PDA

View Full Version : Momma Mesa



BlueFeena
01-08-2008, 02:21 PM
MOMMA MESA
http://www.hlrse.net/vhe/G.Ballblue/mommamesa_ad2.jpg
http://img245.imageshack.us/img245/189/mommamesasnarkpit3dp1.jpg
http://img245.imageshack.us/img245/8171/mommamesasnarkpit2wm6.jpg

Story

The government thought Black Mesa was destroyed -- a nuclear explosion in the heart of the deceased military base caused catostrophic damage, but it wasn't enough. Years later, the survivors of the horrors and destruction of the resonance cascade rebuild what remains of Black Mesa.
Being an isolated base in New Mexico, Black Mesa slowly began to rebuild into smaller "partitioned" bases; all of which being privately owned. Black Mesa had become real estate -- any area that wasn't destroyed was snatched up and fought after by the surviving science, security, and even military factions. The strongest leader of these factions, the notorious "Mr. Breeden", quickly took control and stamped out any resistance. His sector of Black Mesa, due to its staggering size, resources, and fire power, became known as Momma Mesa -- the mother of all privately owned Black Mesa sectors.

You, the Sven Co-Op mercenary team, have been employed by Mr. Breeden himself -- to do his dirty work and contain any security breaches in the base. Who knows -- do a good enough job, and you might just see the light of day again.

Background Information

After roughly two years, I've finally finished this monster of a map. Momma Mesa is a walkthrough styled map, with emphasis on non-linearity and has multiple endings. Players take the role of a the "Sven Co-Op Mercenary Team" and have recently been hired by the mysterious Mr. Breeden.

This map came about due to some very poor German grades in my freshman year of high school. My computer time had been cut to a mere 1 hour a day, and so, I sat down at the computer and whipped up the first room of MM in about a weeks time. The map has since undergone many changes, lots of content has been deleted, and just as much has been added in. Momma Mesa is based on the randomized mission concept from the map "Incoming", one of my favorite maps. Unlike Incoming, which had randomized missions, Momma Mesa focuses on a failure/completion system -- completing a mission will send you to mission A, while failing a mission will send you to mission B, and so forth. The map contains three endings, so technically, players could complete the map with no deaths at all and still completely fail the map.

Also, there have been 35 beta versions of Momma Mesa thus far -- if you dig around in the bored and the Momma Mesa WIP threads, you can find a nice hunk of material that never made the final cut. This map has undergone many, many changes.

Changes in Version 37


Fixed a bug in the sewers in which the "debris" would remove itself, allowing players to activate the bomb again. [Sewers]
Fixed the "explody sewers" bug, in which the battle tank would shoot through the entire level right into the sewers. [Sewers]
Super Houndeyes now spawn in the tunnels as a punishment for getting too close to alien spawn points. [Tunnel]
Grunt HP lowered to 100 (was 200.) [Tunnel]
Raised the length of wave 3 from 20 kills to 30. [Tunnel]
Removed the mounted gun turret.
Gonome and Alien Slave HP raised in the uplink mission. [Uplink]
Manta Ray HP raised to 6000. [Uplink]
Radar Dish HP lowered to 6000. [Uplink]
Uplink computer HP lowered to 250. [Uplink]
The visual artifact in the Arena's sky has reappeared, due to the bug fix for the explody sewers. [Arena]
Lowered the amount of HP and energy med chargers and HEV chargers would give. [Global]
Removed a few HEV chargers. [Global]
9mm Ammo damage lowered to 10 on medium difficulty. [Global]


Changes in Version 38

Fixed a bug in which the ending to the Tunnel mission could go haywire. [Tunnel]
Added a light to the second teleport. [Arena]
Reset 9mm ammo damage to 14. [Global]


Changes in Version 39

Added another fail-safe entity which will hopefully prevent two endings activating at once in the Tunnel mission. [Tunnel]
Lowered uplink computer HP to 200 (was 250.) [Uplink]
Manta Ray HP raised to 8000 (was 6500.) [Uplink]


[U]Bugs that CANNOT be Fixed

Voltage regulators in the laboratory mission can go out of sync. When this happens, the teleport can take damage without an alarm sounding.
Players can use the crossbow to jump to the second floor of the prison. Not really a problem -- if the players want a good tactical position and are creative enough to get it, then that's fine. There isn't much up on the second floor of the prison, though.
It might be possible to have two endings trigger in the Caves mission -- this seems very unlikely, and would require the players to have timing down to a tenth of a second to cause this to happen. Even at that, this is an uncomfirmed bug that I'm not entirely sure if it exists or not.
The tank can shoot through the warehouse in the arena.
When armed with the gauss gun, it is possible to shoot a wall at an awkward angle and have the shot pass through the entire map. When this happens, the shot will usually hit all breakable objects in the map, which will activate all endings and cause the map to go haywire. There's nothing I can do to fix this; ask valve to fix the gauss gun so laser shots don't pass through the void. This bug is very rare, thankfully.


General Information

Recomended for 4 players.
maxplayers MUST be set to 32, or this map will cause a rift in the space time continuum.
SCXP Mod MUST be disabled -- SCXP mod tends to cancel out text in a map, and the players must be able to read the mission briefings.
Momma Mesa is rather... unforgiving. You might want to play the map with the skill setting set to 1, since some of the missions can get a little merciless at times.


DOWNLOAD

Momma Mesa v39 Full (http://hlrse.net/vhe/G.Ballblue/mommamesa_v39.zip) (.ZIP) [HLRSE]
Momma Mesa v39 Full (http://files.filefront.com/mommamesa+v39zip/;11475112;/fileinfo.html) (.ZIP) [FileFront]
Momma Mesa v39 Full (http://jpolito.zlique.org/files/mommamesa_v39.zip) (.ZIP) [JPolito]

Momma Mesa v39 Patch (http://hlrse.net/vhe/G.Ballblue/mommamesa_v39_patch.zip) (.ZIP) [HLRSE]
Momma Mesa v39 Patch (http://files.filefront.com/mommamesa+v39+patchzip/;11475130;/fileinfo.html) (.ZIP) [FileFront]


Despite that I'm not too big of a fan of updating maps due to incompatibility errors, if you encounter any sort of massive problem, let me know and I'll look into it. Server admins may want to check the .res file to ensure that it contains all the correct entries, since RJ's ResGenerator skipped a few files and I had to write some in manually.

JPolito
01-08-2008, 02:32 PM
HELLO

Wasn't expecting you to finish this so quickly. Totally going to have to play this with you now.

Scotsman
01-08-2008, 03:55 PM
Well, it was great fun from what I played of it, as I said in the game the cliffs seemed a bit slippery when I was trying to get to the arena. (Fighting it with 37 health from 200 isnt good. :P)

Nih
01-08-2008, 04:37 PM
Really cool map :)
In many ways this is a lot like incoming, although you decided to take a different path than having random missions. The map looks average at best, but I don't see anyone complaining about incoming's graphics. The missions and multiple endings are just plain awesome though.

I'd definitely say BOMS quality but I'll leave that for JP.

BlueFeena
01-08-2008, 04:46 PM
Well, I'm going to strip the download links for now, since I'm intending to have an update for the map out either by tonight or tomorrow at the latest. There was some difficulty issues that I've noticed, and getting those ironed out would increase the likelyhood of having people play the other missions.

So yea, downloads removed for now -- they'll be back up ASAP, sorry! D:

cSMG
01-08-2008, 05:51 PM
Excellent map even with the few glitches there were. I like the idea of the whole multiple endings thing and there were many great uses of the trigger_setorigin entity. Also, Patrick Stewart was a nice touch :D

I agree with Nih, BOMS.

BlueFeena
01-08-2008, 09:55 PM
Momma Mesa has been updated to version 37, check the first post for bug fixes and fresh links! :)

Now that I got that out of the way, now I can respond to some of the comments you folks have left:

Scotsman: I did lower the friction a bit, so that would definitely cause things to feel a bit more "slippery" everywhere in the map. Only thing I can think of with the ladder and cliffs, is that you need to jump from ledge to ledge, rather than try to climb all the way up the ladder directly. ;)

Nih: Yea, graphics definitely are leaning towards the poor end in some places in my opinion. Sadly, some of the fancier architecture had to bite the dust to rendering issues, with the game dropping important faces in game :( (A prime example would be the end game credits -- I essentially had to delete shit left and right until they finnally showed up in-game.)

Pizza: Sorry for the bugs, a few of them (such as the explody sewers and removable debris) pretty much side swiped me out of no where -- no excuse, however. Thankfully, I believe most of the imperative problems have been ironed out in version 37. ;)
And as for Patrick Stewart -- well, he is Patrick Stewart you know :D

Headcrab57
02-08-2008, 12:39 PM
Nice Map. Unfortunaly unplayable for 2 players.

BlueFeena
02-08-2008, 05:45 PM
Just a quick notice that I squashed what I think are the last remaining bugs in the map -- Momma Mesa has been updated from version 37 to version 38. I've added a patch zip file so you don't have to redownload the entire package. :)

Also, I've added another entry under the unfixable bug list. Sadly :/

spy-warrior
03-08-2008, 06:58 AM
hello
error map

ED_Alloc: no free edicts
server 2 player
++

BlueFeena
03-08-2008, 12:28 PM
maxplayers MUST be set to 32, or this map will cause a rift in the space time continuum..

hrothunder
03-08-2008, 01:31 PM
Best way to do that is to set maxplayers to 32 and then reserve/hide the slots you don't want used with amxx.

Example, I want 10 players on my server.
Set maxplayers to 32
Reserved slots in amxx.cfg to 22
Hide reserved slots in amxx.cfg to 1 (yes)

BMT
05-08-2008, 09:58 PM
Boms Now :o

cold_blood3d_killa
05-08-2008, 11:08 PM
One of the best maps I've played. I like how many of the missions are designed so each player or group of players can do something meaningful and feel useful. A natural kind of co-operation takes shape. Fantastic set of missions (can't wait to see the rest!), which would be awesome in any style map. But, the element of using winability/losability to create non-linearity makes this really special.


Well, it was great fun from what I played of it, as I said in the game the cliffs seemed a bit slippery when I was trying to get to the arena. (Fighting it with 37 health from 200 isnt good. :P)

I failed a few times at the ladder spot too, but I mostly blame my own carelessness and laptop keyboard.

Scotsman
06-08-2008, 06:45 AM
It's even more fun when you don't care about how high your death score is. :P

While playtesting v38 we were at the arena and the camera pointed to the bit where it would come out while I was at the middle of it.

White flash with the gate breaking I then turned around and got blew up instantly, then seeing G.Ballblue going "ahahahahahaha" xD

BMT
06-08-2008, 04:24 PM
it's a truly brilliant modern map, with lots of immersive details and plenty of player skill and teamwork required for a satisfactory runthrough. my only criticism is that at one point a camera was triggered while i was being attacked, which is annoying :p apart from that, closest i've seen to HL1 mapping perfection.

JPolito
12-08-2008, 07:35 PM
This is quite possibly one of the best maps I've ever played for SC. This is, from what I know, the second map to use individual missions in gameplay, the other being Incoming, and the first map to have so many possible outcomes dependent on how well the players do throughout the missions. Each mission is no less exciting than the last, and each offers some sort of unique gameplay aspect which few to no maps have ever quite been able to reproduce. The best part is that you've been able to fit all of this into a single BSP without tearing a hole in the space-time continuum.

After playing this at least ten times I haven't gotten tired of it once. I think it's safe to say where this map should be sent.

http://jpolito.zlique.org/mapping/bomsimg/BOMS.php

BlueFeena
12-08-2008, 09:52 PM
Thanks for the BOMs approval, I'm honored :)

I just noticed the thread move and coincidentally, I also just released a patch for Momma Mesa which should address the last known problem in existence. I've updated the links with new full installers and simple patch zips if you've already downloaded it.

JPolito
13-08-2008, 01:08 AM
Mirror: http://jpolito.zlique.org/files/mommamesa_v39.zip

Sph!nx
13-08-2008, 06:26 AM
Excellent! Congrats, G.Ballblue!

Moaby
13-08-2008, 09:38 AM
G.Ballblue, good shot old chap.

Stoked
13-08-2008, 03:39 PM
Cool hard work always seem to pay off in the long run;). Congrats.:p

spy-warrior
15-08-2008, 11:45 AM
testing map

####
http://img411.imageshack.us/img411/1074/mommamesav3901hf9.th.jpg (http://img411.imageshack.us/my.php?image=mommamesav3901hf9.jpg)http://img352.imageshack.us/img352/5813/mommamesav3902hs1.th.jpg (http://img352.imageshack.us/my.php?image=mommamesav3902hs1.jpg)
move lock

####
http://img411.imageshack.us/img411/3471/mommamesav3903kd3.th.jpg (http://img411.imageshack.us/my.php?image=mommamesav3903kd3.jpg)
error no ?

####
http://img352.imageshack.us/img352/6518/mommamesav3904da4.th.jpg (http://img352.imageshack.us/my.php?image=mommamesav3904da4.jpg)
big jump :)

####
http://img168.imageshack.us/img168/3545/mommamesav3905eh2.th.jpg (http://img168.imageshack.us/my.php?image=mommamesav3905eh2.jpg)
erreur

####
error map reboot server (kill monster_gonome) :(

BlueFeena
15-08-2008, 01:21 PM
The first issue deals with the metal wiring being made out of solid brushes -- collision detection with func_breakables is rather poor in Half-Life, and HL uses the bounding box of pushable objects for collision detection. That's part of the reason why the barrel can be difficult to wedge in there. The metal wiring is solid to help reduce rendering issues with the map, since solid brushes are pretty much forced to render, whereas brush entity faces are sometimes dropped by the game. As for the second issue, you're seeing that because you're in a .bsp viewer :p I don't know what that is anyway -- probably something based on how VIS slices the level up.

The nulled faces aren't really needed, and the only people who are going to see those nulled faces from that height are people who are noclipping. As for the last issue, that's Half-Life -- if an alien slave is deleted from the level when using its lightning attack, traces of the lightning attack will remain in the level.

Also, stop renaming .bsps :/

spy-warrior
15-08-2008, 02:05 PM
ok thanks

JPolito
16-08-2008, 05:40 PM
Also, stop renaming .bsps :/

:rolleyes:

cartman-2000
30-11-2008, 06:03 PM
Some players are getting disconnected from my server with this error. Happens once every few times the map is played. I use the -num_edicts flag instead of the 32 max players on my server for the extra entities.


Host_Error: CL_EntityNum: 1103 is an invalid number, cl.max_edicts is 1095

JPolito
30-11-2008, 06:08 PM
Do the clients who are attempting to connect to your server have the edicts fix applied as well?

cartman-2000
30-11-2008, 07:05 PM
no, at least I don't, does the -num_edits when used in the client increase the cl max as well while not running a listen server?

JPolito
30-11-2008, 07:51 PM
Pretty sure that both the server and the client must have the fix applied in order to not receive a max_edicts error on either end, though I may be misunderstanding your question. From the looks of it, the server is able to support the edicts count, but the players have a lower maximum number, thus they are unable to join. Might want to leave the allowed players at 32 to eliminate any issues. The edicts fix will be applied to all clients and servers in 4.0, so this won't be a problem once it is released.

cartman-2000
06-12-2008, 03:18 AM
it works on the client.

The map is pretty unstable on my server though. The map crashes like 30-40% of the time it's played, in either the second camera scene or the camera scene after saving the grunts.

Cesar
13-02-2009, 03:38 PM
This is a fun mission map. I wish the mission routes were random. The server I play on always crashed at the tank part.

Regarding the tank part, where are the RPG ammo? Does the tank take regular ammo damage, too?

BlueFeena
13-02-2009, 10:48 PM
Anything will hurt the tank, assuming you hit the the main turret. RPG ammo shouldn't be an issue, since the players should be able to pick up the various RPGs lying around to serve as ammunition.



On another note, I would like to state that the AI changes in SC 4.0 have left this map rather BROKEN. The tunnel mission, where the players must protect the grunts, has tons of pathfinding issues with the enemy monsters, and the waves are pretty much broken because the monsters no longer spawn and attack correctly.

I really don't know how the other missions are performing, partly because I've never seen a server really get past the tunnel mission without everyone getting irratated on sc 4.0 -- either that, or the grunts just magically die and the lab mission is loaded instead. As it stands, run this map at your own risk, because it probably isn't going to work correctly.

hrothunder
13-02-2009, 11:54 PM
Another thing: the bullsquid will fuck you up

Stixsmaster
22-02-2009, 01:58 AM
You know to get this and ragemap to work on a server properly...without having to set max players to 32+ you can easily alter the mp_decals cvar to be 4096 instead of simple 1024 in your server.cfg and there you go you can have max players set to 4 and have that many peeps in this or ragemap and it shall not crash the server or anything...

Of course still recommend also having in launch options for both server and client the -num_edicts 4096 code...which by default on a fresh install is there...

Hope this help those that like those maps like I do...and well my server pwns because I got both these maps running on it perfectly fine...even tho only 4 peeps tops can play on it...

---Stixsmaster

JPolito
22-02-2009, 01:11 PM
What exactly does mp_decals do that would prevent a server from crashing due to excessive entities?

Stixsmaster
22-02-2009, 01:53 PM
http://www.svencoop.com/forums/showthread.php?t=36406

Go there for your answer...

---Stixsmaster

AdamR
31-03-2009, 02:16 PM
I've been wondering about the tunnel mission, but thanks for confirming it. Played this map on an AMXX and mod-less server now, same issue. As you said, the monsters sometimes stay at the portal and don't take any damage. Doesn't seem possible to complete the mission without letting the soldiers die. If I keep them alive too long, eventually the server-side will crash.

Also couldn't work out what the hell was attacking the portal mission. Failed that within seconds.

Shame really - first tried this map out a week ago due to it looking EPIC.

cartman-2000
04-12-2010, 08:21 AM
has anyone tried fixing this map yet? Still broken with sc4.5.