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gmc.jimmy  : (08 May 2013 - 08:05 PM) The guests browsing are probably spambots or search engines.
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Edfake  : (15 October 2012 - 04:24 PM) If its any help, UrbanCommand check the November 24, 2011 post in news, and Forensic, check your drivers and update them all. maybe updating ditect x will help too
UrbanCommand  : (23 September 2012 - 10:43 AM) WTF i keep on getting invalid steam userID ticket any help :/
Forensic  : (16 September 2012 - 08:04 PM) ok, umm, blue screen of death, anyone know a fix?
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The Old Maps Project

#1
User is offline   CMaster 

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This thread is dedicated to investigating which old synergy maps work and which don't, and how they might be fixed. I will attempt to keep this first post up to date, although mods/admins should feel free to edit it too.
gmc.jimmy has already posted some generalised suggestions on fixing maps. It should be noted that ALL maps will require a generalized .edt file. Will post here one based off Jimmy's plan when I've tested a little.

Maps are listed so far from my collection, will add others on mention.
Format is as follows:

/Mapname with download link if known/ /Works in OB? (Tested)/ /Fix .edt file / (Any notes)

Offical Maps
co_stranded Yes (untested) (Can't see any reason why it wouldn't)
co_warehouse_p1 Yes (untested) (Can't see any reason why it wouldn't)
co_warehouse_p1 Yes (untested) (Can't see any reason why it wouldn't)
lvl1 (untested) (What happens in this one again?)
lvl3 (untested) (What happens in this one again?)
syn_apprehension No (untested) (Features Gargs, which don't work any more I don't think)
syn_canal_escape_part1 Yes (tested) (New, significantly less buggy version included with SynOB)
syn_canal_escape_part2 Yes (tested) (New, significantly less buggy version included with SynOB)
syn_canal_escape_part3 Yes (tested) (New, significantly less buggy version included with SynOB)
syn_dead_simple_v1 Yes (untested) (Can't see any reason why it wouldn't)
syn_fogisland No (untested) (Custom weapons, Gargantuas and the fact that it isn't included in OB don't bode well for this one)
syn_forgotten_evils No (untested) (Custom weapons, Gargantuas and the fact that it isn't included in OB don't bode well for this one either)
syn_halfmileisland No (untested) (Seeing as it is almost identical to fogisland, see no reason for a different result)
syn_heat_wave Yes (tested) (new version included with SynOB)
syn_invasion (untested) (Some removed weapons)
syn_newsurf Yes (untested) (Can't see why it wouldn't, although I never understood it)
syn_oldcanals Yes (tested) (new version included with SynOB)
syn_takeover Yes (tested) (new version included with SynOB)
syn_TMArena No (untested) (Class system, deathmatch)
syn _trials syn_trials][ syn_trials3 Yes after a fashion (All replaced by the trials4 series with synOB.
syn_urbanchaos Yes (tested) (new version included with SynOB)


Community Maps
coop_blame!_log1_v2 Yes (untested) (made for HL2DM anyway)
coop_blame!_log2_v2 Yes (untested) (made for HL2DM anyway)
coop_epicycle_v4 coop_blame!_log1_v2 Yes (untested) (made for HL2DM anyway)
coop_swampthing_v6 Yes (tested) (some textures + 1 trigger hurt missing. Needs an .edt to make weapons respawn)
coop_blame!_log1_v2 Yes (untested) (made for HL2DM anyway)
pyra_world01_v2 Yes (tested) .edt and .bsp in a pack (Basic map, with a fix by gmc.jimmy)
syn_atfp1 (untested) (Can't remember anything about this one)
syn_breenoffice_v1c Yes (untested) (Can't see any reason why it wouldn't)
syn_bridge_v1c Yes (untested) (Unaware of any reason to prevent it working)
syn_broken_escape_part1 No (untested) (custom weapons)
syn_burley_brawl Yes (tested) (no .edt required)
syn_cabin (untested) (What happens in this one again?)
syn_city_riot_alpha2 No (untested) (SLAMs)
syn_combine_cube Yes (tested) (doesn't run on Linux servers)
syn_compactor Yes (untested) (Can't see any reason why it wouldn't)
syn_d_crimson_v1c No (untested) (Was buggy in Syn 1.1. Don't see why things should have changed)
syn_def_jailbreak Yes (tested) (Tends to lag pretty badly towards the end)
syn_doom2_lvl1 No (untested) (Problems with mounting CS:S content would appear to have only got worse, not better)
syn_doom2_lvl2 No (untested) (Problems with mounting CS:S content would appear to have only got worse, not better)
syn_doom2_lvl3 No (untested) (Problems with mounting CS:S content would appear to have only got worse, not better)
syn_doom2_lvl4 No (untested) (Problems with mounting CS:S content would appear to have only got worse, not better)
syn_doom2_lvl5_b1 No (untested) (Problems with mounting CS:S content would appear to have only got worse, not better)
syn_fireteam_1_b1 Yes (tested) (with a few changes) .edt by cmaster
syn_fireteam_2_b1 Yes (tested) (with a few changes) .edt by cmaster
syn_horror No (untested) (Should hopefully be possible to fix by adding another box to the first room.
syn_interchange_overrun Yes (untested) (Can't see any reason why it wouldn't)
syn_keepaway_beta (untested) (Can't recall what happens in this one)
syn_labo_beta Yes (tested) combined edit and bsp
syn_littletowndefense_r2 No (untested) (Makes use of class system, custom weapons, lots of HL1 monsters)
syn_lvcoop_part1 Yes (tested) .edt by CMaster (no panthers, flares, pulse rifle x. Proper transition added to part2 New OB version available here)
syn_lvcoop_part2 Yes (tested) .edt by CMaster(Shock soldiers changed to enemy vorts, alien grunts changed to fastzombies New OB version available here)
syn_nautilus_1 Yes (tested) (New OB version released)
syn_nautilus_2 Yes (tested) (New OB version released)
syn_op_flashpoint_beta1,1 Yes (untested) (Unaware of any reason to prevent it working)
syn_prison No (untested) (Player stacking, custom NPCs)
syn_prisonbreak (untested) (Can't recall what happens in this one)
syn_rolrev1_tower No (untested) (My longer term map project. Some of the concepts don't work so well in SynOB)
syn_shortdark_b8 No (untested) (Fists)
syn_stalemate_beta1 No (untested) (the changes to the spawn system kinda screw this one over)
syn_umizuri No(untested) (HL1 NPCs)
syn_waroftheclones_beta2 Yes (tested) .edt by gmc.jimmy + map
syn_b2_across_the_darkness Yes (tested)


As you can see, this is definatley a WiP. Feel free to help out. Will add DL links and synb2_/coop_ maps later
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#2
User is offline   Silikone 

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Request: Split official and community maps.
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#3
User is offline   CMaster 

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QUOTE (Silikone @ Oct 5 2008, 12:15 PM) <{POST_SNAPBACK}>
Request: Split official and community maps.


Tell me which they are, as I have long since forgotten.
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#4
User is offline   BarkerJr 

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Formerly stock maps were:
Coop: Apprehension Canal Escape Dead Simple Fog Island Forgotten Evils Half Mile Island Invasion Lockdown lvl1 lvl3 Old Canals Starship Oblivion Stranded Takeover Urban Chaos Warehouse
Teamplay: Access Ball Run Soccer Mine Surfun
Deathmatch: Floating Pyramid
Single-Player: Tutorial
Miscellaneous: New Surf TM Arena

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#5
User is offline   TIM3PORT 

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I suggest we dont' look too much into this until the new map pack is released by steam.
unless you want to MAKE THEM WORK your own way and feel a sense of accomplishment.

can't wait for the new pack my server was always mostly custom map pub and I still get so mnay crashes on ep2
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#6
User is offline   LiquidHelium 

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across the darkness works
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#7
User is offline   Thegreen16 

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I think some of the maps that came with 1.1, once tested should be included in a synergy update and added. There isn't very many syn maps been played as of now because of this.
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#8
User is offline   VOSK 

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We have new maps on the way.
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#9
User is offline   Silikone 

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QUOTE (CMaster @ Oct 5 2008, 01:03 PM) <{POST_SNAPBACK}>
co_stranded Yes (untested) (Can't see any reason why it wouldn't)
co_warehouse_p1 Yes (untested) (Can't see any reason why it wouldn't)
co_warehouse_p1 Yes (untested) (Can't see any reason why it wouldn't)
lvl1 (untested) (What happens in this one again?)
lvl3 (untested) (What happens in this one again?)
syn_newsurf Yes (untested) (Can't see why it wouldn't, although I never understood it)
syn_TMArena No (untested) (Class system, deathmatch)
syn_halfmileisland

They won't be in Synergy OB.
QUOTE
syn_apprehension
syn_fogisland
syn_dead_simple_v1
syn_forgotten_evils

They all use the gargantua NPC.
QUOTE
syn_urbanchaos


A post said it would be released soon.
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#10
User is offline   Sky-Knight 

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You can kiss all the trials maps goodbye. They are completely dependent on the weapon_medkit, and standing on each others heads. The maps need major structural changes to function, and when the adjustments are made the maps won't be the same.
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#11
User is offline   TIM3PORT 

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yes you can kiss them good bye and welcome trial4 which contains all the trials in one tongue.gif
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#12
User is offline   BarkerJr 

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QUOTE (LiquidHelium @ Oct 5 2008, 11:31 AM) <{POST_SNAPBACK}>
across the darkness works

Not on Linux, though
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#13
User is offline   Dark1337 

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z_umizuri_a doesn't work.
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#14
User is offline   LiquidHelium 

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QUOTE (Sky-Knight @ Oct 5 2008, 06:50 PM) <{POST_SNAPBACK}>
You can kiss all the trials maps goodbye. They are completely dependent on the weapon_medkit, and standing on each others heads. The maps need major structural changes to function, and when the adjustments are made the maps won't be the same.

In lexxy we trust.
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#15
User is offline   VOSK 

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Yes, Lexxy's Trials4 map works amazingly well on Synergy OB.
He's even included some of the newer Synergy entities.

His maps will be in the next Synergy Steam update.
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#16
User is offline   flame 

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Any estimation on when these new maps will be out / when the update will be released?

I'm eager for some new maps tongue.gif

Oh and the thing is..now that you have Steam behind you, couldn't you just add a few maps on one day to stop us bothering you, then bug fixes and perhaps another map the next day?

Just a thought smile.gif
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#17
User is offline   Thegreen16 

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I could fix up of some of these maps if needed, (Recompile in OB engine/HDR) and remove weapons like the flare guns and fists etc.
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#18
User is offline   VOSK 

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Well thing is flame, Valve doesn't work weekends. We still need their help to get updates out on Steam.
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#19
User is offline   flame 

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Ah bugger. Thought that could be one of the advantages of a mod...being able to release updates and offer support all week long tongue.gif

Plus, it's Monday where I am..so I have to remember to think in the past.

So, how does the update process work anyway? You send it to them, they put it on their servers, and tell everyone's clients that an update is out? Probably a lot more complicated haha wink.gif
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#20
User is offline   VOSK 

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I'd say that's pretty much how it works.
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