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Syn_hive_resevil_3
#22
Posted 01 November 2008 - 10:48 PM
Tonite me and my friend was able to play thru the whole map without any crashes for the first time. I noticed on another map i installed it said to put the INC File into the Map folder which i never did that w/ the RE Map, so i moved the "syn_hive_resevil_3 INC File" and the map ran smoothly w/o any Memory Errors. So this may be a fix for ppl having a lot of crashes, just make sure that file is there.
Awesome Map.
Awesome Map.
#23
Posted 02 November 2008 - 04:30 PM
QUOTE (Kaitoujeanne @ Nov 2 2008, 03:48 AM) <{POST_SNAPBACK}>
Tonite me and my friend was able to play thru the whole map without any crashes for the first time. I noticed on another map i installed it said to put the INC File into the Map folder which i never did that w/ the RE Map, so i moved the "syn_hive_resevil_3 INC File" and the map ran smoothly w/o any Memory Errors. So this may be a fix for ppl having a lot of crashes, just make sure that file is there.
Awesome Map.
Awesome Map.
I am glad you liked it and was able to complete the map without crashing, even mine crashes and im still not sure why. The INC file isn't a fix though as its meant to be there and just tells synergy what games need mounting. Thanks for the feed back hope you like my next map just as much..
If anyone can work out how to to fix the memory error then please let me know. I have tried a few things that are suggested here : https://support.steampowered.com/kb_article...=1274-UOHK-5653 but no luck..
#24
Posted 05 November 2008 - 04:58 AM
The new compile appears to have solved the crashing problem. My suspision is it was just a corrupt compile in some way, as it wasn't there one version, appeared in the next and dissapeared in the next version.
So, have now played through the whole thing. Excellent map overall, probably my favourite for SynOB so far. Possibly a little too prone to getting broken to be an offical map however, and the detailing and so could be improved significantly. Difficulty seems about right (hard but not many resets) and there are some great moments. The only real thing I have to say is that none of the puzzles were really cooperative in any way. It was only in fighting some of the bigger swarms of enemies that there was any real need to work together. Also, when fighting the antlion guards, we all ran out of ammo and ended up suiciding to get more, as there was no ammo in the area.
There was one gamebreaker however - we figured it was pretty much the end and so just RTVed - but afer beating the ALGs, we went into the "security" room, which has 3 lasers and 2 ceiling turrets. Destroyed the ceiling turrets - for reasons we couldn't figure out, one of the lasers stopped. But the plugs lying down in front that presumably we were supposed to use didn't move. Couldn't be moved. Not by picking up, not by explosives, not by the grav gun. We could find no other way of opening the door and in the long run just gave up.
So, have now played through the whole thing. Excellent map overall, probably my favourite for SynOB so far. Possibly a little too prone to getting broken to be an offical map however, and the detailing and so could be improved significantly. Difficulty seems about right (hard but not many resets) and there are some great moments. The only real thing I have to say is that none of the puzzles were really cooperative in any way. It was only in fighting some of the bigger swarms of enemies that there was any real need to work together. Also, when fighting the antlion guards, we all ran out of ammo and ended up suiciding to get more, as there was no ammo in the area.
There was one gamebreaker however - we figured it was pretty much the end and so just RTVed - but afer beating the ALGs, we went into the "security" room, which has 3 lasers and 2 ceiling turrets. Destroyed the ceiling turrets - for reasons we couldn't figure out, one of the lasers stopped. But the plugs lying down in front that presumably we were supposed to use didn't move. Couldn't be moved. Not by picking up, not by explosives, not by the grav gun. We could find no other way of opening the door and in the long run just gave up.
#25
Posted 05 November 2008 - 10:03 AM
QUOTE (CMaster @ Nov 5 2008, 09:58 AM) <{POST_SNAPBACK}>
The new compile appears to have solved the crashing problem. My suspision is it was just a corrupt compile in some way, as it wasn't there one version, appeared in the next and dissapeared in the next version.
So, have now played through the whole thing. Excellent map overall, probably my favourite for SynOB so far. Possibly a little too prone to getting broken to be an offical map however, and the detailing and so could be improved significantly. Difficulty seems about right (hard but not many resets) and there are some great moments. The only real thing I have to say is that none of the puzzles were really cooperative in any way. It was only in fighting some of the bigger swarms of enemies that there was any real need to work together. Also, when fighting the antlion guards, we all ran out of ammo and ended up suiciding to get more, as there was no ammo in the area.
There was one gamebreaker however - we figured it was pretty much the end and so just RTVed - but afer beating the ALGs, we went into the "security" room, which has 3 lasers and 2 ceiling turrets. Destroyed the ceiling turrets - for reasons we couldn't figure out, one of the lasers stopped. But the plugs lying down in front that presumably we were supposed to use didn't move. Couldn't be moved. Not by picking up, not by explosives, not by the grav gun. We could find no other way of opening the door and in the long run just gave up.
So, have now played through the whole thing. Excellent map overall, probably my favourite for SynOB so far. Possibly a little too prone to getting broken to be an offical map however, and the detailing and so could be improved significantly. Difficulty seems about right (hard but not many resets) and there are some great moments. The only real thing I have to say is that none of the puzzles were really cooperative in any way. It was only in fighting some of the bigger swarms of enemies that there was any real need to work together. Also, when fighting the antlion guards, we all ran out of ammo and ended up suiciding to get more, as there was no ammo in the area.
There was one gamebreaker however - we figured it was pretty much the end and so just RTVed - but afer beating the ALGs, we went into the "security" room, which has 3 lasers and 2 ceiling turrets. Destroyed the ceiling turrets - for reasons we couldn't figure out, one of the lasers stopped. But the plugs lying down in front that presumably we were supposed to use didn't move. Couldn't be moved. Not by picking up, not by explosives, not by the grav gun. We could find no other way of opening the door and in the long run just gave up.
Im glad it works without crashing for you although it still crashed for me once, I think the memory error is something to do with steam or the source engine and how your pc is setup cos I am able to cause the same error in hammer by simply viewing the magnusson.mdl from ep2?
you do need to tool up before the antlion guards, I was able to complete this without suicide, but I did tell everyone who was playing with me to fill up on weapons before we released them.
You have to destroy all 3 lazers before you can pickup the last plug to power the exit door.. the lazers have a very narrow hole so your shots have to be direct to destroy them..
Thanks for the great review and I hope my next level will be better...
#26
Posted 06 November 2008 - 07:42 AM
QUOTE (BotoxBrain @ Nov 6 2008, 02:03 AM) <{POST_SNAPBACK}>
Im glad it works without crashing for you although it still crashed for me once, I think the memory error is something to do with steam or the source engine and how your pc is setup cos I am able to cause the same error in hammer by simply viewing the magnusson.mdl from ep2?
you do need to tool up before the antlion guards, I was able to complete this without suicide, but I did tell everyone who was playing with me to fill up on weapons before we released them.
You have to destroy all 3 lazers before you can pickup the last plug to power the exit door.. the lazers have a very narrow hole so your shots have to be direct to destroy them..
Thanks for the great review and I hope my next level will be better...
you do need to tool up before the antlion guards, I was able to complete this without suicide, but I did tell everyone who was playing with me to fill up on weapons before we released them.
You have to destroy all 3 lazers before you can pickup the last plug to power the exit door.. the lazers have a very narrow hole so your shots have to be direct to destroy them..
Thanks for the great review and I hope my next level will be better...
This map is so bugged it's not funny, I have no idea how it crashes so many times.
We put it up on our server to play and I must have ended up crashing about 10 times at least. The server didn't crash once but the clients sure did.
I think a number of them might be when a player walks into a new area and it either tries to checkpoint of something like that, I was standing still eating some pizza and I still crashed!
Also as mentioned the elevators needs major work, I don't know if you can look at how the syn_trials one worked but that never seemed to have a problem for me but yeah it was like a death trap in this map.
Overall the map environment was good though and it played pretty good while it didn't crash. I would probably make the sentry guns a bit easier even when they were hit with rockets they were hard to get rid of.
Hopefully the next map not being a port might be less buggy and maybe not crash, I look forward to it. Nice job
#27
Posted 06 November 2008 - 06:56 PM
QUOTE (Rothgar @ Nov 6 2008, 12:42 PM) <{POST_SNAPBACK}>
This map is so bugged it's not funny, I have no idea how it crashes so many times.
We put it up on our server to play and I must have ended up crashing about 10 times at least. The server didn't crash once but the clients sure did.
I think a number of them might be when a player walks into a new area and it either tries to checkpoint of something like that, I was standing still eating some pizza and I still crashed!
Also as mentioned the elevators needs major work, I don't know if you can look at how the syn_trials one worked but that never seemed to have a problem for me but yeah it was like a death trap in this map.
Overall the map environment was good though and it played pretty good while it didn't crash. I would probably make the sentry guns a bit easier even when they were hit with rockets they were hard to get rid of.
Hopefully the next map not being a port might be less buggy and maybe not crash, I look forward to it. Nice job
We put it up on our server to play and I must have ended up crashing about 10 times at least. The server didn't crash once but the clients sure did.
I think a number of them might be when a player walks into a new area and it either tries to checkpoint of something like that, I was standing still eating some pizza and I still crashed!
Also as mentioned the elevators needs major work, I don't know if you can look at how the syn_trials one worked but that never seemed to have a problem for me but yeah it was like a death trap in this map.
Overall the map environment was good though and it played pretty good while it didn't crash. I would probably make the sentry guns a bit easier even when they were hit with rockets they were hard to get rid of.
Hopefully the next map not being a port might be less buggy and maybe not crash, I look forward to it. Nice job
Sorry it crashed so much im unable to find out what causes it, iv gone through the map so many times and cant find any errors. The memory error could be anything from what I have read (see my earlier post) some people crash a lot and other not at all... even mine crashed but didn't as much on the OB compiled map...
was this the OB compile that crashed so much or the ep1?
The lift does kill you if you step out of it and someone calls the lift on another floor and it gets worse if weapons are left in the lift. best way is to all get in together or get out before someone calls it...
#28
Posted 08 November 2008 - 01:49 AM
Yes all this was on the OB version, well at least based on the front page I downloaded the OB version.
#29
Posted 22 November 2008 - 08:35 PM
I've got two walkthrough questions:
Every time I play this map, our group usually gets bogged down at the "core" where we have to kill the Combine Ball happy Elites. Are they supposed to just keep respawning indefinitely? Or is there a way to make the teleporters stop spawning them?
Once we destroy that core, what do we do then? We reach the room with the Antlion guards but there's no way to do anything. The console at the center doesn't work. The access pad to the door in the hall to the right doesn't work. We usually just end up running out of time. How do we finish the map successfully??
Every time I play this map, our group usually gets bogged down at the "core" where we have to kill the Combine Ball happy Elites. Are they supposed to just keep respawning indefinitely? Or is there a way to make the teleporters stop spawning them?
Once we destroy that core, what do we do then? We reach the room with the Antlion guards but there's no way to do anything. The console at the center doesn't work. The access pad to the door in the hall to the right doesn't work. We usually just end up running out of time. How do we finish the map successfully??
#30
Posted 23 November 2008 - 07:15 PM
QUOTE (Asian Bob @ Nov 23 2008, 01:35 AM) <{POST_SNAPBACK}>
I've got two walkthrough questions:
Every time I play this map, our group usually gets bogged down at the "core" where we have to kill the Combine Ball happy Elites. Are they supposed to just keep respawning indefinitely? Or is there a way to make the teleporters stop spawning them?
Once we destroy that core, what do we do then? We reach the room with the Antlion guards but there's no way to do anything. The console at the center doesn't work. The access pad to the door in the hall to the right doesn't work. We usually just end up running out of time. How do we finish the map successfully??
Every time I play this map, our group usually gets bogged down at the "core" where we have to kill the Combine Ball happy Elites. Are they supposed to just keep respawning indefinitely? Or is there a way to make the teleporters stop spawning them?
Once we destroy that core, what do we do then? We reach the room with the Antlion guards but there's no way to do anything. The console at the center doesn't work. The access pad to the door in the hall to the right doesn't work. We usually just end up running out of time. How do we finish the map successfully??
Hi,
You have to kill all the the combine at the top left teleport as you enter the core. that one will stop spawning, then activate the lift power at the console. The bottom right teleport will not stop spawning but you can still break the core and get out.
Once you destroy that core the countdown will activate, get to the keypad past the Antlion guards to the right. The code is written on the wall... ( EVIL ),, enter the letters carefully if you make a mistake you will hear an error bleep, once in the room unplug the 4 power plugs.. this deactivates the self destruct.. go back to the Antlion room and back out to the weapons on the left.. tool up !, come back into the Antlion room and activate the console in the centre.. you should be able to work out the rest..
#31
Posted 14 December 2008 - 07:18 PM
Well Played, well played. The difficulty is perfect. However, I thought some parts involved excessive amounts of energy balls.
#32
Posted 17 December 2008 - 05:07 PM
QUOTE (NoMaD @ Dec 15 2008, 12:18 AM) <{POST_SNAPBACK}>
Well Played, well played. The difficulty is perfect. However, I thought some parts involved excessive amounts of energy balls.
Thanks, I don't think there is anyway to stop the elite combine with AR2`s firing there energy balls so much..
#34
Posted 09 January 2009 - 06:13 AM
Fan map! But in some places it is banal and foolishly done. Some places all the same are necessary to be done!
#36
Posted 21 February 2009 - 06:34 PM
QUOTE (Bublgum @ Feb 18 2009, 07:05 PM) <{POST_SNAPBACK}>
It is a cool map very much !
Thank you, hope you enjoy my next map, check it out >
syn_ufo
#39
Posted 31 March 2010 - 08:38 AM
http://synergy.linxsoft.co.uk/others-maps/8-synhiveresevil3
It's weird that this map used to be fine, then developed a horrible lag problem as Synergy got updated (although it never played very well with SynergyOB). Anyone know if it is any better on LAN play?
It's weird that this map used to be fine, then developed a horrible lag problem as Synergy got updated (although it never played very well with SynergyOB). Anyone know if it is any better on LAN play?
#40
Posted 31 March 2010 - 04:56 PM
The map is perfectly fine on the create server button, but the second you put it on a server it's unplayable. I may have a quick peek at it to try and find what is making all the lag. I think I know what it is though.
After we killed most of the NPCs at the top (Including the ones hovering around the fence) the lag was at least bearable. So I think the map is just spawning too many NPCs at once (Are all the NPCs used in the map spawned at once or something!?)
Aside from that, there where only a few areas that were broken where I had to noclip everyone to get through. (Doors only opening from one side, probably us not being able to work out the puzzle to get through)
After we killed most of the NPCs at the top (Including the ones hovering around the fence) the lag was at least bearable. So I think the map is just spawning too many NPCs at once (Are all the NPCs used in the map spawned at once or something!?)
Aside from that, there where only a few areas that were broken where I had to noclip everyone to get through. (Doors only opening from one side, probably us not being able to work out the puzzle to get through)

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