The portal in the spawn room of the first map doesn't work. :(
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Way too "u hav bin trolled by teh mapper". Not enjoyable.
The issue with the headcrabs is because they don't have the "Wait Till Seen" flag set, which means that when you are going through the first section and making a lot of noise breaking the door and killing the first headcrab, the other two headcrabs hear this and naturally follow the source of noise then obstruct the door. The "Wait Till Seen" should have been used to disable headcrab ai until you actually open the door, at which point they are supposed to surprise you and leap at the player. This was probs an oversight.
I've included a hotfix "caseclosed_fix.zip" that fixes the issue, and as a precaution I add damage to the door as well should this fail- it shouldn't but I can't trust this game :/
about the damage value: I just copied from a door I know have the property to crush (more specific: I chose this specific door as it's famous for having the "negative damage bug" in the original and thereby giving the player additional health instead of killing him) - maybe these fixes can be implemented in an overall fix of the series
Refer to Sven Manor for a ripent guidance https://sites.google.com/site/svenmanor/entityguide
You could also add "wait" "-1" to make the door open only once and stay open forever. Check that this doesn't break anything intended by the mapper later. This change would be to prevent players from killing each other with the door if the damage is high.
And maybe make the "dmg" "1" door have 100 instead too. Waiting for the headcrab to die is pointless.
Thanks for the feedback. The maps have been fixed. There should be no more problems now. Check changelogs for more.
Cleanup message for admins:
hlc-sc.zip 30.9 MB (Original upload. outdated. do not delete)
hl_comando_finalfix.zip 28.54 MB (can be deleted. this is the final version without the latest linux fixes)
hl_comando_final.zip 28.54 MB (DO NOT DELETE. this is the final version completely fixed)
unsure if conversion of stand alone mod - but cool anyway
few locations doesn't match up with bmrf layout - but those only mino details
download require bit of fixing to get best result - but flow is fine even without
well - in the "final fix" zip the cielo2 sky files have upercase extension .TGA - has to be updated to .tga to make it work with linux file sensitive
also: in co1f the models-folder is spelled UPERCASE
i've successfully modified etc0e to directly load etc2_1
i copied some from etc0d (the landmark and the changelevel trigger) and modified the last two entities in etc0e from trigger_once and end_game to match what's in etc0d - so it directly goes from end of etc1 to start of etc2
I'll remove etc2 from mapcycle and mapvote - so it should conflict with any mapcycle or any plugin modifying it
I reckon you could stick a trigger_vote asking to play the etc2_1 when you finish the level that will trigger a changelevel for the bsp in question, should be simple enough to do in ripent.
You can certainly do this for your own server, but making the change official I rather doubt it :/
Decay has been updated with working eyescanners: you must stand in front of the eyescanner and hit the use button facing the panel to be able to activate it.
Numerous other tweaks, fixes and patches have also been made since version 1.4 (check 1.5 changelog for details)
Many thanks to JTE for writing the mapscript and adding this functionality, and reporting other issues.
Enjoy!
is there a way with ripent or an angelscript to modify the level end in etc0e to switch directly to etc2_1 instead of normal end level trigger to switch to next map in mapcycle?
or: can it somehow done so that on etc0e the nextmap is set to etc2_1 so when it ends it loads etc2? will this be compatible with AdamR amxx nextmap sc fix?
so - i took some "inspiration" from the famous barney door in hl chapter 11 bevor meeting the garg
this door has an additional "dmg" attribute wich the door in question is missing
so - I added a "dmg" "1" and it worked - although not crushing the headcrab in an instant but it does the job
later on in case1 is also a door wich can be blocked by a headcrab - but this one already has a "dmg" of "100" - thereby crush the headcrab in an instant
I guess when I increase the dmg of the first door also to 100 it also will crush the headcrab in an instant when it blocks the door - otherwise it seems to work with any dmg value
can you give a short line what needs to be added to the door to make it do this?
short exaplain:
your release doesn't contain a .res file wich is needed for the server to correctly inform the client what to download
also, as you have mixed case and the sound file with spaces and paranthesis this is very not cool for linux http servers - so the fix removed the unneeded files in the maps folder, added a .res file and changed all filenames to lowercase without spaces or other special chars - makes it way better for hosting it with FastDL (wich is providing files over HTTP instead of rely on data protocol over gaming connection wich is really slow)
google gives some information about FastDL and Half-Life
Yes, with a quick ripent the door can be given block damage. This issue is also present in other maps, and I believe we should fix this.
fastdl what
man I feel like such a noob
so I got it to work - although somehow in tower3 the message about the train leaving in 10 sec is triggered at map start and the map change is a bit fast without the waiting time - but it can be played from start to end without issues now
maybe needs some more tweaking until realeased as a fixed version - but i'm not that into - glad i got it working in the end - i dont mind such minor bugs
already mentioned: there're two headcrabs right at the start in the first map blocking the door - someone can give me a hint how to get them out or modify the door the just crush/smash them?
well, as timestamps are preserved by zipping seems the last change to the bsp files were on march 1st this year - so, don't know why there's another file from may - but it seems as the file from march is RAR it's just a re-pack in ZIP format
Recent edits
map: Reactivist | S | 30 Nov 2019 17:34 | (rev. 15) | SC-Dynamite |
map: Tunnel Vision | S | 30 Nov 2019 17:21 | (rev. 66) | SC-Dynamite |
map: Case Closed | S | 29 Nov 2019 22:43 | (rev. 89) | Outerbeast |
map: Case Closed | S | 29 Nov 2019 22:40 | (rev. 88) | Outerbeast |
map: Case Closed | S | 29 Nov 2019 22:39 | (rev. 87) | Outerbeast |
map: Case Closed | S | 29 Nov 2019 13:11 | (rev. 86) | Outerbeast |
map: Case Closed | S | 29 Nov 2019 13:11 | (rev. 85) | Outerbeast |
map: Case Closed | S | 29 Nov 2019 13:11 | (rev. 84) | Outerbeast |
map: Case Closed | S | 29 Nov 2019 13:10 | (rev. 83) | Outerbeast |
map: Case Closed | F | 29 Nov 2019 13:08 | (rev. 82) | Outerbeast |
map: Case Closed | S | 28 Nov 2019 10:45 | (rev. 81) | Outerbeast |
map: Case Closed | S | 28 Nov 2019 10:45 | (rev. 80) | Outerbeast |
map: Case Closed | S | 28 Nov 2019 10:44 | (rev. 79) | Outerbeast |
map: Case Closed | F | 28 Nov 2019 10:43 | (rev. 78) | Outerbeast |
map: Case Closed | S | 28 Nov 2019 10:25 | (rev. 77) | Outerbeast |
map: Case Closed | F | 28 Nov 2019 10:19 | (rev. 76) | Outerbeast |
map: Case Closed | F | 28 Nov 2019 10:19 | (rev. 75) | Outerbeast |
map: Case Closed | F | 28 Nov 2019 10:11 | (rev. 74) | Outerbeast |
map: HL Comando | F | 27 Nov 2019 20:40 | (rev. 47) | Outerbeast |
map: HL Comando | S | 27 Nov 2019 20:29 | (rev. 46) | Garompa |