It's been around 15 years since I last picked up Hammer and I was surprised to find Sven Coop still active and more recently developed into a standalone game! This dedication to the game inspired me to revisit SC_Activist and see what difference (if any) those years of experience might make (assuming I could still remember how to use Hammer); thus SC_Reactivist was born and is now progressed to a state where I feel comfortable posting the results for feedback, positive or otherwise. This is not a direct remake, more of a reimagining; the basic progression remains the same but I haven't felt tied by the original layout where I felt improvements could be made. Still, you shouldn't feel in unfamiliar territory.
Areas of attempted improvement:
- General architectural upgrade.
- More 'realistic' layouts; I've tried to make the map feel more real, with fake corridors and dummy doors to give the impression that the map isn't simply a long corridor.
- More debris and detail; posters, props etc.
- A smattering of NPCs, generally in inaccessible areas to again add some life.
- Increased use of props in general.
- More ambient noise and env_sound usage.
- My first foray into texture creation to produce some very basic signage to suit my particular needs.
- I've 'borrowed' Hezus' excellent lighting sprites.
Expected issues:
- Minor texture misalignments (it is a beta).
- Minor clipping issue within a vent (jump to get passed, I'm at a loss as to the cause).
- The cleansuit scientists twitch on completion of the repeated animation (advice here would be welcome).
- I anticipate the automatic doors to break when used by multiple people, though this may not be the case.
- Some models are yet to be amended to item_generics (so they'll bleed xen).
- The lighting and general brightness of the map seems to vary between the two PCs I've been working on, so third party comments here would be welcome.
- Following the initial outbreak an env_beam should be firing by the broken glass to indicate to the player not to enter; this isn't activating (it works if I toggle 'start on') so I've blocked it with a func_clip for now.
- A cleansuit scientist scripted_sequence kicks out an error but otherwise works fine.
- Some kind of sound precache error loops at the end of the map relating to a sound I'm not aware is even used.
Screenshots:
Download:
http://s000.tinyupload.com/index.php...21365748273139
Whether I ever get around to a recreation of sc_activist2 and 3 is another thing entirely but I'm personally pleased with the results thus far. In addition to incorporating any valid comments received from the still active community here, I intend to run back through the map and add more props and detailing where r_speeds will allow.
Edit:
Map has been reuploaded in accordance with the file structure defined in the Sven Coop user manual (see link above). The .wad has been included and some very quick edits made to increase crushing damage on key doors and add a few more security guards. Other edits based on comments received thus far will obviously take longer to incorporate.