#Black Mesa Training Simulation: Resonance Cascade
1 messages · Page 4 of 1
fisticuffs?
just fists
3k messages.. and we can now fist enemies to death
Update Delayed as all AI voices and music is currently being removed.
Might want a backup for that. Feel like I wanna backup those voices as a just in case measure.
It's AI, but I wanna backup these just in case.
Oh, I know it's AI, I was just surprised that there might be real voice acting
That's why I like this map a lot, and why you only see me in this little map room
I dont want to Trauma dump here, but when the map was just started, my head was fucked. Two kids with Autism, full time worker and my wife just collapsed out of nowhere.. shes took a thalamic stroke and i genuinely didnt know if she was going to pull through.. When i first started making this map, it was after weeks of just sitting staring at a wall.. so alot of the shit was AI, it was used for Voices and Music, simply because the tool was available, and I just wanted the stuff in to get something done.
Its been 1 year and 6 months basically, and the entire community who has contributed towards this map have been beyond amazing. Ontop of that, I've been a mood swinging idiot and burned alot of bridges with people who did initially help and I handled shit the wrong way.
AI being used in the map has essentially replaced alot of the talent that is available, and most of the time.. all you need to do is ask and the community helps. Sure they might want credits, or support, or even tips on doing stuff.. sometimes they want something added in. It just makes the community for developing even more incredible imo. In the past I have been stuborn about projects like toysoldiers.. refusing to give over vmfs and change songs.. and when i was told about AI.. i was the same.. but after all the help and support I've recieved.. even asking people 'hey do you want to make music or be a voice actor?' Nobody has said no. And everybody who has contributed has put in 100%. Its better than the AI generated stuff.
Sven Co-op has 100% been a coping mechanism during all this, and everybody has been fantastic and helpful towards everything.
You can make a backup if you really want to, but in my honest opinion, you'd be snubbing the development community which has so far put in 100%.. and some didnt even want anything but to help.
scientist became Raptor 
linked an example of the area 4 radio message that has been recreated with voice actors... most of the music and voice acting has been completed, just doing some optimisation for the future versions as there are some scripts causing cpu and fps issues across the board.
the next version will not have:
HEV Night vision
Sentry Lasers
E+R System
the contributions will still be listed in the credits,
If you're going to state that you dont wish to update or have backed up AI Generated content, please refrain from posting it in this thread as its an insult to those who have put in work to help replace these files.
Looks like Smith & Wesson, what model is it? 👀
637
its probably still a bit off but its close enough and you dont get to see the snub that much close
its also technically just a sw500 heavily edited but shhhhhh nobody told you that
also the old pose will break your whole wrist and fingers off do not ever do ts
Trying to be cool, but realistically, the pose would break your wrist.
Python will still be in the map, right?
yeah
what about c#
would it remain on the map?
that's the only programming language i understand and svboy wanna leave me with nothing 😔
ON HOLD
I'm taking a break from Sven Co-op as I'm pretty burned out tbh.
the update will be released at some point in the future when all AI Generated content has been fully removed. Peace
Thank you for your hard work.
The same goes to everyone who has helped improve the map.
Regarding the Update
As a lot of people will know from playing this map, it's very high on CPU %, this is due to the amount happening within the map.
as much as I would like to keep it the same way, It's not good practice for a map to be restricted to good hardware. This has come with cuts, which has been aimed at reducing the load throughout.
Please keep in mind, these cuts are for the benefit of the system to play bts_rc, things that have been removed are due to:
- Internal Issues
- Clipnode Reduction
- Vertexes Reduction
- Marked Surfaces Reduction
- Size Reduction
- Script Reduction
- Model Reduction
BTS_RC as it currently stands, is larger than Half life 1 due to files.
Here is a list of the things that have been removed, these will not be implemented as a result of the above
- Crowbar Yellow
- SW637
- SAM-R
- Sledge
- Spanner
- Broom
- FIsts
- bts_construction4
- bts_gus
- bts_op_back
- bts_op_blop
- bts_op_chud
- bts_op_demo
- bts_op_dual
- bts_op_fat
- bts_op_otis
- bts_op_otis2
- bts_op_gus
- bts_op_hgrunt
- bts_op_medic
- bts_op_pissed
- bts_op_sigma
- bts_op_signal
- bts_op_vet
- bts_vet
- Vent between Yard manager and Elevator
- Cafeteria Extra Corridor
- Security Station Dorms Westwing
- Office Elevator Spawn
- Expanded Chemical lab Corridor
- Xen Fungus Growths
- Mulitple Detailed Models around the map, kept enough to feel not empty
- Shortend the Vehicle Overpass in Basement to be more closed in
- Gargantua Boss music removed
- Blackout music Removed
- Tortured scoreboard has been removed
- beating tortured no longer grants a request for the map
AI replacement is sitting at 80% complete.
Radio sounds for Grunts, Intro Scientist, Tram and Hologram are all that remain.
Tram and Hologram will be deleted if it takes too long and will be replaced wtih broken tram sounds from Opposing force.
batemans disappearance canon lore
i guess its quie fair if you compared it to any other map where most of them are barely even 50-100 mb, bts_rc easily suprases 400+
or used to
kind of a shame ive animated/reanimated some of the guns like sw or fists for them to be cut but alas
what will happen to operative loadouts if they wont have much distinctive skin anymore? or is it reworked somehow
It has been worked to function with the remaining player models and weapons that have been removed rendering loadouts useless have been removed.
😔
Vent between Yard and elevator my beloved.
I'm surprised considering it's a very useful shortcut.
Why not remove the vent between Suit Room and the vent shaft in Area 1?
I almost never use that one, but it's probably useful for others.
I prefer the spanner over the screwdriver. The very high attack speed is kind of funny.
the vents in general useful if you've hunted by some cunts, so don't need to remove these ones
at the moment, the limits are coming down and down - the vent has been removed to help with the limits, if the limits do come down enough to justify the vent being readded, it will be
this is the limits of the last test version
i'm trying to get it down slightly to be away from the absolute limits, which is time consuming compared to most maps since its so large
marked surface isn't as important
wao
i'm at this point prioritising the map being playable
holy crap those are some decent results
i remember every other number being at 99.9% in here
does sven have a limit of 1024 allocblocks though?
or is it like memory consumed or whatever
everything is now below the 5% limit
Shocktroopers now drop a roach on death, since there is now only two
the roach will now be dropped, even though they will be spread out through the randomiser, sven seems to do a great job putting them together
Can I grab the roach and use it against my adversaries?
here in half life i only got 64 allocblocks 🥲
So, i had a dream today, where bts_rc was massively expanded with a huge pre-game area, kinda like sp_portal but with a gameplay. It had new gamemodes (i picked "operative" which was different from other operative already in the game), huge areas with lots of branching paths and enemies to kill, and secret areas where you could eat bananas (doubles as explosives)
Well, originally it was to have a large pre-game area, i had it mapped out where you would be wondering the facility before it all kicked off. Changes were made to make it fit into a simulation type of setting.
There was alot cut of bts aswell, area 7 robotics research, area 9 quantum research, sublevel 2 carpool, satallite alignment, maybe with bsp2 the map can be expanded upon if the limits for vertex, nodes and clipnodes is expanded.
Banana explosives though lol
well considering how rare it is to get 10 grenades (if possible) yeah
would be cool once the game itself gets optimized for bts_rc to expand again but i wouldnt hold my breath
things are slow in this bitch of a sven land
I dont have any plans to expand the map, if the CPU usuage for the map is at 90% without anything even being done - thats not practical at all, even with the possible expanded limits
Map is now below the 5% threshold for the major limits
its just waiting on Voice acting and Music replacements, which the latter will take more time of course.
basically 9 items, all of which have had their entity times adjusted to accomodate the new lengths of dialog.
currently waiting on the following:
6 Voice lines are waiting to be replaced
3 songs are waiting to be replaced
the make has been altered slightly in regards to lighting, as the map is a Resonance Cascade Simulation, the Lighting has been 'damaged' - however general lighting ruiles still apply on the map
I would like to contribute a Spanish translation of the map
I'm absolutely fine with that if you're serious, I know a few people who also speak spanish who would probably help
Yeah, sure, spanish isn't a type of people, its a language
sorry I fixed that, ment to put 'who also speak' but said 'WHO ARE' my bad
last requests or suggestions
if you have anything you wish to be included.. whether it be an objective is too difficult to understand or find out.. too many enemies.. weird dodgy clipping issues on the map
at the moment, dialog has been added for the scientist who gets chased by the gonome, it has been changed for storymode, but he states the sentries are shooting the personnel rather than the things they're supposed to, indicating that they're fucked for a less technical term
anything beyond pushing past the 5% freshhold will be ruled out: this means anything that requires a number of brush, geometry or entity changes
Progress status:
Only one piece of dialog has to be replaced.
3 song's have to be replaced, which are being worked on at the moment
The map, however, has had some geometry change's to accommodate with less detailed location's, along with getting it within the 5% of all limit's.
Lighting has been reduced, It has been set in-between brightness of the initial release (darkest) and the latest release (brightest). Most area's have dim lighting now to sell the 'resonance cascade' effect throughout the simulation. A number of area's have been given a slight 'Open Plan' approach, to help with AI Navigation and to get rid of area's that didn't really feel like Black Mesa in my opinion.
Enemies wise: the number's have been slightly reduced to allow a majority of server's and client's to run the map a lot more smoother. this come's with:
- the reduction of Voltigore's.
- Staggered spawn's with enemies having longer call in time's so mass are not just spawned at once.
- Military Unit reduction, having initial force's be larger than respawning force's
- Deletion of Starter NPCS in case the performance is removed from long range activated AI
- removal of Cockroaches and Rat's to prevent unnecessary AI usage
gone are the days of going down to the warehouse to find 4 fucking voltigores crammed into one small area for some goddamn reason
yeah that wont happen any longer
beautiful
i can't believe the map that has a very small structure and simple geometry that i used to run along with basic poolstick turns out to be this magnificent monstrous details of structure
It's perfect
Recently been trying again but I don't really have any useful suggestions
The open areas are nice. Might help the mobs not get stuck.
I guess the only suggestion is one i already gave. Another alternate route to 201 dormitories, since the only way to get there is through a vent.
The reason I suggested it was because there is a robo there that sometimes gets stuck while looking at the ladder, but making the robo not do that will work too.
This area too is a bit narrow and mobs often get stuck between each other, but that's really a tortured only issue.
Another thing is that mobs are able to see you somehow even though you are hiding behind a wall
My only guess is that there might be a thin line where you can see through walls, and since mobs have near perfect sight, they'll detect you.
Other than that I don't really have any problems.
Maybe rng but that's part of the fun.
i can see what i can do to the dorms situation
this has been done and is now added into the new version without raising limits
it has been made wider and nodes have been placed better to support better navigation
some area's that seemed to be lacking have been given some more detail without increasing the limits, purely for performance wise to help hints perform better, along with the added benefit of better AI navigation
is that the room to hev lab
Yes
Been made longer to avoid them getting stuck in place and not going anywhere
Changes to geometry include
intro:
Tram station edits
Dorms:
Security staion at dorms west gone
Cafeteria connection gone
Hev lab connection extended
Locker location extended
Corridor between lockers and dorms made larger
Ventilation duct alt route for dorms west
Warehouse:
Truck bay made larger
Service elevator location larger
Ventilation route added
Junction walkway added
Area 4 security
Both locker areas expanded
Storage spawn moved
Chem lab adjusted
Chem lab crates moved
Mechanical arm speed adjusted
Steam tunnel fleshed out
Offices:
Elevator spawn at reception removed
Basement:
Crates moved for underside of bridge
Outro effects fixed
this somehow capture Half-Life feelings than the previous one honestly
i'm not sure because of the textures that use here or the lighting
@worldly bone By the way, before i forget, you were making new models for BTS: RC, have you replaced Doom 3 hands for flashlight with HL hands?
Update is still being worked on
Multiple locations have been touched up and kept within the 5% threshold
Possible new enemy types along with new additional geometry changes
HECU have a new ambush along with Robotics having additional changes on how they are handled,
Mp5 and all 5.56 variants have had their ROF increased.
Lighting adjustments throughout the map, along with fixing lighting issues on the ground and walls caused by blackouts.
Explosive bhop headcrab
headcrab that can't jump but runs very fast on it's two little legs
headcrab with a glock
i hope he keeps the spanner
Shouldnt have asked for a new headcrab variant
how would the hev headcrab even look like
if all hev enemies have their headcrab naked
black mesa doesn't just make specialized hev suits for aliens
It wont be an HEV headcrab
I wont confirm it until Nero has agree'd, currently 1 out of the 3 are confirmed
i would be crying bro if that happened
shit would got me FUMING
imagine having only a crowbar and these big cockroach ass cunt come over and zapping you
a classic
I made a custom title pop up.
thats pretty sweet
the map actually has one in the next update but that matches the one SV BOY done
the one i made still has blue very much visable on the writing 😅
if you want, i can throw it into the next update, give you credits and everything - thats fantastic
should probably call it the black mesa community project at this point
🤨
for some reason, it reminds me of hotline miami
it's actually used for the VHS banner which is much more fitting for this image
that's very cool
FIRST CHAPTER
SIMULATION
Is there a second chapter?
i dont know, you tell me
classified comrad
lmao
@wooden hound
it's way funnier on the little camera screen
I got it from the angle of the other doorway
mein gott
the armory cameras are great for that type of shit
this was when i was testing navigation for HECU
curse of the afk snapbug
you snooze you loose
You rolled afk, the map rolled fuck you
the heck there's snapbugs on the map?
are they like headcrabs that hit you instead of jumping or something
Ohhh no no no.
Snapbugs are quite dangerous.
They can latch onto your back and start killing you with toxins.
You need a friend to hit it off or a special medicine item to kill it.
so a middle finger to solo players? or it doesn't appear on solo
either way a really nice we're getting more poison damage and more uses for antidote
that thing was mad useless when it couldn't even heal 10 hp
Snapbugs on the map have been getting tested
if the player is a scientist or maintenance model, they can fall victim to a snapbug, models with kevlar, hev or cleansuit are unable to be latched. they give out damage over a period of time and are attached directly to your back
you can:
- get a player to shoot or whack it off of you
- use an Antidote which will kill the Snapbug
- throw a grenade against the wall, and back blast yourself hoping to survive
they're quite rare but dangerous, they can kill you pretty fast if you aren't prepared, and they bypass armor if i remember correctly
i sure as hell love back blasting my homies
same scenario for Panthereyes when they get added
@nero
Nero is working on it, just got somethign things they've got to deal with, ready when its ready
it looks like its nuzzling without blood 😢
maybe on relaxed they do exactly that
make them green too
wow
Parasites and Panthereyes are being added though,
Panthereyes will be more problematic on higher difficulties, and will have a toggle to disable them when its only 1 player playing to make it fair, when the player isn't looking, they pounce on the player and maul them to death, like a hunter from L4D
Parasites are poison types on teh map, infecting zombies similar to headcrabs, but the zombies are also poison as a result.. this just adds more hazards on the map to give the antidote more purpose other than snapbug and 10hp boosts
very serious video, but the parasite zombies have skins rather than multiple models, the system for loot will be pretty standard for these guys since its basically those who would be armed.. the loot system for zombies is changing aswell so its model based thanks to Mikk, hes optimisng all the code and fixing all the errors and bugs that have been gathered over time. with this, not only better optimisation of the map, but better optimisation with code and gameplay as a whole
skipping a few versions on this one, its going to be tested thoroughly to ensure that it isn't going to mess up the ecosystem.. maps balance is basically like Austrailia at this point
turret shooting me in the back, hits the snapbug
ZOMBIE IS IN HOT PURSUIT OF 1X SUSPECT
it's like, the trio too.
first gonome,. then gun zombie, then headcrab
this was a very violent explosion
hes happy to have a pillow for the night
its like a 10% chance
i have a feeling once the update hits its gonna be like caveman discovering fire again (for all parties involved)
Mery's server will be ground zero for the new update once Mikk and Nero are finished
i want to be a caveman
oh yes. I'm excited for that.
Wondering if the panther might have an extra condition to appear a bit more when the facility goes dark (and have a glowing red eye)
I'm not sure if any spawns are tied to the power cut.
but they will likely have a glowing eye like the other aliens I imagine.
So evil to put the armory card all the way back here
fuck sneaky you KNOW that's my job to give these shitlings glowing eyes
was removed i think..?
there's currently two versions basically, the public and the Mery version
Armoury Card was moved from the Generator room to 'Steam Tunnel' because it was too BS, its basically end game when you get to that point.. for the new one, the steam tunnel location was moved to the canal. its not AS bullshit, since you can grab it from Dorms going to Security, but it is a shit spot
TL:DR
Steam Tunnel - Too Easy
Generator Room - Too Useless
Canal - TBC
this looks like straight outta Half-Life cutscene/scripted_sequence unintentionally
Hi boss
i just
got free time
i might get my hands on this new update
i got Mikk and Nero doing Code for the map, updated testbed wont be available until both of them have finished, also have four-nines replacing the last two AI generated soundtracks
i see
KABLOOEY
it's so dark what's even happening
who the FUCK made this robo being able to go full auto on that fucking SPAS-12 BRO
oh my God BROOOOOOOOOOOO
2k
why does it feel like 4:3
youre on youre ultramegawide one goer
gro
also medal outputs some weird one i think
worst one shot imaginable
fucking pixel peeking ai
the guy wasnt even fucking visible when he fired
he was around the corner
that's just annoying
HECU troops build different in this map ever since the first time this map has ever been produced
dont feel weird if you somehow got slimed out of nowhere just like that
they are fucking wild
I really wish that agrunt spawn in the first section of armory gauntlet just wasnt there
he doesn't work
he permanently runs back and forth in that tiny space and unleashes endless torrents of hornets that will follow you all the way to the elevator and beyond.
good luck with him in the dark + active turrets + zombies
:/
someone called him adhd grunt
pretty fucking much
I called him the adhd grunt, he spawns on a randomiser_hullwave spot, its randomised every start game, its a massive change for agrunts and bullsquids, less for baby gargs and voltigores, roll of the dice
he cant navigate that spot
it wouldn't be an issue if he would actually run toward me
He cant navigate that spot becauss of 5.26 navigation being broken
Same reason the gonome decides to run around ro the chem lab, locker room, lobby, then to the security room rather than just straight at you
really? how did that happen. I hope they fix that.
Sniper had a testbuild with fixed navigation, from the versions i tested with bts, they worked great, but i remember the public branch having similar issues to the current, il test it again and see if its fixed
with luck that will hold true. maybe that'll help weird movement behavior with all enemies
From one of tbe earlier builds, if you jumped down the elevator shaff to get away from hecu, they would run all the way through armoury to get to you
I also tested how far they would go, and i had wh2 grunts chase to the lab in dorms
That's scary.
But, I'd rather have those consistent pursuers that I can I can expect to be on my ass lol.
Very good if it works out.
i had a video of it
these grunts chased from the Office upstairs, ran around the entire map and to the security office by the desync doors, they ran into a baby garg in the process
Really makes it feel like they're on an actual mission
good gaming chair and 5k hours in aimlabs
I can't say i ever encountered an alien grunt in that section of the armory, but i have to agree that the pathing for npcs and enemies is a bit wonky, at least on the version i'm playing.
Most of the time they just get stuck in corners and won't fix their path until you get close enough
sometimes robos come equiped with wallhacks
the flare didn't trigger it since i had been waiting for a while there, so i don't know what caused it to just do that
The navigation issue has been fixed mostly on the new version along with the upcoming nav changes made by Sniper
As for robogrunts, the version you're on Tama might have the func_detail issue where they could shoot through door frames
Well, it's been adressed on the new version so it's alright.
I kind of got used to it, but is still sucks when it happens when you are so far into a run.
At least rats will be removed
this one is my fault because it distracted me and i practically kill all rats on sight
I had been on the run so long and gone afk so many times that I was kinda tuned out
lmao
this meme is great
ahahahahahaha
electric feel friendly fire
On was AC and the Other was DC
If i spawn on a map and just fly with noclip to armory, can i use firing range for myself? 👀
yes
Y-yes.. do you want a firing range Alekk?
you'll have to hit every target in order to complete the course
but if you miss the first time, dont worry, it will come around again
New episode
Blackmesa training simulation: security guard
Set before the disaster, Players must accompolish tasks given to them throughout their sector.. some players will be sent to deal with incidents at other sectors due to a lack of security employment
You must keep the security safe
That ironically just gave me a map idea
Sorta like the pre disaster blue shift experience?
I would play a pre-disaster map like that yes I would.
"Well it's about time. We don't pay you people to mozy about at your own convenience. Make this thing work so we can get on with this miserable day."
Pre-disaster security guard shift simulator
you roll Otis and you're objective is to eat all the donuts
@wooden hound Why dropboxfile is deleted?
it shouldnt be wtf
Checked right now, and seems deleted for me
I was about to send the translated .bsp, no sprites so far. Also, I vibecoded a Python tool to automagically translate .bsp files, could be usefull for any language
oh very fucking nice
thats us back up and running, thanks, and sorry about that Cadaver, i need to check that shit more often
No problem, glad to help
What did you use to create the voices in general? I'm looking to add subtitles, if you have the transcripts would make it faster.
the AI voices were created with fakeyou.com
the upcoming version has all the voices replaced with people who kind of free-ball it a little, I'll start typing up both for you, an AI one and a USer one, just because I have no idea how long the code optimisation, the last two songs and the final 3 enemies to be coded with take
Oh ok, don't worry, for the moment I'm keeping busy with texts and sprites, so no rush. Thanks
God damn Tama
sometimes it really does happen just like that
especially with the robots
xd
I do wonder when Tama was playing though
I don't think I've been on at the same time
I think i started playing this map nonstop a few months after it came out
I had to take it out on someone
Most runs are just trials and errors, but i manage to make some progress.
But yeah, tortured solo comes down to luck and map knowledge.
then the next update games, and you need to relearn the changes
Yes, but it makes it fun.
and maybe opens up more possibilities
Basically trying to beat it but as you can see, it's very difficult.
One could say I'm torturing myself
Hopefully i do it before the next one comes out
1 minute of non-stop meleeing in the ele
they want their feet tickled
what if it was a grenade
sometimes those explode way early for some reason
there are two options in bts tortured
- gamble and pray
- cry
i would choose the secodn option
its a random between 0.5 seconds and 5 seconds
i lied actually
Oh, that is rng as well.
That's why I get a bit nervous when dealing with the ones that drop them.
you basically only have a second to react
I just immediately run away when I kill one of those
Me too but sometimes I don't think and end up engaging in dead ends
or sometimes the collision is a bit bigger than it seems and end up running into an invisible wall
one time, the headcrab fell on me in such a way that I wasn't able to actually move and just ate the full blast.
xd
vengeance on robot
Didn't understand the message until now.
I don't really play online as of lately because of ping and not having much free time.
Honestly, the only map I have touched the past few months is bts_rc
but only on singleplayer because of the self imposed challenge of beating tortured solo
This version is the hardest so far so its okay
I like that server too
i wish i could play there but its passworded
and it's like the only server that plays bts_rc regularly
oh, you both mean the test server
gatekeeping multiplayer bts_rc experience just like that
yeah same
i played there once
but didn't bother remembering the password
they probably change it anyways
if i ever play multi again, asking wont hurt
not sure if i'll play sven anytime soon anyways
that's okay, you can be a spectator
this is like a small community
3421 (including this message) in this showcase
need more gamers
Excellent
I do that too
In tortured, you use every cheese strat at your disposal
finally did it
Oh I didn't know you could do that
New strat but the tradeoff might not be worth it
the flare thing? I didn't invent that
this one I did discover I think though
if you can consistently dodge the turret, then it's a good strat
if it saves you ammo then might be worth doing
I didnt have a gun at all
i will try it once i get home
was my only choice
it was a good choice
Not that one, but you can cheese most enemies this way
never tried it on ranged enemies but good to know you can do it to the robos
ask @eager hazel
also flaring sentries is good but its super risky when getting close to them might make you get a headshot
high risk low reward
if it means saving 9-10 bullets, worth a try
I only did it because I had no gun
the new sci room in tortured is a saving grace in mery's version
if you can bring a sci or have a grenade to lab, you'll be rewarded with 120 9mm and 24 buckshot (as well as 2 arnades and 6 357)
there's legacy tortured vote but nobody seems to play it, and people who play don't seem to wanna beat it/vote it
you can definitely beat it imho especially with hecu/blops/maybe robo forces but no forces is gonna make you feel like a Victorian child celebrating any ammo drop from a zombie
maybe i should try soloing it
regular robos don't drop anything
Only 556 from the machine gun wielding ones
6 revolvers?
oh you meant the ammo
still good
yeah
yeah but they still setup shops
shotgun and m16 are gold in robotics
So what im playing is legacy?
me when enemies destroy robos before they can setup
legacy completely turns off the weapon drops, not super sure...
oh okay
i haven't played the public version in a while
isn't that the first version?
but you don't need to be economical in the new tortured
hmm so maybe its easier
24 sg and 120 9mm should be enough to last you for while
given you spawn in offices
if you spawn in dorms you better make sure you you take a stop for gas/electric hatches since they have shotgun and 9mm ammo
12 buckshot and 34 9mm respectively
usually opens after you're done with snatching YM or got retina which is 10 minute mark
oh new version also buffed "long barrel weapons"
lmao
so samr/m4/mp5's got damage buff
but afaik nobody yet beaten legacy tort yet
in the new ver
it was attempted tho and we were close
the most annoying bugs right now in mery's is voltigore breeding like bunnies and the Michael don't leave me bug
all fixed
6.0 gonna be exciting though i can't wait for melee buff
if you know how to kite and deal a lot of things with just a melee we'll be eating GOOD
still wonder what are the exact damage buffs
though i think sledge > knife/axe > crowbar > broom > pipewrench > pipe > poolstick > spanner > screwdriver > flashlight > fists - list is still probably stay
hope im not forgetting something..
just realized they have a really absolutely worthless bone on the top of their fins
lolol
trve....
what if they did like, a sonic the hedge hog spin jump to slash you with their back spikes
alternatively
if you stand on top of them, they do a vertical stabbing attack with them to get you off
i can definitely see them spin for an attack
they can already greatly leap forward for claw slashes and pounces.
doing a front flip toward you instead to spin attack wouldn't be too out there for them
So many things happening in the new
version
I kind of don't want to get spoiled
I still have a need to try and beat this one first
ping so big you don't have recoil
ping so big bullets follow me around corners
i never expect the map could get a lot of attention from a lot of people like this
@wooden hound also
tell nero to check or @inland bobcat to uhh
whenever you have a snapbug to check what damage you just received
i had a clip of me getting fall damage and getting rid of snapbug
looks like they're turning into a snapbutt guys
some poor bastard just ran into the elevator, and the HECU grunt chased him with a grenade
snackbar
what is the purple keycard supposed to even be
i made them and i dont even remember
well purple is kind of a shade of blue so... right it's security 3
what's funny is that in the version i play
theres 1 inside armory, but you need one to access it
so my guess is that its there i case you lose it
theres spares of each card, its just ease of life really
so for example, you need SEC 3 to get the SEC 3 - its just so two players can have it rather than one
same with Maint2 - you need maint2 to get maint2
just so its not restricting to 1 single player
worst enemy
I wish he had some proper melee attacks, and used his tail's stinger in one of them.
his beam cast should have a charge like vorts do.
the energy ball should have much harder time steering
that would make him less awful I think.
with all due hatred to kingpin, you're just kinda asking him to become a generic goon
any area with a corner will now be sufficient to kill him
even by the most lobotomized player
even after he's aggroed
what do you suggest then
i dont freaking know
it's an enemy designed for a game where you have 10 players showering him with bullets from their machine guns
not some broke ass losers with 5 bullets in all their guns combined, one melee for everyone, and like 5 hp each, trying to chip him off with laser precision from 500km away
he should probably have the damage on his zap reduced because it's most of the time an instakill
and get rid of his shield
maybe also give some timer after his ball projectile explodes on its own
encountering him on this map always feels kinda unfair or kinda dumb
on punished it's random
so it's just punishing you for bad luck
nobody likes losing to bad luck
on tortured pretty sure they all appear in the same spots so it's just a matter of remembering where he appears
I don't think kp is random
and a simple check how much ammo or flares you have
another BS luck based mechanic then
also what do you mean
last time i played which is a bajillion years ago but he did appear randomly in one of a few spots
either him or a voltigore
on punished
kp does not appear on punished
on tortured he just appeared on all possible spots
he's tortured only, and appears in a few specific spots for specific reasons
anyways aren't turrets allied to him on tortured
oh right
his laser also doesn't one shot.
it's a 2, maybe 3 shot if you have no armor
isnt it a hitscan attack
so it can headshot you if you're crouching
which you probably will be when encountering him
also it's not a one shot to the body but he instantly follows up with another shot
and then another
they do take time to recharge but only after it already shot
I've not been one tapped at 50 hp by kp
and i've gone past him many, many times
as have the other players better than me
was he or his sk values ever altered in the updates
That I do not know for sure. you'd have to ask raptor
I'm only familiar with this current version.
well either way what i definitely think is that his shield should go away
give him like a billion health but not the shield
it's just not fitting a map where ammo is so scarce
He is just a very difficult enemy to deal with in this map. Most enemies here you can deal with them on your own, but not this one.
KP is usually handleable if tackled correctly in the current build.
It's just that sometimes something goes wrong or he does something crazy like that tracking orb.
I would change his zap range and firing speed and reduce it's shield
I agree he's got potential for changes to be better than he is now.
But he's not impossible or anything as is.
sadly i don't think it's possible?
i mean
if there's a magic cvar that just disabled his shield that would be awesome
but I'm pretty sure there isn't and this behaviour is hardcoded
Is it not possible to make a custom kingpin?
Im guessing it is, just very difficult and time consuming
custom kingpin means remaking him from scratch
Maybe for now.
I would hope in the future though it becomes more flexible.
like if maybe sven actually got workshop support and proper addons and such.
Yeah
But I know easier said than done
this video alone
shows how OP they are
you just gave me an idea
bonk
my pov
look how it killed sneaky despite not even being involved with kp
collateral damage
chain lightning
speaking of kp
shmup hitbox
wtf is that sticker. that's a thing?
yeah theres stickers in mery's
huh
last clip
he breathed in his direction
blop medics specfically
have crazy fucking aim
they go right for the head
snapshot lightning
that was a shotgun guy, must've been low hp
yeah they were 1 hp
Highest degree of bullshit
liveleak freak accident
it's because you vandalized the elevator
fak you game
I'm just going to stop until the new version comes out
I reached my limit with this map version and its silly enemy getting stuck in wall until you get close then blow you out it one shot
like why can he just turn around please turn around
thank fuck the navigation is fixed in the new version
I would much rather be visciously hunted down by the intelligent T-1000,
than have to tip toe around a fucking nuclear landmine on crack
if i break the door, will it collapse and kill me instantly?
yeah but its kind of detented for no reason
the wall with the word B R E A K on it was also changed to just have holes in it so players knew it was fragilew
i'll do a video of all changes
just in case put some yellow paint
hard pass lol
it will need yellow tape as well
S Q U A R E
theres actually more, but it doesnt show well on the videos
blame tama, time to make everything round
How will the soda machine skip be done now?
what if it was leaking little dust/wind/or steam particles from the holes since it's a vent behind it.
or making a whistling wind sound quietly
Get out of here with youe sensible suggestions
hehe
Dear God
i should have included it on the video above, but its to the side lol
true horror i know
6.00 changelog
Nero coded Xenian Vending machines have been removed
-removed Herobine ahh changelog
i'll be playing btsrc completely confused not knowing where to go now
having to learn the map again
its not too bad
what was the soda machine skip
to skip all the sequence with the doors opening and the guard at the very beginning
i knew about it and i knew it you do it on the vending machines but still didn't figure out how to do that
so i just noclipped through the doors instead
hype
the vending machine to the left, press the button 5 times really fast at the start before the music plays and it skips you straight to the admin room, its pretty good for people who've played it countless times
I wish there wasn't that delay before you can choose the military ops
i know its for security measures
I wish the ability to do the vending machine skip at the start had a little bit of a longer window.
sometimes I don't load in fast enough to use it. especially when first swapping to the map.
The current version has an absolute randomiser, an additional button that sets
- random difficulty
- random military
- random classes
- random checkpoints
- random hellbound
- random item pool
- random friendlies
Its getting deleted before release since its basically a buckshot, but it means scientists and guards
pretty funny
wtf random hellbound
that random button is gonna hurt a lot of gambling addicts
yeah the window for this is way too short.
it's a gamble whether or not I load in quick enough to actually use it
I wonder if it's possible to only start the "timer" when someone gets close to the gate or steps out of the tram.
the timer for tram?
referring to the intro skip
it could be like the old scenario where people didn't know you had to go up to the door to start the vote
I have an idea for a visual to represent that
one of those door scanners than checks what's in front of it with a litter flat cone of light, maybe some markings on the ground like they have at airport scanners.
you step up to the door and it does a little visual scan, then the doors open with the guard as normal
but you can skip all that by using the vending machine
it used to be much slower funnily enough
the vending machine used to be 1 second and switching to tortured also took 1 second
i suggested raptor to use 0.5 and 0.1 respectively
its 0.1 on the latest
which was last updated in January
it was never changed apart from of course
its location
a bunch of editing is basically just being done so its compatible with the new entities being setup, mikk is fixing the helmet and vest entities to be non-cleansuit/hev and various other stuff
best feature to be added at the moment is pressing F will switch you to a weapon with a Flashlight, saving you time instead of death scrolling the weapons
yes
headcrabs falling off zombies no longer teleport to the ground and instantly attack, they now fly off the head giving you some time to react now
I meant to melee them and send em to sky
are all ai stuff done?
Panthereye is working and I'm waiting for Nero to finish it
Parasite and Engineer edits are still being worked on
yknow how brutal it actually is that zombie headcrabs dont even leave a skull when they die
Item dropping needs to be fixed along with Item mapping for weapon dropping
casually decapitating one when u kill it
@worldly bone that torch literally must have spawned late. he was NOT there.
family photo
@worldly bone got spawncamped so hard it crashed my game
tough shit
post that funny clip
what happen
wait, how come he started with a shotty
i just realized its a randomized loadout
pump high load low gives you a shotgun with random ammounts of ammo
you could either start witth 1 bullet or a decent 8/3
its the operative randomizer?
yea
operative might get nerfed in the new 6.0 update tho
afterall its the gamble class
you either get jackshit nothing or jackshit everything
they're basically just being rejigged, it'll be a lot more clearer when the test build has a working version
gambling?
Make a pistol that has a 1/100 chance of dealing self damage
hellbound only weapon
i thought of giving knife a self damage attack just for the sake of using a heal from a scientist
but trying to break legs is funnier
Operative is randomised entirely, you can get anything from a shotgun to absolutely nothing, its purely kept for replayability
slot machines in the loading room green room pls
Just like the saac
I wish there was a way to restart the map without having to reload
I love how the green flash disppears only to reveal that I'm still there.
the grenade launcher guys man
that happened to me
When taking cover from afar
"he can't get me"
grenade launcher man
suddenly able to find the perfect angle for a grenade shot
killing me instantly
:(
Twitch: http://www.twitch.tv/thatguytagg
Twitter: https://twitter.com/ThatGuyTagg
Steam Group: http://steamcommunity.com/groups/tagghub
TF2 HUD: https://github.com/raysfire/rayshud
reminded me of this
this spot in particular is grenade central.
they're able to cast like, super homing fireballs from that low angle.
even if you run away it just follows you.
A AR grenade is just a Kingpin ball of explosives
I can survive the kingpin ball
even without armor
the grenade will absolutlely kill in most cases
kill that bitch now
phasing grenade
big range explosion that goes through walls
but only targeted grunt
you are fighting dark magicians
monsters should check there is no unbreakable glass instead of dumb shooting xd
OUR CHEESE MIKK
cough that fassn got so close that even some bullets phased in
yea
I already redesigned that room but im going to do it different to avoid the phasing
The humble brown starts.
poke it
shocktroopers are a real menace.
but only when you don't have ANY firepower.
there's always like 4 of them when you don't have a gun
runner zombies are kind of lame
smaller but stronger versions of a gonome
The runner zombies would be changed to AS if it was possible to have it exposed. I remember Nero stating something along those lines when doing the enforcer
military dread has been composed, however I have recieved two versions of it now, both are going to be used, atm, one might be for allied and the other for hostile - or difficulty dependent
both fantastic and too good not to use! Thanks again guys
@torpid grove @unique hound
You're welcome Raptor! It was fun making it :))
the first one sounds like it might play if the military arrives while the power is already out.
second one sounds like high difficulty true.
ohhhh thats a good fucking shout
different music for when the powers out
though.. the military would have to have fucked up on the map if they arrived after the blackout
Well, could change the way the power can randomly go out (?)
Is there a way to scramble it? maybe the power could have a chance to go out immediately, or like 30 seconds post round start.
dark round, allows the scary military music
currently it's just that 1/16 chance that the blackout happens after X time right.
well I think the x time should be random too.'
DARKNESS WILL FALL
that would be the worst outcome lol. but still a sensible one. the energy surge from sector c immediately fries the electrics.
the x time being anywhere from 0 seconds to however many minutes would be very cool.
first the game rolls to determine if the blackout will occur
the second roll determines when it will occur.
i'm telling the council

hehe
"Oh boy , I cant wait to do a run!"
run around starting area, 15 seconds pass
power goes out
oh no

perfect
that happens normally. xd
but now..
AT NIGHT
atleast the gonomes glow
shockfucks have the glowing eye
pit drones are stealthy as shit in the dark
would be cool if their back spikes and claws were shiny or somethin
lmao
Military insurgance event.
You are walking through warehouse or any other large space.
Suddenly lights out and military breaks through any window or wall ( explosives ) and start searching the area.
don't forget, hgrunts popping out of a box
nobody won't believe that I made it with an old Roland SCVA and Korg M1 VSTs, and Shin Megami Tensei soundfont 
Update Status
All AI Generated content has been fully removed
All voice lines have been replaced by users
All music have been replaced by users
Nero has been working hard by creating new enemies for the map:
- Snapbug, Jumps onto your back and slowly drains your health
you can knock it off with an anti-dote or getting another player to shoot or whack it off - Panthereye, a stealth type enemy that can pin the player down and maul them to death, you can tap keys to get out of the animation
- Parasites and Parasite Zombies, Poison type enemies, parasites are like fast headcrabs that do similar poison damage like hl2 counterparts.. zombies emit a poison gas on death which can be used to deal area damage to other enemies.
- Engineers are now able to freely plant sentries, they will have a limit on how many they can place, this makes sentry locations a lot more RNG
- Scientists have been given additional injections to be able to revive players when entering spectator.. this has been a massive issue on long plays.
Mikk is currently doing the optimisation of the code, it's a lot of work as you can imagine, this is everything from fixing the registry, to redoing every single weapon due to repeated code.
SV BOY has done additional animations for the engineer and Parasites to give them more life, He is also responsible for the Panthereyes pinning animations which Nero used.
Map wise, Geometry changes around the place as per usual.
some additional skins added aswell, nothing special
I am so excited to test this out.
It all looks amazing. We must die and learn again!
i want to play the new version
maintenance and workers no longer have helmets, the current 'hard-hats' were ugly, the face texture issues are a little bit better compared to before - animations might be adjusted
Are we just gonna stand around, whilst the world is ending? Okay...
the first few frames makes it look like he is pulling out a bazooka
Never let them know your next move, but the animation is great man
he got confused
that it do I think
that version is the January build, the last one that was put out on s/v/en - the current build is not available on any server until everything is finished, then it'll be tested
is race X going to be phased out with all the new enemies that are being added, or are they here to stay?
they're staying, why would they be cut
the only cut enemies at the moment are the big momma and bodyguards, everything else has been kept in
Storymode - Enemies seen in half life 1 and no military forces
Relaxed - Introduction of Race X and Military Forces on a easier level
Medium - Almost all enemies are included along with difficult Military
Punished - All but 1 enemy is introduced, Along with the most difficult Military
Tortured - All Enemies included (Chumtoad aswell), Faster Military Insertion
the randomised day and night is now fully working with the light_spot system
i bet its gonna look fucked up if you r_dynamic 0 at the very start of the map
GOOD
I will be keeping dynamic lights on for the new version.
