Thread: Polar Rescue

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  1. #1
    Administrator AdamR's Avatar  
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    Polar Rescue

    As included with Sven Co-op 4.5, here is my Polar Rescue map.

    Screen shots are down below ...



    Description

    A gang of illegal arms dealers have taken a 5 man team of the world’s finest nuclear specialists hostage to a hideout of theirs in Antarctica. Your Sven Co-op team has been selected specially to rescue them. Knowing the captives well they are likely to refuse working with terrorists or similar even under torture, we have learned that the gang will kill them when they find out they have no use for them.

    Stealth is the key in this mission. A guard activating an alarm will massively impair your status.

    The gang have also constructed several mini nuclear rockets that are currently being stored in the same hideout. Disable any nuclear equipment on the premises to put a stop on further production.

    Be sure to pick up any documents. They will tell us what this gang intends on doing in the near future. You will have to get in secured storage areas to find them.

    2 elite soldiers have already been dispatched to the area. Hopefully they will be able to reach you and assist you in your mission, though don't hold your breath for their arrival.

    An Osprey helicopter will arrive to extract your team and the hostages once all your objectives are completed and the insertion point is clear. Use a radio to call for the Osprey once your mission is completed.

    Your objectives are:

    1. Rescue all hostages before they are executed
    2. Disarm all nuclear weapons
    3. Collect all secret documents
    4. Clear the insertion point for extraction
    5. Radio for an extraction Osprey once you have all hostages in a safe area (radio room)

    Rescuing the 5 hostages is your absolute top priority, and you only have 20 minutes before the gang executes them! Failure will denote your redundancy to our elite force — and nobody leaves us, alive.



    Tips
    • The guards are very tough — use all cover available to fight them or you will die quickly
    • If you do not release the hostages from their cells in time (20 minutes), you will fail the mission — ensure you do this before hunting for other tasks to do or exploring
    • If a nuclear missile is destroyed you will all die
    • Getting the hostages to the radio room can be tricky if you have not noticed the portals that take them right there
    • All 5 hostages must be in the radio room to complete the mission
    • Although most key objectives are clearly denoted, some are not — keep your eyes pealed
    • There are several secrets on this map, but do not forget the rescue timer — looking for secrets is best left for after the hostages are all safe



    Additional credits

    Protector for helping me with some new entities
    http://www.svencoop.com/forums/member.php?u=3686

    The Sven Co-op team for letting me use the very latest code to make and test this map on
    http://www.svencoop.com/

    "Polar Day" sky map by [WTF?]Deraj at The Wadfather
    http://www.planethalflife.com/wadfather/


    Testers

    Thanks to the following testers for their time helping me test this brilliant map:
    (in order of who played the map first)
    • Decca
    • Amnizizizizizizizizizizizizu
    • Dynamite
    • Liberator
    • Shryko
    • Rich-Kane
    • Voltage
    • Retro-Fishino-Mafinao-Garyoako



    Known issues

    This map requires Sven Co-op 4.5 or later to run because it uses some new entity features from it.



    Change log

    Development (22nd July, 2009)

    • Map started


    Alpha 1 (29th June, 2010)

    • Map completed (afaik), ready to be tested


    Alpha 2 (13th July, 2010)

    • Added env_sound entities to apply various effects in cavernous/tunnel/large areas
    • Moved the two mini-turrets away from the corner of the wall so their sounds work


    Alpha 3 (15th July, 2010)

    • Added even more HINT/SKIP brushes for better performance
    • Added sound to the nuclear missile explosion
    • Set up env_sound according to Puchi's position/radius recommendations
    • Used HLFix to export a MAP from RMF -- it actually turns out much better
    • Fixed nuclear missile explosion not killing players
    • Fixed nuclear missile warheads having bad brushes


    Beta 1 (21st July, 2010)

    • Added some extra detail to the middle floor
    • Fixed 2 scripted guards not always trying to run to their buttons
    • Fixed hostage safety zone
    • Tweaked skill configuration
    • Using final compile configuration


    Beta 2 (26th July, 2010)

    • Added some extra detail here and there
    • Fixed lighting in pretty much all areas, apart from the bottom floor storage room
    • Fixed random guard in the bottom floor storage room blocking players in by the teleporter switch
    • Removed some ammo from main corridors to encourage players to search rooms more
    • Tweaked brushwork around the fuel area
    • Tweaked monster nodes
    • Tweaked skill configuration


    Beta 3 (29th July, 2010)

    • Compiled map with newer SHLT x64 (3.9), no actual map changes


    Release Candidate 1 (6th August, 2010)

    • Added some extra detail here and there, couple more lights to help solve "blackholes"
    • Added some extra guards for when the alarm is activated
    • Increased starting health and armour from 150/100 to 200/200 as the guards are actually very hard
    • Made the blue stacked pipes near the fuel area hollow, they looked stupid with black texture ends


    Release Candidate 2 (7th August, 2010)

    • Optimized node layout according to Puchi's advice
    • Put starting armour back to 100, as 200 was just too much


    Release Candidate 3 (12th August, 2010)

    • Added a push block forcing the hostages to move slightly in the execution cut scene, to ensure they die
    • Added some extra detail here and there
    • Added some extra guards to the reactor room
    • Added two HEV chargers and some batteries dotted about
    • Inverted the breakthrough tunnel direction in the bottom storage room to fix bad lighting
    • Sort of fixed the 2 scripted guards not doing their thing


    Release Candidate 4 (17th August, 2010)

    • Added lasers to the vault, though mainly for decoration
    • Added some extra detail here and there
    • Fixed scientists in the execution cut scene not being in the intended pose (thanks Soctom)
    • Fixed guard action scripts (thanks Sven Viking)
    • Fixed some odd brushwork
    • Made the keycard slot texture a bit better
    • Some new girder textures for the vault


    Public Release (22nd August, 2010)

    • Added HUD info to most breakables, so players know they can break them
    • Compiled map with Vluzacn's ZHLT 'VL17' (custom x64 build with special limits)
    • Fixed invisible battery in front of the 2 chargers
    • Fixed invisible sinks in 2 of the jail cells
    • Fixed some odd lighting holes, thanks to Vluzacn's ZHLT modifications
    • Moved the hostages away from the tight clipping area in case they get stuck (rare)



    Screen shots




    Last edited by AdamR; 05-09-2010 at 07:05 AM.
    Adam "Adambean" Reece
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  2. #2
    trigger_delay & func_lazy TrEmPlEr's Avatar  
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    Re: Polar Rescue

    c_C plz resize the screenz !

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  3. #3
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    I could have done them in 1920x1200
    Adam "Adambean" Reece
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  4. #4
    trigger_delay & func_lazy TrEmPlEr's Avatar  
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    Re: Polar Rescue

    you are my personal Hero AdamR <3
    Shoop da whoooP !

    Anyway great map, even with "look how big my genital is" pictures xD

    here
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  5. #5
    Banned CryoKeen's Avatar
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    Re: Polar Rescue

    Hezus was right when he told me to downsize my screenshots

    Your map is confusing to me Adamr :'(, despite you well labeling it

    I always feel a bit confused when I'm playin it, usually there's a fair amount of people though when i have been playing it..

  6. #6
    trigger_delay & func_lazy TrEmPlEr's Avatar  
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    Re: Polar Rescue

    Ah and by the way could someone BOMS it xD?

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  7. #7
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    You're right Keen, it is confusing that's what I'm hoping for. I wanted this to be an exploration rather than a walk through, players have to remember where they have been and what they saw there. Otherwise you just fail

    The layout is something I'm happy with. This is the second time I've put my idea on paper before touching Hammer, and I have to say it works really well. I find that by just diving into Hammer right away I loose focus on what I want the map to be. Part of that is because of how much longer it takes to draw in Hammer than with a good old fashioned pencil. Would recommend a pencil to anyone. Though I would say SectorE is much more deserving for BOMS, I'd love to see how you come up with that gold all the time Keen

    Attachment related, it's the drawing. Not an exact match, but I wasn't expecting it to be. Will also resize those screenshots soon ...
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    Adam "Adambean" Reece
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  8. #8
    Banned CryoKeen's Avatar
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    Re: Polar Rescue

    I think both maps are deserveing of BOMS

    Death Room, Fall Lol :3

    I used to do a lot of map doodleing in school, and sometimes I would turn those doodles into map ideas. I think the difference between your map and mine here are you appear to have tried very hard to keep to what you drew, which actually can be a good thing. I tried to map Sector E with some comprimise(which is hard with ocd perfesionist genes) and keep in mind "will this be fun if a player is playing it" and "how confused will people be when playing it". That is why I added so many cameras in the first map . Actually your map Adam might have a bit more novelty then mine since it is more confusing, people may appreciate it more because they have to use their brains to remember what to do!

    I just kept thinking of hordes of people running through my map on servers like Snarkcafe and Multiplay (which I played on both yesterday) and tried hard to "streamline" the map.

    Overall your map is good but I think the atmosphere (more cracks, broken lights, ambient sounds, dirty hallways) would add a lot to the map :V

  9. #9
    Registered User Skals's Avatar
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    Re: Polar Rescue

    So yeah, I played your map, well the first minute of it at least. Took me ages to kill the first hgrunt, and then I just gave up. Impossible for a single player only. Perhaps If I'd play it and give you some feedback if I can find someone to do this with.

  10. #10
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    ^ Set your skill to 1 (easy) and see if that helps. Having it on 3 (realistic) will allow them to kill you easier but still allows you to kill them easier, and having it on 2 (hard) is just asking for after bar dark ally rape.
    Adam "Adambean" Reece
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  11. #11
    Registered User Skals's Avatar
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    Re: Polar Rescue

    All right I think I'll be able to complete this now. Firstly here are some errors I encountered: The first door to the left inside the facility says it requires keycard 1, and I don't have it, but I still managed to simply walk into the room and grab the ammos, is this intended? Also, the big red button is just asking to be pressed, I did so out of curiosity and ONOZ! 50 assasins in my face :|.

    + Architecture is nice, I can see that you put some work into the hallways.

    + The share amount of game-play you managed to squeeze into this one map is astonishing.

    -+I played with the alarm on so I don't know if the hordes of grunts was just an extra, but what you've done there is gone against the whole sven co-op principle of "spamming monsters is bad".

    - The ambience in your map in most places is ultra flipping annoying, I was playing most of your map with the sound disabled. The player does not want to listen to the same loud noise of a heli or a fan for 10 minutes straight.

    -It's good that you managed to put so much game play into one big map, but the r_speeds are just terrible for me.

    Architecture: 4.5/5 (It is very blocky in most parts, I know you're trying to create a realistic looking place but still.)
    Lighting: 4.5/5 (It was ok, but not brilliant.)
    Ambience: 2.5/5 (There is either a lack of it in some parts, or it's so loud and annoying it's bad.)
    Entity work: 5/5 (It had some minor errors here and there but the entity count in your map must be massive :P.

    over all? Um, I'd say that's about 4/5 or 4.2/5? Nice map.

  12. #12
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    Thanks for reviewing my map.

    That first door opening is normal. This is one of several random events that can happen throughout the map to add some variations. These include guards bursting out at you unexpectedly, and even a special agent arriving to help you out.

    The extra guards is also intended as the alarm is there to bring in help (for them).

    I've not had any other complaints about the ambient sound. You may be used to near-silent maps from the ambient sound bug in 4.0b1->4.07. A lot of maps will have ambient sounds now.

    I didn't suffer any r_speeds problems, even on my older computer. There are plenty of well placed HINT brushes to stop things being rendered that shouldn't. Perhaps you have a very old computer?
    Adam "Adambean" Reece
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  13. #13
    Registered User Skals's Avatar
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    Re: Polar Rescue

    I'm running your map on 15-30 fps, which is bad considering I run CSS on max settings with about 40 fps, The W_polys are pretty high too. I can live with it though, did you compile it with a smaller than the default "max node size"? That can help sometimes, and also hint brushes don't always lower your r_speeds, sometimes they can actually increase them, spamming them is not such a good idea. Did you bevel every invisible surface?

    As for the ambient part, there is a difference between a silent map and one with sound; I am not saying it is bad to add ambience to your maps, in fact that is one of the key features a good map should have, but ambience can also in some cases make the map worse. In this map, There was a bit where a bunch of repel grunts got dropped into the map by a helicopter I presume, but the ambience for the helicopter didn't halt, instead it kept looping itself and It was set to "play everywhere" so you can imagine how annoying that is (and I presume this isn't intended). Also the fans were very loud in the first corridor, you should have fiddled around with the ambience's a little more to make them just right, at least that's what I do when I map.
    I think your map is good, but it could still use many improvements, mostly on the ambient side.

  14. #14
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    I don't have any soldiers dropping in by helicopter ... :s
    Adam "Adambean" Reece
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  15. #15
    Registered User Skals's Avatar
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    Re: Polar Rescue

    what's with the helicopter noise then?

  16. #16
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    Re: Polar Rescue

    I killed everyone, including the agent boss. I had all papers and keys except the jail card.

    It was literally me, the five scientists and the two friendly grunts left in the entire facility.

    But still, I somehow lost.

    sadface.

    You should reduce the timer to 10 minutes, and make it stop once the boss is killed.

  17. #17
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    Looks like you missed the jail key? The timer stops once you use it.
    Adam "Adambean" Reece
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  18. #18
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    Re: Polar Rescue

    my point is I had to restart the entire map because I couldn't find a keycard in time. Not because the enemy forces were alive.

  19. #19
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    Yeah, you have to be fast.
    Adam "Adambean" Reece
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  20. #20
    Mapper Nih's Avatar  
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    Re: Polar Rescue

    He's pointing out how illogical it is that the timer - which is supposed to be the time before the hostage takers execute the hostages - stops when you grab a random key and not when the hostage takers are killed.

  21. #21
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    It actually stops once you unlock the cells. I guess this could have been when the boss is killed though.
    Adam "Adambean" Reece
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  22. #22
    Registered User Skals's Avatar
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    Re: Polar Rescue

    You should give the boss a trigger on his death, stopping or halting the timer. Just like In counter-strike; you can rescue the hostages in time, you if you take out all the terrorists, you win as well because the hostages are no longer under threat.

  23. #23
    Mapper Nih's Avatar  
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    Re: Polar Rescue

    My two cents:
    The architecture is average. There aren't any really striking rooms in the map, it's mostly just straightforward corridors with boxy rooms connected. Some of the rooms are kind of ugly, such as the missile room.

    I like the non-linear layout of the map. It's really fun to explore and also makes the military base feel more believable, compared to other maps where you're just going from one room to another like you were riding a train.
    Gameplaywise I'm not seeing a lot of original ideas. It's mostly just corridor shooting and finding items/keys. The increased player/monster damage makes the map stand out a little compared to other maps, which is a small boost.
    The objective based gameplay is great. The threat of losing gives an incentive to play well, and bumps up the map 2 points in my eyes.

    I'd probably give the map 8/10.

  24. #24
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    Some experimental progress.

    Click image for larger version. 

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    Extreme difficulty: Same as hard but with survival mode enabled.

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    Fancy higher definition objective sprites.

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    Replaced a boring storage room with a slightly less boring workshop room.

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    This place is the same though.

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    OR IS IT?
    Adam "Adambean" Reece
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  25. #25
    Administrator AdamR's Avatar  
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    Re: Polar Rescue

    Click image for larger version. 

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    Hello security people pls let me in k.

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    Still stuff to do here...

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    Inside a steam turbine room producing many gijawatts.
    Adam "Adambean" Reece
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