Thread: Momma Mesa

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  1. #1
    Retired BlueFeena's Avatar
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    Momma Mesa

    MOMMA MESA





    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. [Uplink]
    • 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]


    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 (.ZIP) [HLRSE]
    Momma Mesa v39 Full (.ZIP) [FileFront]
    Momma Mesa v39 Full (.ZIP) [JPolito]

    Momma Mesa v39 Patch (.ZIP) [HLRSE]

    Momma Mesa v39 Patch (.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.
    Last edited by BlueFeena; 13-08-2008 at 01:51 AM.

  2. #2
    Administrator JPolito's Avatar  
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    Re: Momma Mesa

    HELLO

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

  3. #3
    А ну, чики-брики и в дамки! Scotsman's Avatar
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    Re: Momma Mesa

    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)
    Only one way to find out

  4. #4
    Mapper Nih's Avatar  
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    Re: Momma Mesa

    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.

  5. #5
    Retired BlueFeena's Avatar
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    Re: Momma Mesa

    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:

  6. #6
    Registered User cSMG's Avatar
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    Re: Momma Mesa

    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

    I agree with Nih, BOMS.

  7. #7
    Retired BlueFeena's Avatar
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    Re: Momma Mesa

    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

  8. #8
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    Re: Momma Mesa

    Nice Map. Unfortunaly unplayable for 2 players.

  9. #9
    Retired BlueFeena's Avatar
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    Re: Momma Mesa

    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 :/

  10. #10
    warrior spy-warrior's Avatar  
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    Re: Momma Mesa

    hello
    error map
    ED_Alloc: no free edicts
    server 2 player
    ++
    Patience is a virtue greatly needed by those who attempt great things.
    La patience est une vertu fort nécessaire à ceux qui tentent de réaliser de grandes choses.

    Server SvenCoop
    I love the mods svencoop
    World time zone & Look clocks

  11. #11
    Retired BlueFeena's Avatar
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    Re: Momma Mesa

    Quote Originally Posted by G.Ballblue
    maxplayers MUST be set to 32, or this map will cause a rift in the space time continuum.
    .

  12. #12
    Mapper hrothunder's Avatar
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    Re: Momma Mesa

    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)
    [I stoled it from GB, who stoled it from JP][I had the first 4.0B server available to the public]
    [Я достигнул 200 постов в Советском Ко-оп]

  13. #13
    Long Live Psygnosis BMT's Avatar
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    Re: Momma Mesa

    Boms Now :o
    Maps Released: BMTCoop, Incoming (with SC2.0F), Incoming '08 (with SC4.0B), Never, Never '09, HLDMCC:Crossfire
    Maps in Development: Incoming 2.
    Media Released: SC4 Trailer


    [ HLDMCC:CROSSFIRE RELEASED ]
    [ Visit the SC Map Database ]
    [ Death by Paperclip on YouTube ]

  14. #14
    :D cold_blood3d_killa's Avatar  
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    Re: Momma Mesa

    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.

    Quote Originally Posted by Scotsman View Post
    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.
    Last edited by cold_blood3d_killa; 05-08-2008 at 11:17 PM.

  15. #15
    А ну, чики-брики и в дамки! Scotsman's Avatar
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    Re: Momma Mesa

    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
    Only one way to find out

  16. #16
    Long Live Psygnosis BMT's Avatar
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    Re: Momma Mesa

    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 apart from that, closest i've seen to HL1 mapping perfection.
    Maps Released: BMTCoop, Incoming (with SC2.0F), Incoming '08 (with SC4.0B), Never, Never '09, HLDMCC:Crossfire
    Maps in Development: Incoming 2.
    Media Released: SC4 Trailer


    [ HLDMCC:CROSSFIRE RELEASED ]
    [ Visit the SC Map Database ]
    [ Death by Paperclip on YouTube ]

  17. #17
    Administrator JPolito's Avatar  
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    Re: Momma Mesa

    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.

    Last edited by JPolito; 13-08-2008 at 12:59 AM.

  18. #18
    Retired BlueFeena's Avatar
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    Re: Momma Mesa

    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.

  19. #19
    Administrator JPolito's Avatar  
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  20. #20
    Regular Sph!nx's Avatar
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    Re: Momma Mesa

    Excellent! Congrats, G.Ballblue!

  21. #21
    Rarely Seen Moaby's Avatar
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    Re: Momma Mesa

    G.Ballblue, good shot old chap.

  22. #22
    Man of few words... Stoked's Avatar
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    Lightbulb Re: Momma Mesa

    Cool hard work always seem to pay off in the long run. Congrats.
    heal to be healed....

    kill or be Killed!

  23. #23
    warrior spy-warrior's Avatar  
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    Re: Momma Mesa

    testing map

    ####

    move lock

    ####

    error no ?

    ####

    big jump

    ####

    erreur

    ####
    error map reboot server (kill monster_gonome)
    Last edited by spy-warrior; 15-08-2008 at 11:55 AM.
    Patience is a virtue greatly needed by those who attempt great things.
    La patience est une vertu fort nécessaire à ceux qui tentent de réaliser de grandes choses.

    Server SvenCoop
    I love the mods svencoop
    World time zone & Look clocks

  24. #24
    Retired BlueFeena's Avatar
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    Re: Momma Mesa

    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 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 :/

  25. #25
    warrior spy-warrior's Avatar  
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    Re: Momma Mesa

    ok thanks
    Patience is a virtue greatly needed by those who attempt great things.
    La patience est une vertu fort nécessaire à ceux qui tentent de réaliser de grandes choses.

    Server SvenCoop
    I love the mods svencoop
    World time zone & Look clocks

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