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Syn_desert_assault Mission Map

#21
User is offline   RiskyKen 

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Hay all, sorry for the long update been a bit busy.

So, on to the update!

Updated to syn_desert_assault_beta_4

The biggest change is that the map now adjusted its difficulty depending on the number of players, this has not been fully implemented in the final battle.

The map also only requires half life 2 now.

Changed
Removed the piers from the start area.
The cover entering the main chamber so that the vorts can now hit you.
Added more turrets to the main chamber.
Reduced the amount of health that most the the npcs have.
More detail has been added to the 2nd half of the map.
Added a new check point just before players go into the right hall.
Added a small room to the left hall, that locks if players dont get to it fast enough.
Added soundscapes to the map

Fixed
The npcs not spawning in the garage again. (They dont like me)
Players being able to drop plugs down the back on the computers in the SAM site room.
Players can no longer climb on top of the cars in the garage.

To do
Tweaks to the final battle.
Possibly add some signs into the map.
Small change to the canteens npcs.

The next update should be the final, please post any bugs you find also the map will be renamed to syn_fortress_assault for its final release to help stop confusion with syn_desert_strike.
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#22
User is offline   ultradude25 

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Downloading/testing now.

Edit: The download has just stopped. Seems there's something wrong with your site. Mind mirroring it some place else?
Edit2: Ok, I just need to keep pausing/resuming it to get it to keep going.
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#23
User is offline   RiskyKen 

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QUOTE (ultradude25 @ Jul 21 2010, 12:53 PM) <{POST_SNAPBACK}>
Downloading/testing now.

Edit: The download has just stopped. Seems there's something wrong with your site. Mind mirroring it some place else?
Edit2: Ok, I just need to keep pausing/resuming it to get it to keep going.


Added a mediafire link.
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#24
User is offline   ultradude25 

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After single player testing, I didn't notice any problems with the map.

The only thing that happened was when I went through this door, I crashed. Tried again and it worked, so must have been random.


I have to say, it's been a long time since I've played a map that is actually fun to play. Unlike most of the others there isn't heaps on NPC spam.

There's a few things I wouldn't mind being changed though:
  • The first Headcrab canister that launches when you kill the sniper. It launches the second you kill him so you don't hear it coming over the explosion. Should have a bit of a delay.
  • The noises in the computer room, they are really loud and annoying.
  • Why are there four turrets in the room when only one activates? Is that to do with how many players are there?
  • There is no pistol ammo until near the end. After killing the first few guys, I didn't get to see my pistol after that. It'd be nice if you could add ammo somewhere, even if it's just an infinite crate at the start with the SMG one.


Going to upload this to the server and try and get some people on to test it again later.
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#25
User is offline   RiskyKen 

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QUOTE (ultradude25 @ Jul 21 2010, 01:53 PM) <{POST_SNAPBACK}>
After single player testing, I didn't notice any problems with the map.

The only thing that happened was when I went through this door, I crashed. Tried again and it worked, so must have been random.

This also happens on my server. Thought it was just my server being buggy, will look into it and see if I can find out why its happening.


QUOTE (ultradude25 @ Jul 21 2010, 01:53 PM) <{POST_SNAPBACK}>
I have to say, it's been a long time since I've played a map that is actually fun to play. Unlike most of the others there isn't heaps on NPC spam.

Not tested it yet but I think there will be a little npc spam with 10 player on the map.


QUOTE (ultradude25 @ Jul 21 2010, 01:53 PM) <{POST_SNAPBACK}>
The first Headcrab canister that launches when you kill the sniper. It launches the second you kill him so you don't hear it coming over the explosion. Should have a bit of a delay.

Good idea will do.

QUOTE (ultradude25 @ Jul 21 2010, 01:53 PM) <{POST_SNAPBACK}>
The noises in the computer room, they are really loud and annoying.

First time i have used soundscapes, there seems to be a bug with the computer room one, the sounds should be coming from the computer but they are not. I will look into it and see if I can find whats wrong.


QUOTE (ultradude25 @ Jul 21 2010, 01:53 PM) <{POST_SNAPBACK}>
Why are there four turrets in the room when only one activates? Is that to do with how many players are there?

Yes you got it, works like this.
1 player = 1 turret
2 players = 2 turrets
4 players = 3 turrets
6 players = 4 turrets
8 players = 5 turrets


QUOTE (ultradude25 @ Jul 21 2010, 01:53 PM) <{POST_SNAPBACK}>
There is no pistol ammo until near the end. After killing the first few guys, I didn't get to see my pistol after that. It'd be nice if you could add ammo somewhere, even if it's just an infinite crate at the start with the SMG one.

Good point will add some in.

EDIT: The map did have pistol ammo crates in it but they need ep1 to work. I made the map only need hl2 in the last update so I had to remove them. sad.gif


QUOTE (ultradude25 @ Jul 21 2010, 01:53 PM) <{POST_SNAPBACK}>
Going to upload this to the server and try and get some people on to test it again later.

I hope the map works ok, I have never tested it with more than 4 players so there could be some balance issues.


Thanks for your fast feedback, much appreciated. smile.gif
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#26
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Updated to syn_desert_assault_beta_5

Quick update to fix the server crashing when opening the canteen door and some other small changes.
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#27
User is offline   ultradude25 

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QUOTE (RiskyKen @ Jul 22 2010, 02:56 AM) <{POST_SNAPBACK}>
EDIT: The map did have pistol ammo crates in it but they need ep1 to work. I made the map only need hl2 in the last update so I had to remove them. sad.gif

Really? That's pretty stupid. I could've sworn I saw a pistol crate in HL2 before.

Really needs to be fixed. If it's an issue with the model coming from Ep1, they could at least use the default SMG model for people without Ep1. So I guess the infinite shotgun crate is Ep2 only then? I can't say I've seen one before the Antlion fight in Ep2.

Edit:
So we just played it in multiplayer and the dropship killed us... twice. Some rescue this is.

Also, I noticed you seem to have a block over the turrets which breaks and removes them, why don't you 'break' the turrets so they explode and go back into the roof instead of disappearing?

Edit2: Here's the demo of the whole game: http://files.matt-russell.com/desert_assault_test.dem

This post has been edited by ultradude25: 22 July 2010 - 05:50 AM

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#28
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QUOTE (ultradude25 @ Jul 22 2010, 08:54 AM) <{POST_SNAPBACK}>
Really? That's pretty stupid. I could've sworn I saw a pistol crate in HL2 before.

Really needs to be fixed. If it's an issue with the model coming from Ep1, they could at least use the default SMG model for people without Ep1. So I guess the infinite shotgun crate is Ep2 only then? I can't say I've seen one before the Antlion fight in Ep2.

I think pistol crates are the only ones that need ep1, I think there is a shotgun crate at the end of the level.


QUOTE (ultradude25 @ Jul 22 2010, 08:54 AM) <{POST_SNAPBACK}>
Also, I noticed you seem to have a block over the turrets which breaks and removes them, why don't you 'break' the turrets so they explode and go back into the roof instead of disappearing?

Sadly there is no way to change the default heath of the turrets and I don't want to use the default as its stupidly high. There is also no input on turrets for exploding so the box is the best I could do.

I could maybe setup a env_explosion at each turret and have it go off when the box breaks, then have the turret fold away.

As for the dropship yeah it likes to do that, trying to find a way around it.

Also the server crashing is still there, it seems to happen at both sets of double doors, still not sure why looking into it.
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#29
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QUOTE (RiskyKen @ Jul 22 2010, 08:39 PM) <{POST_SNAPBACK}>
Sadly there is no way to change the default heath of the turrets and I don't want to use the default as its stupidly high. There is also no input on turrets for exploding so the box is the best I could do.

Can't you "OnBreak" "turret1,sethealth,,0,1"?

Or better yet, use a logic_auto and use "OnMapStart" "turret1,sethealth,,100,1"?
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#30
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QUOTE (ultradude25 @ Jul 22 2010, 11:52 AM) <{POST_SNAPBACK}>
Can't you "OnBreak" "turret1,sethealth,,0,1"?

Or better yet, use a logic_auto and use "OnMapStart" "turret1,sethealth,,100,1"?


Nope there is no sethealth input, I also tryed "turret1 > AddOutput > health 0" sad.gif
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#31
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Right, beta 5 is now up on my server. Will try and play at some point.
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#32
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Updated to syn_desert_assault_beta_6


Added
  • More pistol ammo throughout the map.


Changed
  • The double doors have been changed to blast doors.
  • The noises in the computer room have been turned down.
  • The end battle now adjusted its difficulty depending on the number of players. (sort of)


Fixed
  • Server crashing when opening double doors.
  • The dropship that saves the players should no longer kill them!


Woot almost done. If anyone can give me feedback on map difficulty, with different number of players that would much appreciated. smile.gif
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#33
User is offline   ultradude25 

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It's on CF, just nominate it then rtv. Or add me on Steam and I'll change it for you.
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#34
User is offline   ultradude25 

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I've had the map on the mapcycle at the top, so it's been played quite a bit over the past few weeks.

Note: The server is always set to hard difficulty.
So far, the main issue we found was when the server is full (10 players), the trap with the Zombies takes forever to get through, because they only spawn when you're not looking; and the chance of everyone not looking at one of the spawn points at once is fairly low, so it takes forever for them to spawn.

Otherwise, difficulty is good. It's only been a few times that we've had to restart. However, if you stay out in the last area, it's restart-tastic, the only way we've managed to survive is camping in the tunnel while waiting for the dropship, because the Antlions just ignore you, then letting someone die and use their spawn protection (You get about 4 seconds of god mode when you respawn) to get to the dropship and then the rest of us try, usually only a few getting through.

Shotgun Combine are OP as usual, and often wipe out most of the team.
I always try to hang back at that point, but that is hard because you have a trigger to teleport everyone into the room once you get to a certain point in. That means that if someone runs in as soon as the door opens, everyone is teleported and trapped with the Shotgun Combine, and we usually all die.
So, it'd probably be better to have that trigger only enable once all the Shotgun Combine are dead.

One bug I found was the dropship's gun hurts you, maybe you can filter the player from taking damage from it?

Edit: Oh and I got stuck in between these rocks next to the spawn container.

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#35
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Thanks for the feedback ultradude25 and also for the demo file. Being able to move around and see what each played doing is a useful ability for map testing.

Just to let everyone know that this is still getting worked on and I should have an update avalable soon.

The second half of the map has been changed a little. The sam site puzzle thing has been removed and has been replaced by a boss battle that will require the player to work in Synergy to kill it. dry.gif



Some changes to the computer room.


I have also removed the combine from the pickup site.


I am also thinking about puting voice acting into this map to add a bit of story and as a tutorial but I am unsure if I should. If anyone is has knowledge of sound editing and wants to try there hand at some voice acting let me know. I have uploaded an example script here feel free to edit it, as I am not a pro script writer.
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#36
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Looking forward to it! I have a demo of beta 6 sitting around if you want it.
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#37
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QUOTE (ultradude25 @ Sep 19 2010, 07:03 PM) <{POST_SNAPBACK}>
Looking forward to it! I have a demo of beta 6 sitting around if you want it.


Yeah wouldn't mind every piece of feedback helps. smile.gif
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#38
User is offline   ultradude25 

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http://files.matt-russell.com/desert_assault_b6.dem
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