#Black Mesa Training Simulation: Resonance Cascade
1 messages · Page 3 of 1
I can't believe the 2k message was about the rape monster

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.
New Blackops Music for the map
I'm seriously thinking about scripting Mr friendly myself, along all the gameplay it imply
they cannot stop targeting the hornets
yeah they kind of prioritse the bees over the agrunt
New update is 98% complete and will be released sometime soon
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
Engineer toolbox placed in the map gyat!!!
what it do
Removed: Bodyguards, Big Momma
does that mean the cheating sequence is changed?
allows you to open up the shortcuts and engineer special locations. It is just a, as Tama would put it - Quality of life feature
The Consequences literally never got touched once it was discovered, so now its removed and replaced with a simple door that opens once the bridge is complete
Chemical lab
i mean in tortured you arent looking forward for a bigmomma and bodyguards all around the map
don't make me re-add the big momma
even on easier difficulties they sink bullets like its their meal
Robotics is getting the biggest buff out of them all
Gauna's Beautiful and Magnificent model has finally been added this update
anyway, have a decay menu remix for the half life vibes
pog
i was wondering if the baby headcrabs that spawn in the vents are supposed to be fast headcrabs or something
they take more 1 or 2 more hits to kill
or maybe its just me
i just hope a-hole grunts stop respawning so quickly
they have 15 hp on the new version
they respawn just as fast, but lesser numbers
Some pictures of the blackout event on the new version
Lighting has been adjusted for basement for when the power is turned on - it was pretty dark
Stairs in dorms have been adjusted to promote better navigation for npcs
area 4 airlock has been adjusted to look similar to the intro area
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
the tram repair is now under the walkway and can be accessed via ladder
the security room was also made slightly wider
gonone on a wheelchair
this room is now more filled compared to this screenshot
Does the camera that shows the lobby outside work or is it still malfunctioning
what do you mean?
which one
the one next to the sentry, the lockdown, or the two by the dead scientist
From left to right, the second one
it just makes the button pressed sound but won't switch to the view of the camera
il fix that
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.
real elevators
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
map is about to be tested mp wise to make sure stuff is working - if it goes successfully, the map will be released tonight
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
map has not been released yet, pending testing session
1 bug on the test session, going live today at somepoint
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
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.
WOW fake shotgun ammo
or is it because i dont have the shotty
oh nevermind, i just found out you just spawn with max ammo for some reason
in punished
theres a random class that was set up that was discovered - i think its junkie or whatever, and for some reason it makes you faster than a gonome and have full ammo.. @torpid grove is currently making custom songs to replace all the SUNO shit, when thats done, i'll update the scripts to nerf that class. Wont be anytime soon though
that's funny, but I didn't pick the operative
it happened with the guard and twice in a row
hm
somethings not right
i'll need to review all these loadouts
its only set up to give ammo for the weapon you get
if its giving you maximum ammo for the shotgun - then the operatives random loadouts are leaking into the actual loadouts and require fixing
is bug appeared again?
white theme for scrpting
I dont script
@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.
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.
The fixening never ends
everytime i try to move on from this shit show something else breaks
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.
its jover
the robo enfocer model is amazing
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
🔥
Thanks ✨
||-# It was me who upgraded that enforcer, fully animated from scratch.||
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
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
But the loggers 
que
this has now been fixed
if anybody has any other bugs to report, let me know - i'm totally sane
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
just waiting to confirm if the code is fully removed and the way it should be
they can now use the M2 in the warehouse
(mounted machinegun for anybody that isn't familiar with weapon designations)
had a fun incident
im also curious if theres any simple tricks to improve fps on bts?
i'll add a trigger_push ontop of them to avoid that
but i'll look into increasing fps, alot of it will come to reducing the amount of enemies and making them not roam. the patrolling is what is causing the performance drops but it's also the gameplay - otherwise it'll be black mesa turret defense
i'll look into what enemies can roam and which ones can't - that'll help
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
i know one of the map areas for fps is the area 4 lobby with the tram station
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.
other than that 5.0 bts is very well made. Good job as always!
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
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.
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
I hope not much is reduced. If it were to happen, I'm not sure how much it will affect gameplay, but I think the way enemies are set up right now is good.
so the current system was 86 grunts on a map, now its 43 - but they respawn more
the current system also had about 80+ monsters roaming, now its 40 static and 42 roaming - ingame, i've yet to come across any static enemies which is great if you think about it in a gameplay sense
numbers are only reduced to help performance but its still overwhelming and the general enemies haven't been altered
grunts are still a force to be reckoned with
they just have more diversity and variants
He looks like he doesn't want to be there
what about this guy
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.
It's the face lol
It's looks like they are just done
its the recruit face from the bootcamp so they probably dont lol
this guy looks like somebody pissed in his cereal
i would be pulling out my shotgun too if someone pissed in my cereals
funny moment (slave using non-existing mounted turret and gets a kill?)
the blackout event grunts in the basement generator is still enemy despite if we had friendly forces. is that intentional?
this is not sven coop anymore, this is a abomination
sori about the sound but i had to compress (5mb upload limit) and sometime sounds gets messed up a bit
but ye figured maybe its something to check out if its not intentional
massn stuck in sequence i think
yeah im trying to fix this with entities but the tank controls dont have a targetname keyvalue so i cant even do anything about that which is annoying, the m2 might end up getting removed
il double check that, i thought i fixed that
fixed in the next update
i'm not sure if it matters but we got friendlies via random. unfortunately my record doesnt have the evidence so you're just going to have to take my words for it.
dont worry - its all handled through multi-managers and a trigger random for that option so it should be pretty easy
Wouldn't be possible to change the classname in the beginning of the map and put the proper one when a qualified npc sets it through AS?
well what i'm doing now is doing a setorigin for the func_tank, moving it into position when the engineer finishes building it
Unlikely the game SDK, AS can not change the classname
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
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
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+
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
Scientist
Scientists trousers and vests were redone with better textures and effort to look significantly better than the previous versions
also a matching zombie for the variant so that all the scientist zombies dont look the same.
Anyway - have a map related meme
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
so I'll be able to play as anime girl miku my character? finally 
Time to have my pc struggle because there's several people with 50K (or more) poly playermdls while i'm running from a gonome 
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
Poison headcrab
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
seems abit hl2 for me
zoea bby headcrab could inflict poison mby
Update 5.00F
Changelog available on the page
additional changes added that wasn't stated above
- Robogrunts are now added to the Randomiser
- Allied grunts now have music and an announcement
- Osprey hint for Stairwell and both Warehouses
- New Enemy variant on the map
http://scmapdb.wikidot.com/map:blackmesa-training-simulation:resonance-cascade
1 HP Die-Hard Servers in a nutshell if this becomes available on 1 HP Servers.
technician toolbox tooltip
from 50 to 0 in one bonk
wtf that zombie just went full speed ahead
Funny thing is that the Enforcers have trouble targeting headcrabs for some reason.
two silly parasites vs strongest toaster in the research lab
i think if i change all the robogrunts to have the human military classification, it will fix this shit, the hwgrunt is useless to anything minor.. iv seen them run away from headcrabs becauss fhey cant get a good shot and the baby crabs end up killing them
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
this is a very common peeking spot. enemies like hecu and alien grunts would react through it if im not mistaken
fixed the top one for the next patch
i'll func_wall that railing to avoid that peak because fuck that with a agrunt
@vapid snow have you seen this before? i finally found this but it SHOULDNT happen
door is lying open and somehow reversed itself
changed this whole system to use the #0 and #1 system so it wont happen again
afaik never happend to me personally
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
going to make it you need to buy a train ticket
nah jk, its fixxed for the next version anyway
i just thought i'd ask
i remember alekk talking about it but i never ever found it
no its passable as a precaution
hev station makes perma charging noise once used and until empty. i verified its not just my client by asking other present in the game if they hear it too.
i can confirm it applies to bridge hev station too, not sure if its for all the hev stations
very thicc truck
i'll check the code, i think its because the sound is loopable - i'll make its own or get mk to make it so it cuts out
i'll get that one fixed, very basic clip around it because of vertexes but i could make it into 3 blocks
did i really fucking fuck that and forgot to make it clipable
yeah its still present
nah thats just the new enemy variant
they can shoot you if you're really unluc- i'll fix it
I thought you speak about anime player model 
japanese expansion pack
Fixed
also fixed the trucks
alot more convienant
how dare you do a skull
MISINPUT
lol
anything else shoot them in
also the mossberg 590 rgb was a DLC item
thanks for being a patron
fixed the charger sound hopefully
it no longer loops
isn't that SPAS-590 RGB?
donate to my paypal to find out
ya know my country, I can't 😦
the reload script or animation seems off on the flare gun (i hope its just not my client)
pay attention when the ui actually says it has finished reloading
and it seems like it does draw animation?
i changed the time for it, its very delayed to fire it and i never really got the timing side of it right, i thought it made it better
i didn't know that 1.0 enginetime or whatever was 2 seconds
i think i put it to 8 which would be 16 seconds by that logic?
i wish i knew anything about goldsource engine :P
but it sounds reasonable
unrelated but Is the acid/green water below bridge suppose to feel "sluggish" to move in?
no but that is a happy accident
ait just checking
i'll check the properties
its just set to water, so thats weird
tempted to make it sluggish now
hm is it when you're trying to get out this happens?
hm
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
leave it with me i'll figure it out
i dont have any good demonstration clip on me atm
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
it'll be something silly
garg breaking big door sequence interrupted (beginning and end of clip most relevant)
i'll fix it so it overrides the Ai again - it was removed because he turns into a beyblade at the vent
sv_boys crowbar locker is infinite (or at least multiple activations possible) despite activating
partially sluggish acid demonstration
afaik thats ping related
and sven's buggy fuck all code
do you like the foreshadowing in this map
average metahook user filling their screen with 9000 acidic glowing lights
you're right. i tried locally and its fine. it was just a coincidence.
wait
thats actually so fucking funny
"a good crowbar is a crowbar that nevers leaves you by"
the kind of crowbar you find in an rpg and it being a quest item
"the crowbar finds a way"
im just too powerful man
i WONDER if it even takes away the crowbar from other players if you do that if it "goes right back at you"
im booting up sven
actual good reason
im curious too
it was locally hosted but im putting it up again
try connect 188.148.156.182:27015
wow its been a while and i have to download update again
yea bts 5.00F came out yesterday
Military Random oh shit
ngl i wawnna play again
that sounds fun
do they infight?
bts_rc officially a roguelike with this
oh wait
i guess it never rolled robogrunt
i was thinking of mixed millitary for a sec
robogrunt was overlooked in the code and was never included in random pool
but its fixed now
ah i just tested
doesnt take away and just can be dispensed infinitely
hecu actually had about 75% chance of appearing
with the rest being blackops
and robotics being broken
well before the latest update
HES CHEATING BAN HIM
what do you mean it got nerfed
i love the crowbar viewmodel matching HL1 crowbar viewmodel and also OP4
well im not sure i havent tried going in there with 50/0
i personally dont like blue shift crowbar viewmodel
its different, it looks smaller and the way it stance quite different yeah
@shell latch
change that to update
i like the HL1 look more
CHANGE WHAT
KERN
ITS KERN
HI KERN HI HI HI HI HI

twink behaviour
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.
oh have you added my things
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
no i mean those script files
@wooden hound can u add scratch marks since ive beaten tort
and that too i guess
Yes
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
for the operative
oh fair
what about the damage one
i havent played much with them since theyre so much of a gamble lol
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
well considering how heavy it is yeah
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
GOOD
haha
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
yeah Ryor pointed it out
blame Crime for that
i mean tram
he wanted that
if you have any finished, i can add them - unless you want them all in when finished?
ill die but at least ill die trying
what do you think of the zombies
EVERYBODY BLAME SV BOY
its been a while sicne ive played
i'm speeding up the attack
well, I don't wanna update the cyborg one definitely
but about decay one if you'll accept it, then you can
BRO
shoot me the decay one again
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
i ment send me it again lol - I'm fine with it being added aslong as you're okay with it being added
the less SUNO music the better
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
Green light for everything
that turret is diabolical
all scientist cry themselves to sleep with this one, as if warehouse wasnt a bad spawn already
tortured sentries got a little shuffle mr sv boy
EVIL tortured sentries
Hows the MP5GL feels on your end falco
the viewmodel originally by MTB, the multiple bodygroups of sleeves rigged by SV BOY
That fur... So SV BOY is naked in somewhere... XD
they have dubbed it... the foreskin
i havent tried going indepth with it exactly but so far i like the hk slap.
bullet clips through this potential cover and i was shot through it in the video
repairing retina through the wall
very rare occurence of enemy not attacking (dont mind the sound glitch )
hmmm il need to rejig the retina
il fix the box and il double check that robogrunts spacing, never seen that one befire
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)
another funny demonstration of enforcer struggling against xen
have you been to basement before this happens?
robo thing? 99,99% yes
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
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
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
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
can see outside map
fixed
decided to make the Area 3 security office a litte more half life ish
it now overlooks the canal
FaLco top tier
just like in melee
this might be petty
haha fair enough
yeah i kinda suspected that you would tinker with that but better safe than sorry
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
in the past 24h none of that neutral enemy issue has occured on my end
ends up its actually a secret maintenance glitch and you can hack the machines
how common is robogrunts on random now?
ah ye the lightning from that new room is nice
it feels a big spacious and empty, but alot of rooms in half life did feel like that
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
that's probably what it is
because i dont think the map is getting any fundamental changes anymore at this point
fair enough
nonetheless having the window is cool
i wonder if it would alert kingpin on tort
time to add that
its a nice little overview before the group moves on to area 1
Oh my god you got fucking ambushed like Apprehension
TWO OF YOU GOT ASSASSINATED
I wish i could make the robogrunts not get barnacled
fucking barnacle hauling up a 1000 pound machine
haha, it did take a while for it to die though so it was a little cinematic and an opportunity to save ammo
if you ever wonder if you caught someone offguard with that enforcer spot
map officially has a final boss
the robo-rpg towers is spooky enough
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
seeing how long it takes for a barnacle to take down robogrunt, i guess i did buff the weapons dmg a lot for this map 
robogrunt take the whole 8 shells for SPAS-12 to take 1 down
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
npc reacting through the door (presumeably)
is this door not meant to work on higher diff (punished) after activating generator for area 2?
uncommon occurence but this room specifically enemy remains idle like this
this suprised me
garg sequence is fixed on the next version, the buttons explode on punnished making the doors useless until the garg rips them open, but the call distance is too short on the current. thats fixed now
i can fix them, need to fix the model for the computer one, not a problem
renderer doesnt like the blackout event more or less, if i remove it, the lighting fixes, thats one thing i cant really fix
that room is pretty bad for idle enemies, im going to move them out of it
theres two spots! lol
ah okay, i've only seen it rip the dorm side of area 2. didn't know it was suppose to rip both of them
yeah the sequence never got called properly on the new one, i got distracted.. usually an adhd thing but my kids are mayhem lmao
np np, the sequence already looks legit.
it doesnt really bother me personally, i know its petty thirdperson angles and maybe you need to cut some corners considering how heavy the map is.
okay fixed all that
what is up with this flashlight though?
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
Sorry. It's server plugin flashlight .
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
The flashlight plugin still behaves like non-metahook flashlight. The "normal" flashlights acts like source's ones.
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
that's weird because im running it on my server with basically no plugins and it still looks like this
like the half life flashlight but fancier
meanwhile i've seen texnar still have the proper cone flashlight, even on that server
Its the ".flashlight" command
well what i'm saying is that i have the crappy flashlight regardless of the server or the map
Which metahook version are you running
Was it hard?
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
idk the latest
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
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
cleanse?
that is probably more important for SBMESH since you gib from a headcrab
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
oh that's what youre referring to
the turrets are so damn aggressive they even turn on robots themselves
yeah thats fixed
hm
i should probably make the tortured turrets change classification aswell
1 more fix, no more, no less
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.
ah well maybe i'll try later
i was trying it on a pc which can run metahook
but this ancient ass laptop doesnt even have a gpu
but this turret system takeover feels really fast for me
even if hecu can take up to 7 minutes
maybe i'm just that slow
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
i like the unique gimmicks for each forces
turrets auto activating for robos sounds interesting
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
wow that's so unplayable
because i definitely always use cameras
because they definitely don't lag my game to a crawl
despite the sarcasm they are useful :^)
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
"was that the resonance cascade of '97?!"
haha great. though it just struck me, wasn't that room getting revamped anyway?
hah, thats pretty good
yeah but the model still had the clipping issue
even with the revamp, it would have had the issue
i just fixed the model
by the way
there's this thing i was wondering
are those papers laying on the ground just one entity?
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
well, i think with updates that sniper is doing to the renderer, it might resolve hopefully
well not exactly i think?
we can PRAY Ryor
he didn't mention anything about partial lighting of models
he was just mentioning about gradual and softer increase of lighting
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
so for example maps like infested wont look weird as hell
with players being all black
well hopefully
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
i mean there are still fish tanks on bts_rc1
yeah but like whole rooms being flooded
they're probably not filled with water
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
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
@wooden hound is it intentional that cleansuit overrides your gun handling capability if you're security or operative?
No, but cleansuits have been buffed a good bit on the new version to make up for it now
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" ™
well i didnt realise how SHIT the cleansuits made your aim
but the cleansuits as compensation are now Immune to the radiation
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
yeah i had that issue before too until i read what the error was trying to tell me
update is delayed because im visiting the wife, will be up soon.
no the error wasn't actually related to anything i was looking for
i just tried unticking random options until i found the one
ah okay well its nice that it works now
we manage to get the garg stuck in the moving crane box
not sure if its intentional to get softlocked in this airlock
more goofy enforcer moment
grenade rolled down the slope by massn
oh my god
i can fix this in the next patch, i have it call loaded up already 😅
random moment with @torpid grove & @grim summit
bts rc credits alt 2 theme is always the best
it'll be better 😏
exactly
5.10 released
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
http://scmapdb.wikidot.com/map:blackmesa-training-simulation:resonance-cascade
scmapdb page for people who are interested
thanks for your and everyones work
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
cockblocked
Yeah I was struggling to get onto it earlier today too
I blame the british government
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
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
the kingpin laser hit me throught the window in area 5
dr. Rosenberg, ban this abomination from this reality
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
whats the pistol master thing
what pistol master
u got glock in ur locka!
oof quite the stupid reason for it but actually
havent played in a while but like, theres already one nearby in the armory
though it depends which difficulty your glock appears/dissapears
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
well it probably doesn't appear on tortured but has a very high chance on relaxed.. obviously
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
Notice
Link has been updated due to old wad - bts_rc.wad two texture updates. Link above has been updated
wheel texture
instead of the looping hev charging noise it is now silent
glock with flashlight is tapfire while normal glock isnt (intentional?)
grenade cooking doesn't work (intentional?)
back-end corners of elevator tends to easily get you stuck during transition
meleeing with flashlight stops the battery drain
flare gun reload thingy
petty angles/inconsistencies
intentional
- il neec to redo that model then
- il try fix that, might need to get mk for it
- the glock flashlight has the rapid tap as its unique compared to the other glock silly i know
- intentional, the grenades spoon doesnt get released on the arm so we made it not cook
- il fix that trigger distance
- il get mk to fix the engine times
7 il fix that model
oh and since we're at it, could we get flare gun's damage over time buffed?
because it's absolutely hot garbage
so this one right here, cant be fixed
i've spoke about it in the past to mk
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
ooh did he record that tortussy
yes
hes got a GUN
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
That's just a nasty UV map, too easy to fix.
A fixed mdl is now sent to RaptorSKA.
Should the maintenance pictured next to this poll be a survivor on the map?
7
7
1
Yes
🧰
glock with flashlight sprite
john maintenance
standard mp5
i can see if i can get somebody to do them
pump cancelling
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
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
its now a func_tank that tries to follow you so you can technically just bhop thru
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)||
it was toned down because of the requirement for power to be on, i didn't want to fuck people over on a tort run who could have literally anything from 1 - 20 hp get killed by the floor. its a func_tank that if you stand under it for too long it will shoot you.. it technically attacks anything under it.. including rats
Update will be pushed at some point
i'm taking a break from sven in general. abit burnt out at the moment.
Peace.
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
5.20A
I'm taking a break.
Changelog is available on the website.
direct link for those not able to access scmapdb
https://www.dropbox.com/scl/fi/tp893zhwgou16fuzj2v14/bts_rc.zip?rlkey=v5e3gky6oiaz5s7nd2gcwhft6&st=l6z0j1gl&dl=0
`- 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`
no "babe wake up new bts rc update dropped"? 😦
"Forget me system"
Something related to item_inventory.. or what?
occupied with other things then sven rn i fear
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.
"Smoke: send it to creator forum maybe he'll like it too, also hugs to gauna and sv boy"
credit: smoke
thats pretty good
seems subtle enough!
do a barrel roll
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
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
that door in the screenshot is breakable
its the prior airlock with intersection that is softlockable
you can break the door, Its supposed to have a decal on the door, but limits
you cant soft lock on the new one
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.
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
"Only 2 cogs left! Today is the day I beat Hard Tortilla Mode!"
The two silly random Voltigores hiding downstairs:
the hell is a hard tortilla mode
tortured but with some kinda 100% diff thing as well?
i'm going to assume its either HECU or Blackops
It's a joke, but solo tortured mode with robotics enabled
you're fucked. you're just fucked
something that i shouldn't have done but yeah 🤑
Only 3 arrows in that 5 arrow magazine?
just a test, and i dont think it will be added in official bts_rc since the map already bloated with stuff already
hey look its sidewinder
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.
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
Few complaints about how unfair the RNG system is with higher difficulties.. please, if you have a say - answer this poll
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
Should the RNG system for enemies be removed to a fixed spawn system
5
9
2
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
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.
"majority" 🥲
tryhards automatically assuming everyone else is equally as cracked at the game as them 💔
It's because the only server I see that plays the map is the /v/ server and I know they like tortilla mode hehe
I don't really consider myself a tryhard to be honest
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
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
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
sneak peek
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.
I wish all the best
hoping it'll be all alright for u
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.
gonna drop this one here
@graceful parcel stay tune
i never stopped
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.
Massive update, this doing to be a TL:DR moment
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
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.
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.
short promo for the update, flashes quite a bit, just incase anybody is sensitive to flashing lights
https://streamable.com/kgsmud
Hope you enjoy the flamethrower @graceful parcel
still didn't check out this release of the map
is the flamethrower like the tfc one
or like the ins one
check out by yourself
I've only been able to play a little bit
I only found the grenade launcher in the super secret room
its a 50/50 chance to retrieve the flamethrower
randomiser
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
they cheat by taking cover
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.
but you can corner peek evey single enemy and turret in this room
Through cameras as well, but you can't force them to move, so you end up hitting a wall of zombies while turrets shred you in seconds.
But this is mostly a solo player issue since you can disable them if you are in a party
the torterous amount of ammo:
but your honor, my client said he was playing on punished
yeah, it was punished
cant see the changes in tortured if im dying 10 seconds in
aren't you people cracked as hell at this game and do blindfolded 1hp tortured runs daily
cant fool me
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
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
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
Just a minor error: game_text didn't pop up when I take the lift to go from basement to warehouse.
thanks Raffica, il double check that all just to make sure the entities are 100%
Also the scientist's "3 objectives complete" voiceline always played when I only inserted 2 gears.
is this on bts_rc_ns?
Yeah
iirc bts_rc_ns is no longer supported in the new update
too bad buckaroo!
WHAT THE FUCK IS THAT
i should post a bunch of wip here for upcoming update
two handed revolver
flashlight animation + hd flashlight
glock 18 switch
crowbar + wrench throwing
- how do you also have this map, where is it from?
- why is everything a rainbow
- you made it without ik?
while this is a cool feature, why you made it throwable? i intend the weapons for this map for inexperienced staff undergo this simulation
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
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
comparing a caveman who their daily life is hunting with science guy who their daily life is doing research, tf
its whatever, i aint touching this map code stuff anymore anyway, you can do whatever you want with it
I think the melee weapon throwing is fine, but should be somewhat inaccurate when playing as scientist
arase gave it to me
not sure why everything is rainbow, my compiler tools kept doing that, maybe it fixed itself
and ye no ik
pipewrench is rather rare and crowbar has a nerfed throw damage so its balanced, i think it'll make the melees stand out amongst each other more
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
nash slonyara!
also compiler tools?
i can make ik from scratch but using the fucked up decompiled bones and shit isn't worth it
did he give you a source file?
yes
inb4 i will be playing relaxed because even normal difficulty will become insanely difficult with you in charge 😢
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
what is it
||there's a 1/16 chance that a tortured blackout occurs in any mode||
exactly
1/16
you know what, it actually occurred on my first ever attempt to play this map
i tend to use flashlight plenty even if its on punished
i started thinking that it occurs always
and became super paranoid about lights going out
so i just learned to see in the dark
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
but no i mean lights going out absolutely guaranteed
when you stay for too long
even if the rng favored you
hmm
surely a facility where everything is going to shits can't operate for way too long
but like
ask @wooden hound though, but a 1-2 hour long in blackout does make sense
i play on whatever the default brightness is
it's probably 1.6
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
so what we are suggesting is that if d2_warehousing_dummy is targeted, a blackout occurs with an additional delay of like idk, 60-90 mins?
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
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
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
repairing the generator stops all future blackouts
oh perfect
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
This part messes me up so much.
Half the time there is a conga of zombies just blocking the path
Is there a very small chance for all the blast doors to be open from the start?
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
Despite the complaining, I'm still having fun. I like the the new routes the new vents provide.
there are no loner the crates in there
alot of these things have been rectified in the current testbuild - just alot of fine tuning going on as you can imagine
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
(it'll be worth it!)
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.
I don't know what happened but I somehow got 3 grenades at the start of a tort run?
As the guard
there's a promotion feature where you get a bonus mp5 and a nade as a security
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
promoted maint i believe gets the sledge hammer
Promoted scientist gets a cleansuit
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
oh and flaregun actually
anyways have NEW CONTENT
How much dmg does the flaregun does? Is the tick dmg percentage based or fixed amount?
What other advantages does the flare gun provide?
Apart from sticky flares
about 40-50 dmg and then poison dmg
That's an insane recoil for a .357
its the vanilla recoil, just looks worse because its zoomed
yeah its a vanilla recoil + vanilla animation recoil
although i could adjust if needed
medkit revival is now tied to doctors only now
they dont know whats coming
