved, alot of them being very minor that you'd have to have played the map countless times to notice. I hope these changes are welcome'd

wooden hound
#

Upcoming Update changes:

  • New Weapons added thanks to @wooden siren and MFH
    // Crossbow, Blackops Exclusive spawn
    // M40A1 Sniper, Snipers drop them (if you're lucky to grab it)

  • new World model for the screwdriver thanks to @grim summit

  • Fishtank updated

  • various clipping resolved

  • Zombie Runners have been upgraded

  • New Allies announcement sound

  • New Dialog from the scientist regarding the volume for the announcements

  • Alot of the Security cameras have been shuffled

  • Alot of the Tortured sentries have been shuffled

  • Blackops now have more female operators

  • Aliens take about 2-4 minutes to spawn in which can cause abit of 'oh fuck' situations

  • Gonomes have been slightly nerfed and Runners have been buffed

  • Blackops door openning has been fixed hopefully

  • the Construction guy shouldnt get stuck now

  • Enemies spawn in groups rather than an entire wave which can be worrying if they go unchecked so far

  • softlock has been removed

  • foot shooting in Area 4 removed

  • Engineer zombies got a nice model update

  • Soldier zombies got their model fixed so its more animated

  • Running variants of all zombies models updated

  • Shake effect added to the elevators

  • Slave heights fixed

  • Slave respawn on tram ambush fixed

  • Ladder added for Relaxed in the basement vehicle area

  • Kingpin pathing fixed in the offices (be careful on tortured)

  • turret killing kingpin moved

  • doors adjusted and staraewell adjsted from offices to warehouse

  • Nodes adjusted

  • fan speed adjusted

  • Magnitude of clipping fixed

  • Lighting adjusted

  • Flashlight moved from Maintenance Shaft to Security body in Dorms Block B

  • camera buttons being swapped A5

  • Door frame heights A5

  • Door frame height Warehouse 2

  • engineer respawn Warehouse 2 adjusted

  • Trigger master for Gonome fixed

  • fix nodes area 1 lockers to avoid crowding

  • fix race x and gargantua classifications to avoid inhouse fighting

  • A4 Camera change position

wooden siren
#

sneak peek

wooden hound
#

My Wife is getting another Surgery tomorrow. I was planning on releasing the update tonight but I'm going to hold off for a week or two - let it get tested.. heads up my arse.
alot of stuff been done code wise for clean suits, additional weapons and pipework reworking, along with additional models to help bring the counts down to provide more optimised gameplay.

graceful parcel
#

I wish all the best

worldly bone
#

hoping it'll be all alright for u

wooden hound
#

Final Released

Notable Changes:

  • BTS_RC_NS has been updated to the BTS_RC standard. Its own changes have been made, along with textures, geometry and turret locations.
  • Crossbow has been added to the Blackops Selection
  • Snipers are now available for pickup from Blackop and HECU Troops
  • Snipers are now roaming the facilty
  • Additional changes and fixes from the latest Release
  • Additional fixes from the testbed variant
  • Four-Nines version of the Intro Music and VR load have been included, his version of the Checkpoint theme has been placed in a folder called 36 inside the music folder for those who don't vibe with the SUNO version.
  • Construction worker has been fixed
  • Enemies now come in waves rather than all at once.

All Source files have been released and I don't plan on updating the map anytime soon.
bts_rc.txt has been included

#

No more Updates, No More, No Less.
Take Care.

graceful parcel
#

to the greatest map in snev poop

vapid snow
wooden siren
wooden siren
graceful parcel
#

i never stopped

wooden hound
#

Upcoming Update V5.50

map will get getting alot of changes in the next update, this was highlighted by the S\V\EN community. Some bugs were really shit on my part and have no been fixed. This version aims to improve the overall gameplay of the map, fix all bugs that ruin the maps experience, along with replacing some music with user generated content, along with additional or reworked content.

Version will be released within the next week or so.. hopefully before the weekend once all the kinks have been ironed out.

I wasn't planning on updating or mapping again anytime soon, however with the recent utter shit that has happened in life.. I've picked up this hammer of cope again.

If you have any issues or suggestions regarding BTS_RC, please link them in this chat below, I don't want to hide other great maps like the** Haunted Souls D** which i would recommend trying out.

wooden hound
#

Massive update, this doing to be a TL:DR moment

graceful parcel
graceful parcel
#

The spas robos are insane
They unload all the shells on you and have 1 frame reaction so you can't even peak even a little bit

wooden hound
#

BTS_RC_NS IS NOW DISCONTINUED

The map was originally created as a request, and maintaining it has always been a last minute ordeal. With the minimum amount of response regarding bts_rc_ns, I'm going to discontinue the map.
It has minimum changes, but it basically removed survival from the map and had respawn. I personally never wanted the map to have a non-survival element, it was always going to be survival based. I understand that this will deter people away from trying the map, as alot of players don't like Survival.

I genuinely never built the map to support or play with mass respawns in mind, I wanted it to be like a 90s experience map with limited respawns (5 / 2 / 0) to help make the player think about their decisions. BTS_RC was supposed to force players to work together in a black mesa setting, and experiencing it on public servers, I've seen players in groups doing exactly that.
they plan, they co-ordinate, they share supplies, and even sacrifice if required.
This is what BTS_RC was made for. BTS_RC_NS removes this, and people just neglect co-op, and just speed run the map with about 40 deaths plus.

I am discontinuing bts_rc_ns, thats not to say that the rmf and files will be removed. If Somebody really wants to do bts_rc_ns, all the sounds will be kept, and the latest bts_rc.rmf will be released.

I'm about to post this changelog, but thanks for understanding and reading.

wooden hound
#

Pre-Release Changelog for V5.50 == PART 1

**Geometry Changes to: **
Dormitories:

  • Laboratory Lobby
  • Ventilation added to Maintenance Room
  • Lobby
  • Kitchen added

Warehouse 1:

  • Storage Section
  • Elevator Section
  • Yard Managers Office
  • Yard Managers Vent
  • Warehouse 1

Warehouse 1, 2 & 3:

  • Skylight Edit

Security:

  • Lobby Edit
  • Armoury Edit
  • Reception to Armoury
  • Ventilation added between Maintenance and Stairwell
  • Minor tweaks to how wide corridors are

Offices:

  • Elevator Switched sides
  • sandbag and fortifications changed

Basement:

  • N/A

Additions to the map

  • Male assassin Variants added
  • hgrunt and opfor grunt Variants added
  • new zombie medic variant
  • new fat zombie construction
  • new fat zombie scientist
  • Fresh textures for worker and construction zombies
  • shocktroopers are back
  • New Spanner and Broom melee weapons (Thanks to SV BOY)
  • New Flamethrower (Thanks to AraseFiq)
  • New HEV Gonome (Thanks to SV BOY)
  • New Running HEV Zombie (Rare to See, Also SV BOY)
  • New Keycard textures (Thanks to Ryor)
  • New Visual models for Inventory Key Items (Thanks to SV BOY)
  • New tracks for Lights out and Allied Forces (Thanks to Four-nines)
  • New Player models for Operative class (Thanks to SV BOY)
  • New Robogrunt Variant with SAW
  • New effects for Night vision for Blackops and Hgrunt
  • New Randomised Human grunts (Walk, Run, Melee animatins)
  • New Running headcrab
  • Slightly faster Alien Slave
  • Slightly faster Alien Grunt
  • Slightly faster Baby Voltigore

Fixes from the Current Release Candidate

  • Fixed Warehouse 1 Door being faulty
  • Fixed Numerious func_walls blocking the players line of sight
  • Fixed Numerious gaps where projectiles and hornets could travel through
  • Fixed Sandbag and Window that player could get stuck inside
  • Fixed Turret issues that would result in the player dying early on
  • Fixed Random spots were enemies would spawn with players
  • Fixed Flaregun Reload (Thanks to SV BOY)
  • Fixed Office Windows
#

Pre-Release Changelog for V5.50 == PART 2

** New Map Features**

  • Sprites indicating Roles and Difficulty settings (Suggested by The303)
  • Grunts warning and Osprey Que, Osprey will be visible when possible, audio hint played before grunts respawn
  • Additional weapons into the armoury
  • new Difficulty added (Request by Defer)
  • New Models to replace geometry for map limits

Fixes from the Current Release Candidate

  • Infinite Aslaves on tram stations have been fixed
  • Announcement system repeating for sentries has been fixed
  • Gonome Trigger has been altered
  • Gonome Scene has been fixed
  • Spinning grunts in WH1, WH2, Offices and Armory
  • Turrets not activating in Armory
  • Tram Clipping Issues
  • Shutter in Tram station error
  • Missing Fan models
  • Break room cover issues
  • pathing issues
  • Gargantua getting stuck on top of boxes in junction
  • Vent pull bug
  • Clipping door issue in Armory puzzle
  • Doors in Offices and Warehouse being touch only instead of Use
  • barricaded door opening without the wood breaking
  • Doors can now be opened individually when duel
  • Fixed grunts spawn cycle
  • Fixed Osprey in Surface Area being randomly stuck in animation
  • Fixed Sentry Position that was stuck in Sandbag
  • Fixed Certain Tortured Parameters not being turned on
  • Robogrunt numbers have been fixed
  • Dialog has been altered
  • Intro skip has been made faster
  • Operator role is fixed and no longer available for storymode
  • Errors in console have been MOSTLY fixed
  • Sounds have been compressed to help with File Size
  • Void texture in armoury fixed
  • Snapbugs are fixed
  • Snark and Cockroaches are now LD
  • sound replacement files have been fixed for rgrunts and massns
  • Slaves now have step sounds and Fall sounds (Thanks to SV BOY)
  • Crossbow sound updated (Thanks to Zode)
  • Difficulties have been fixed to be more appropriate for the players
  • Construction2 player model is now functional (Thanks to SV BOY)
  • Infinite Torch has been fixed (Thanks to SV BOY)
#

Pre-Release Changelog for V5.50 == PART 3

** General Changes **
Difficulty settings have been made more appropriate to their title.
Storymode is now Easy, Each difficulty will add new variants of enemies and scenarios. This Amplifies each time you go up a difficulty of course.
the best example is Zombies,
Storymode has Zombies, Relaxed adds Gonomes, Medium adds Runners and HEV zombies, Punished adds HEV Gonome, Tortured adds HEV Runner.. this can be said almost across the board for all enemies on the map.

More Weapons are available for Tortured now, this is directly because of the newest version having its hull2 replaced. Enemies like Baby Gargantua's and Voltigores, which were restricted to locations.. or Agrunts that were pretty much Alien Sentries.. can now move almost anywhere on the map. Tortured has been thoroughly tested as a result of this.

More Classes are available from Relaxed and onwards, thanks to SV BOY, they also have unique skins. This is a complete gamble to keep the map fresh and fun for everybody. Bug testing and closed sessions have been going on now for about a Month, thanks to the S\V\en community, despite the constant DDOS attacks, alot of progress has been made on BTS_RC, Massive Thanks to:

  • Meryilla
  • Zion Crime Factory
  • Sneaky EMA
  • Killer Da Nub
  • Defer
  • Falco
  • SV BOY
  • Grunt
  • Zorik
  • Tama

Massive Thanks to Arasefiq, who created the Flamethrower which can now be accessed in the Secret room in the chemical lab using either a HEV suit or a Cleansuit. It is also available on Tortured. Its a very fun weapon to use.

Also, Massive thanks to SV BOY has been helping with this version since it took off, with model edits, rigs, new weapons and new player models. Alot of the changes were suggested by him and all the custom loadouts were created by him.

New Difficulty: HELLBOUND

  • Secret button that can be pressed on any difficulty, 1 hp.. you dont get anything but bragging rights when you complete the map with this option.
worldly bone
wooden siren
#

Hope you enjoy the flamethrower @graceful parcel

grim summit
#

still didn't check out this release of the map

#

is the flamethrower like the tfc one

#

or like the ins one

wooden siren
#

check out by yourself

graceful parcel
#

I've only been able to play a little bit

graceful parcel
#

I only found the grenade launcher in the super secret room

wooden siren
#

randomiser

wooden hound
#

If you have any bugs or anything to report, please post them below.
Currently there has been 5 bugs that are very minor and you'd really need to be looking for them to find them.
these fixes have already been complete, but I would rather get all bugs done and fixed before doing another immediate update. I would say the 12/12 is probably the best date for an Update for BTS_RC V5.60 for any bug fixing

graceful parcel
#

they cheat by taking cover

graceful parcel
#

Managed to beat it in punished, but it was still very difficult.

#

I don't think tortured + robo is soloable anymore. And if it is, it probably takes all the luck in the universe and the patience of a saint.

#

Not really a bug, more like a nitpick, in the turret corridor that leads to the armory, sometimes a few zombies get stuck next to the metal crates, blocking the way and you end up either dying or taking massive damage.

#

Still, very enjoyable update. I really like this map.

grim summit
#

but you can corner peek evey single enemy and turret in this room

worldly bone
graceful parcel
#

But this is mostly a solo player issue since you can disable them if you are in a party

worldly bone
grim summit
graceful parcel
#

yeah, it was punished

#

cant see the changes in tortured if im dying 10 seconds in

grim summit
#

aren't you people cracked as hell at this game and do blindfolded 1hp tortured runs daily

#

cant fool me

wooden hound
#

this version of the map has cliphull2 changes ryor, you can get a voltigore in dorms now and agrunts haul ass, had a couple of runs where a baby gargantua has been in armoury, this is probably the hardest version for punished and tort

grim summit
#

man...

#

i used to be a punished enjoyer now the game is gonna be too hard for me 😢

graceful parcel
#

It's not so bad
My punished run was difficult because I kept avoiding some paths on purpose since they aren't exactly available in tortured

#

I did it as some sort of training before doing it for reals

#

And using weapons that are only available in tortured, so no colt or mp5 if i find them as drops

wooden hound
#

most reported bugs have been fixed already, the update will be getting tested - but its still on course to be released on the 12/12

forest sinew
#

Just a minor error: game_text didn't pop up when I take the lift to go from basement to warehouse.

wooden hound
#

thanks Raffica, il double check that all just to make sure the entities are 100%

forest sinew
#

Also the scientist's "3 objectives complete" voiceline always played when I only inserted 2 gears.

wooden hound
#

is this on bts_rc_ns?

forest sinew
#

Yeah

wooden siren
#

iirc bts_rc_ns is no longer supported in the new update

grim summit
#

too bad buckaroo!

graceful parcel
#

WHAT THE FUCK IS THAT

worldly bone
#

you've stumbled upon my beautiful hevnome model

#

enjoy!

worldly bone
#

i should post a bunch of wip here for upcoming update

#

two handed revolver

grim summit
wooden siren
#

but if raptor decided that he wants this then i wont ask anymore.

#

if its HECU map sure it would make sense they have that skills but for inexperienced Black Mesa staff its kinda eh a little bit, at least to me

grim summit
#

is it just me or i think even cavemen a gazillion years ago knew how to.. uhh.. throw stuff..

#

just half the damage for inexperienced staff thats it

wooden siren
#

comparing a caveman who their daily life is hunting with science guy who their daily life is doing research, tf

grim summit
#

i mean anyone can throw things

#

even a damn baby that doesnt have skills in anything

wooden siren
#

its whatever, i aint touching this map code stuff anymore anyway, you can do whatever you want with it

graceful parcel
#

I think the melee weapon throwing is fine, but should be somewhat inaccurate when playing as scientist

worldly bone
#

not sure why everything is rainbow, my compiler tools kept doing that, maybe it fixed itself

#

and ye no ik

worldly bone
#

i could definitely make it so only trained people can throw

#

the inaccuracy for throwing sounds neat, ill add that so you cannot reliably headshot

grim summit
worldly bone
#

i can make ik from scratch but using the fucked up decompiled bones and shit isn't worth it

grim summit
#

did he give you a source file?

worldly bone
#

yes

grim summit
#

not just the map?

#

oh cool

worldly bone
#

next updates are probably gonna be handled by me

#

if any will be nessecary

grim summit
#

inb4 i will be playing relaxed because even normal difficulty will become insanely difficult with you in charge 😢

worldly bone
#

naa

#

i haven't messed with the difficulty much besides fixing ammo dupes

grim summit
#

you guys should do something about flashlights being useless outside of tortured

#

maybe like the lights going out guaranteed when you stay on the map for an hour or something

#

or like half an hour if its blackops

worldly bone
#

does he know?

grim summit
#

what is it

worldly bone
#

||there's a 1/16 chance that a tortured blackout occurs in any mode||

grim summit
#

exactly

#

1/16

#

you know what, it actually occurred on my first ever attempt to play this map

worldly bone
#

i tend to use flashlight plenty even if its on punished

grim summit
#

i started thinking that it occurs always

#

and became super paranoid about lights going out

#

so i just learned to see in the dark

worldly bone
#

flashlight got changes in the update and deagle requires two batteries for recharge but otherwise you gotta account not all people play on maximum brightness/coop

grim summit
#

but no i mean lights going out absolutely guaranteed

#

when you stay for too long

#

even if the rng favored you

worldly bone
#

hmm

grim summit
#

surely a facility where everything is going to shits can't operate for way too long

#

but like

worldly bone
#

ask @wooden hound though, but a 1-2 hour long in blackout does make sense

grim summit
#

a really big timer

#

hi raptor

grim summit
worldly bone
#

it's probably 1.6

grim summit
#

maybe

#

it's like high but not all the way up

wooden hound
#

Facility black out on tortured is 100% guaranteed. on tortured its anywhere between 550 seconds to 1200 seconds. which is basically 9.5 to 20 minutes

when it comes to all other gamemodes though, including storymode for those who are very very unfortunate, its a 1 in 16 chance of the blackout happening, it has a trigger_random_time which is triggered once.
the delay for this is 450 seconds to 1800 seconds, which is basically 7.5 minutes to 30 minutes.

if you're constantly going into every single playthrough and the map is going dark, i'll need to fix it - but we've had full 2 hour sessions without a blackout happening multiple times on medium / punished - so if its happening on storymode or relaxed let me know and i'll test it more to confirm it.

#

this is the 1/16 setup

#

hope this helps

grim summit
#

d2_warehousing_dummy could become another trigger random that has this random delay and targets only one thing which is the blackout sequence

#

...well i hope that's possible

#

for a trigger_random to have only one target so that it fires it with 100% chance

#

the guaranteed blackout after a long while is kind of a very mild "sudden death" thing, a way to increase the difficulty as the map has gone for a very long time already

wooden hound
#

d2_warehousing_dummy is an info_target that does nothing

#

are you wanting the blackout to happen 100% of the time, as in a new relay that will retrigger the random until the blackout happens? keep in mind, repairing the generator in the warehouse junction that is required for the crane, restores power to the local facility once repaired and removes blackouts from that point forward

grim summit
#

yeah

#

that's what im saying

#

from my experience, repairing the generators usually happens around the endgame

#

when basically all gears are collected

#

i mean, im talking a big delay

#

like, an hour on average

#

by the way, would repairing the power prevent any further blackouts?

#

like, if you were to repair it, and then this forced blackout happens

#

that would be awkward

#

maybe make that thing killtarget the blackout triggers idk

wooden hound
#

repairing the generator stops all future blackouts

grim summit
#

oh perfect

worldly bone
grim summit
#

i love it

#

bro thinks hes gman with that "well shit"

wooden hound
#

Update will be released at some point today

few snags in the play test and I accidently did a mistake on the mapping side of things

vapid snow
graceful parcel
#

This part messes me up so much.
Half the time there is a conga of zombies just blocking the path

graceful parcel
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Is there a very small chance for all the blast doors to be open from the start?

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Also I don't know if it's me being clumsy, but somehow robos are able to see you through walls when standing or crouching in the red circled areas

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Despite the complaining, I'm still having fun. I like the the new routes the new vents provide.

worldly bone
wooden hound
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alot of these things have been rectified in the current testbuild - just alot of fine tuning going on as you can imagine

wooden hound
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Some developments have happened with the current test build, some new additions aswell which will benefit the maps gameplay - the delay will be over soon

worldly bone
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(it'll be worth it!)

graceful parcel
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That's a cool detail

wooden hound
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Upcoming update details

SV BOY and myself have been hard at work on getting the latest version up to scratch, all the testers have been on singleplayer sessions making sure it works and pretty much trying to iron out alot of the bugs present in the map.

SV BOY has created two new weapons that will be available to find.
The Sledgehammer, a one time find on the map that deals ALOT of damage.
The Squad Advanced Marksman Rifle (SAM-R), a 5.56 squad level weapon that serves as an alt for long range for HECU runs.

SV BOY has also done alot of work reguarding tune-ups to the randomizer, carried items being visible to the player models, along with visual tweaks and audio additions for all the monsters.. various monsters such as the pitdrone, shocktrooper, houndeye and many more have Visual hints for Blackout scenarios, like glowing eyes, or in the houndeyes case, its stripes glow blue when attacking. Footsteps have been added aswell so you can listen out for the types of enemies that are coming, giving you time to flee or Prepare.

I've been ironing out some bugs, alot of them have required some bizzare movement of brushes to fix them. Others are purely cosmetic to fix lighting, becuase the map has a blackout even alot of the lighting has been scuffed - most of these have been fixed. Some additional cover spots have been added to the basement vehicle overpass, along with better spawn spots, additional doors and moved objectives (difficulty dependant)

a full changelog will of course be added when its fully done.
But one of the bigger additions is that the Enforcer, and soon, many other enemies are getting some Anglescript injections thanks to Nero. The Model that Gauna created will now have a player pushback, and melee animations.. various other monsters will have some injection to help with the gameplay. for example: the zombie engineer, the runners and hopefully the robogrunt saw.

Thanks for reading.

graceful parcel
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I don't know what happened but I somehow got 3 grenades at the start of a tort run?

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As the guard

worldly bone
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there's a promotion feature where you get a bonus mp5 and a nade as a security

grim summit
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promotion?

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what

wooden hound
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Basically the classes are randomised, but theres a chance of getting a really good role called 'promotion' is this case for security, its level 5 security, its to make the role selectiin funner and through the gameplay testing the additional promotions have proven great

grim summit
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and are there other promotions

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does promoted maint get the blue crowbar

graceful parcel
wooden hound
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promoted maint i believe gets the sledge hammer

grim summit
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promoted research should get a gluon gun and a ridiculous tie

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trust

wooden hound
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Promoted scientist gets a cleansuit

worldly bone
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promoted guard:
mp5 + 1 extra mp5 maag
1 grenade

promoted sci:
cleansuit
guranteed full medkit
some armor

promoted maint
forklift certification (+15% damage bonus, +50% max hp, show them what youre made of)
sledgehammer

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oh and flaregun actually

graceful parcel
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How much dmg does the flaregun does? Is the tick dmg percentage based or fixed amount?

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What other advantages does the flare gun provide?

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Apart from sticky flares

worldly bone
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about 40-50 dmg and then poison dmg

graceful parcel
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I see

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Does it even appear in tort?

wooden hound
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if you role operative and

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unfortunately

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get signal

sonic crown
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That's an insane recoil for a .357

wooden hound
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its the vanilla recoil, just looks worse because its zoomed

worldly bone
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yeah its a vanilla recoil + vanilla animation recoil

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although i could adjust if needed

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medkit revival is now tied to doctors only now

worldly bone
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they dont know whats coming

grim summit
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i forgot how are those things called

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acts?

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i thought they're hardcoded as hell