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Synergy Mod Forums: Syn_rocket - Test Available - Synergy Mod Forums

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Syn_rocket - Test Available

#1
User is offline   CMaster 

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Syn_Rocket
Players come to the defence of a resistance missile silo that has come under combine attack mere minutes before launch.

Background
This map initially started life as part of my planned "five minute fights" series of maps. The idea behind these was to create maps with a 5 minute time limit and some simple task to achieve within that time. The combination of significant difficulty and some random/"procedural" elements should have kept them interesting to players for much more than 5 minutes, while development time should be fairly short. Still have sketches and design concepts for several of these. However, it became clear with just personal testing, that the scale of syn_rocket, while very deliberately limited was still much greater than could be achieved in 5 minutes. Instead, it grew to take longer, be harder and have a lot more detail added than initally expected, although the basic layout and challenges have remained close to the initial drawings.

The initial plan was to get this map complete and privately tested, then release as part of an offical Synergy update. As none of those look likley to ever happen again, and I've never quite got the map finish, I think it's perhaps best that somebody gets to play it, given the time I've spent on it so far. The plan is still to finish and polish, but the map was mostly complete 6 months ago, progress has been minimal since.

Features
  • Obstacles that need cooperation to pass
  • Lots of surprise events
  • Enemy numbers that scale with player count
  • Lots of explosions
  • Varied objectives
  • A massive rocket launch
  • Overwatch, zombies, headcrabs, hunters.
  • Custom textures
  • Two different paths through the map, with a crossover point


Features not yet implemented
  • (Minimally) voiced acted introduction
  • Bigger fight over the launch doors (enemies come in as you begin opening them, having some trouble with how best to implement them destroying the windows to attack you)
  • Credits sequence
  • More ambient sounds, + maybe soundscapes
  • More details, especially decals
  • More robust combat and cover (dependent on feedback)
  • Save points (some issue with the split pathing)
  • Possible Randomly allocate players one path or another - thoughts?


Requires
HL2 EP1 EP2
(sorry all you HL2 only people, but when Ep2 has a whole "silo" pack of props and textures, it was needed really)

Players
Designed for 2 - 6
However most actual testing has been with 1-3, so unsure of how good the balance is.

Download
From Linxsoft Synergy

Media
Screenshots and videos to come.

Feedback
Feedback is very much appreciated, both in terms of bugs and oddities, as well as feedback on the gameplay and design (although only tweaks are likely with this map now, major suggestions will be noted). Try and be as specific as possible however - "shit sux" or "map rox" aren't as useful as "map sucks because..." or "... made the map really awesome".
-1

#2
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IMPORTANT
The version first uploaded didn't contain the custom textures.
If you have downloaded before this post, please delete that version and redownload. Please DO NOT HOST the version without the custom textures.
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#3
User is offline   ultradude25 

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I'm afraid my rig is currently bricked so I can't get it in for testing, plus I'm capped at the moment, so it'll be at least next month before I'll be able to stick it on CF and test it.
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#4
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While a mirror would be good for the "final" version, could you take that down for now - I'd like to be able to control which version is out there at the moment.

It's also 2-3mb - like 20 minutes worth of web browsing - are you really that capped?
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#5
User is offline   ultradude25 

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Oh yes of course, I understand that.

And yes, 3mb would take about 40mins to download for me. It's not so much the downloading part, but I need to be on the server to change the map manually and demo what happens, which isn't happening at 4kb/s...

And of course I don't feel like re-downloading Steam, HL2, Ep1, Ep2 and Synergy on this laptop, even if my monthly bandwidth allowed it. It wouldn't be fun to play anyway, I'd have to have everything on low in DX8 at 720x480 like I used to, and I've got used to everything high in DX9 at 1920x1080 now. :/
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#6
User is offline   RiskyKen 

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Syn_Rocket gordan Freedybackz0rz!!!!!! <3

Boogerz
Players are able to destroy the funk breakables that the head crab canister make when they fall.


Designgngngn mis-Issues
Gaps at the sides of most of the doors






Weird textures at the hole in the roof where the player opens up the silo doors.


Apart from the basement, most of the map seems to have identical lighting and look. During testing we got lost many times. (Or at least Zarnith did! Maybe some small lighting changes or more signs on the wall letting player know where they are.)

The hole that the head crab canister makes on the top floor roof is square.


Textures overlapping at the holes where the head crab canister falls.



Can't really see it well in a screenshot.

Textures overlapping when entering the rocket solo.


The blast doors have shadows turned on and it look very odd when they are open.


Gamepl0x miss-issues
Players seem to get stuck in a stalemate after the pipes in the basement and that was on easy difficulty on hard it was near impossible.

The path going down into the basement seems to be significantly harder than the other route. (Recommend increasing the difficulty of the other route to compensate.)

There is a lack of ammo in the basement. The map also has loads of rocket ammo but no rpg!!!

After opening the silo door it was not clear that we had to press the launch button to fire the rocket.

It is possible to unplug the fuel cables before the pumps have been turned off.

The rocket flames dont kill players!!!!

The head crab canisters land very soon after the launch sound, making them very hard to avoid.

Suggestion-oreos

Add a cut-scene at the end of the level of the rocket launching.

Add sirens and flashing lights when the rocket launches. (and ice-cream!!)

Add a visible entrance for the players at the start of the map.(How did they get here?)

And some other things more cowbell! (or just a cow), cake, pirates!, map and compass, lava, more cake, epic rock music, portal gun, GlaDOS, fried chicken, companion cube, lazzzers, desu and oreos.

Summary
Overall it looks like a nice map and its good to have more maps to play on synergy. I think the most immediate issue is the npc's just after the pipes, that mixed with not having save points can really kill the fun.

Here are some demo files of use playing. In each file we take a different route. Hopefully they will give you some good feedback smile.gif

Route 1 (Easy)
syn_rocket_risky_1.dem (12.0MB)
rocket_zarnith_test.dem (13.4MB)

Route 2 (Easy)
syn_rocket_risky_2.dem (6.56MB)
rocket_zarnith_test2.dem (7.37MB)

Route 1 (Hard)
syn_rocket_risky_3_hard.dem (27.7MB)
rocket_zarnith3_hard.dem (29.7MB)

EDIT: missed the summary
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#7
User is offline   D@Ni1986 

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http://s1.ipicture.ru/uploads/20110106/TuiIAPI1.jpg
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#8
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Courtesy of RiskyKen:


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