oc_NervA -Updated June11-
Re: oc_NervA -Updated June11-
For those who haven't followed the development or read this thread entirely, I will reiterate.
This map was made and released 'as is' to provide to those who wanted to see it after so much time in WIP. Thus I won't be wasting my time on it anymore. The reason why it felt like an alpha is because it mostly was. I'm pretty sure this will be my last map in OC because of the amount of custom content I want in my larger maps. It simply isn't good for OC considering smaller maps with less custom content are more likely to be played no matter how great or how much re playability a map has. Also, again, this map was designed around a bulk of testing with 2 people with 4 players in mind. Anything above the map really isn't designed for. I would say that the perfect amount of people would be 2-3. There will not be a squeal or any further fixes to Nerv as I stand now.
Sorry.
This map was made and released 'as is' to provide to those who wanted to see it after so much time in WIP. Thus I won't be wasting my time on it anymore. The reason why it felt like an alpha is because it mostly was. I'm pretty sure this will be my last map in OC because of the amount of custom content I want in my larger maps. It simply isn't good for OC considering smaller maps with less custom content are more likely to be played no matter how great or how much re playability a map has. Also, again, this map was designed around a bulk of testing with 2 people with 4 players in mind. Anything above the map really isn't designed for. I would say that the perfect amount of people would be 2-3. There will not be a squeal or any further fixes to Nerv as I stand now.
Sorry.
- destiny
- Obsidian Premium
- Posts: 1906
- Joined: Thu Feb 19, 2009 12:33 pm
- Location: i forgot like always.
- Contact:
Re: oc_NervA -Updated June11-
such a waste that you wont make maps for oc anymore seeing how well nerv_a was.
- CyborgParrot
- Polygon
- Posts: 20
- Joined: Thu Nov 18, 2010 1:47 am
- Contact:
Re: oc_NervA -Updated June11-
this map is great and all, but why don't weapons like the MK23 & the Raging bull respawn?
Oh and the raging bull's reloading sounds dont work.
Oh and the raging bull's reloading sounds dont work.
-
- npc_combine_elite
- Posts: 469
- Joined: Wed Nov 05, 2008 5:52 am
- Location: lolwut L0C4tI0n?
- Contact:
Re: oc_NervA -Updated June11-
sad to hear, unless you plan to give the source to someone else to fix it up but I highly doubt that, oh well
Re: oc_NervA -Updated June11-
The MK23, Raging Bull, and Tau are considered extra weapons and don't respawn because players receive extra points in the map score whenever they are picked up. You also receive extra points when you break boxes and explode barrels.Nutino wrote:this map is great and all, but why don't weapons like the MK23 & the Raging bull respawn?
Oh and the raging bull's reloading sounds dont work.
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: oc_NervA -Updated June11-
That's sounds like you surrender and left die this map.Funjob wrote:For those who haven't followed the development or read this thread entirely, I will reiterate.
This map was made and released 'as is' to provide to those who wanted to see it after so much time in WIP. Thus I won't be wasting my time on it anymore. The reason why it felt like an alpha is because it mostly was. I'm pretty sure this will be my last map in OC because of the amount of custom content I want in my larger maps. It simply isn't good for OC considering smaller maps with less custom content are more likely to be played no matter how great or how much re playability a map has. Also, again, this map was designed around a bulk of testing with 2 people with 4 players in mind. Anything above the map really isn't designed for. I would say that the perfect amount of people would be 2-3. There will not be a squeal or any further fixes to Nerv as I stand now.
Sorry.
Re: oc_NervA -Updated June11-
Sorry to hear that, but I can understand.
Mapping can be quite over whelming, you did well to get as far as you did. Its always hectic once you first release a map. I don't know of one single map that hasn't needed a bug fix and a second release, etc.
Mapping can be quite over whelming, you did well to get as far as you did. Its always hectic once you first release a map. I don't know of one single map that hasn't needed a bug fix and a second release, etc.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
Re: oc_NervA -Updated June11-
Infact I took a look at your files, if you're never going to touch this again, would you be willing to let others?
Mapadd script can fix most issues, also If pakrat is used correctly you can remove and re-add files without much trouble.
Its not about OC dosn't support large map files, peoples gripes here were a lot of the files were unnessercarily large.
You've still got un-compressed textures, For instance you've got a 21mb normal map, its just not nessercary.
^ So stuff like that can be easily fixed.
Hope you don't mind if someone fixes this later down the line, as I'd like to still be able to enjoy your work.
Mapadd script can fix most issues, also If pakrat is used correctly you can remove and re-add files without much trouble.
Its not about OC dosn't support large map files, peoples gripes here were a lot of the files were unnessercarily large.
You've still got un-compressed textures, For instance you've got a 21mb normal map, its just not nessercary.
^ So stuff like that can be easily fixed.
Hope you don't mind if someone fixes this later down the line, as I'd like to still be able to enjoy your work.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
Re: oc_NervA -Updated June11-
I don't mind if somebody fixes it.
I just don't wanna touch the map anymore because it's been a WIP for 4 years.
Just to let you know, it's going to be impossible to get the map below 128 MB.
I just don't wanna touch the map anymore because it's been a WIP for 4 years.
Just to let you know, it's going to be impossible to get the map below 128 MB.
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: oc_NervA -Updated June11-
Carry the briefcase to the end only makes play an alternate short file of the commander. I hyped too much (i was expect an alternate/extended ending).
Also, there are some audio files that not are used (or maybe it are inaudible).
P.D: Doing this, having 853 points and only have 10 deaths makes you continue having B at the end (you have to rush with godmode, or what?).
Also, there are some audio files that not are used (or maybe it are inaudible).
P.D: Doing this, having 853 points and only have 10 deaths makes you continue having B at the end (you have to rush with godmode, or what?).
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: oc_NervA -Updated June11-
That i have to see it. I checked that there are a lot of unused and redundant files, like the sounds and models of unused weapons, or the textures of the cubemap (you put it first in the map, and later you put it again in the files!?).Funjob wrote:I don't mind if somebody fixes it.
I just don't wanna touch the map anymore because it's been a WIP for 4 years.
Just to let you know, it's going to be impossible to get the map below 128 MB.
I have to search time, but like Fug said, there are a lot of fixes/improvements that you didnt did.
-
- Beta Tester
- Posts: 61
- Joined: Thu Sep 15, 2011 4:28 pm
Re: oc_NervA -Updated June11-
Any plans on ever fixing the constant ED_Allocs error? People want it installed but whenever I do install it constantly crashes the server.
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: oc_NervA -Updated June11-
Me and fug talked about take the map and fix/improve it as much as we can, but since he stopped mapping for a time, i didnt started.
For the ED_allocs error, is due the high amount of objects, forcing us decompile and fix it from inside (pray for FunJub didnt blocked the decompile of the vmf).
For the ED_allocs error, is due the high amount of objects, forcing us decompile and fix it from inside (pray for FunJub didnt blocked the decompile of the vmf).
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: oc_NervA -Updated June11-
*I know that this is well known, but well, i keep hearing people for the same thing*
Avoid download the map. Is broken at this moment and it will give you the ED_allocs error crash, no matter what you do.
I´m trying to fix it, you can see my progress on their wip thread: http://obsidianconflict.net/forums/view ... 392#p73392
Avoid download the map. Is broken at this moment and it will give you the ED_allocs error crash, no matter what you do.
I´m trying to fix it, you can see my progress on their wip thread: http://obsidianconflict.net/forums/view ... 392#p73392
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: oc_NervA -Updated June11-
Author: FunJob/FJmaps (original creator) | Maestro Fenix, Dominic and Tau-9 (Remake team)
.bsp filename: oc_nerv
Date of release: 07/06/2011 (V1) - 18/05/2014 (V2)
Game Requirements: HL2
Suggested Players: 1-8
Estimated time to beat the map: 40 minutes (long)
Type of the game: Survival, Lives, Co-op
Size: 93.5mb on bz2, 216mb uncompressed.
Obsidian Conflict Map Database page: http://mapdb.obsidianconflict.net/map:nerv-a
Is recommended use FastDL in the server for a quick downloading of the files.
Mirrors:
Withheld until new order.
Description:
Based on End of Evangelion. The players must advance to the briefing room to get further instructions.
Screenshots:
Features:
Credits
Original mapper: FunJob/FJmaps
Original writter: Kilroy Higgins
Remake Team: Maestro Fénix, Dominic and Tau-9
BGM:
Air on the G string Bach, performed by Sung Eun CHoi
Mysterious Orchestra MG-Rizzello
The Dice Game JCRZ
Hold the line Celestial Aeon Project
Point of Exit Piergiorgio Lucidi
Thanx Olev Serkov
Loop9: In Haste 2011 T-Bird
Phase10: Spiral T-Bird
I'm still here Macroform
Dies Irae Verdi, perfomed by Pueri Cantores Di Vicenza
Weapons:
Original advisor: Kilroy Higgins
Original scripters: FunJob/FJmaps and Kilroy Higgins
Remake scripters: Maestro Fénix
Glock 17: Tigg, XlongWayHome and Valve
M1911: Twinke Masta, Defeat, XlongWayHome and Valve
CZ75: Arby 26m XlongWayHome and Valve
M37: Maestro Fénix and Valve
Models:
C-130: HJMediaStudios and Maestro Fénix
Ballistic Shield: Bobson and Maestro Fénix
YAGR-3B: Maestro Fénix
JSSDF Soldier: Kruk, Maestro Fénix and Valve
Pirate Ship: Mikko "OEM" Uusitalo
Misc props made by FunJob/FJmaps.
Ammo crate pillar made by Shana
Quality Control:
Original QC leaders: The Beeman, YouKnowWho, FunJob/FJmaps and Destined Cruz
Original QC participants: Pinkerton, Rockfish, Iron Unseenone, TBerg, Gingervitis, Madoif, Swamp Fox and The RS Clan
Remake QC leader: Maestro Fénix
Remake QC participants: Dominic, Lancelot Albiol, Raidensnake, Wheatley, Uchiha and Cementiet
Special Thanks To:
QC leaders and participants
Obsidian Conflict DEV team and community
Maestro Fenix
The Razor Blade Soldiers Clan
Hideaki Anno and all the staff at Gainax
Kaemon
And of course you
Mirrors:
Withheld until new order.
Tips:
Changelog
V2:
----------------Here ends the main thread replacement-----------------
So here is it. After a year, Nerv is back into action, with an improved gameplay and much more. I wanna thank all those who made this possible, and over all, FunJob, for originally creating it.
.bsp filename: oc_nerv
Date of release: 07/06/2011 (V1) - 18/05/2014 (V2)
Game Requirements: HL2
Suggested Players: 1-8
Estimated time to beat the map: 40 minutes (long)
Type of the game: Survival, Lives, Co-op
Size: 93.5mb on bz2, 216mb uncompressed.
Obsidian Conflict Map Database page: http://mapdb.obsidianconflict.net/map:nerv-a
Is recommended use FastDL in the server for a quick downloading of the files.
Mirrors:
Withheld until new order.
Description:
Based on End of Evangelion. The players must advance to the briefing room to get further instructions.
Screenshots:
Features:
- Lives gameplay* with checkpoints. Cooperate with your team or be victim of the Nerv slaughter.
- Rank and time systems. Beat the map with the higher score you can get as fast as you can or die trying.
- Easy and Hard difficulty levels, for those who want an extra challenge.
- Familiar scenes from the Anime.
- Equal combination of action and puzzles.
- Guaranteed at least 40 minutes of gameplay.
- Several unique bosses, some of them secret.
- 7 new weapons, each one having their pros and cons.
Credits
Original mapper: FunJob/FJmaps
Original writter: Kilroy Higgins
Remake Team: Maestro Fénix, Dominic and Tau-9
BGM:
Air on the G string Bach, performed by Sung Eun CHoi
Mysterious Orchestra MG-Rizzello
The Dice Game JCRZ
Hold the line Celestial Aeon Project
Point of Exit Piergiorgio Lucidi
Thanx Olev Serkov
Loop9: In Haste 2011 T-Bird
Phase10: Spiral T-Bird
I'm still here Macroform
Dies Irae Verdi, perfomed by Pueri Cantores Di Vicenza
Weapons:
Original advisor: Kilroy Higgins
Original scripters: FunJob/FJmaps and Kilroy Higgins
Remake scripters: Maestro Fénix
Glock 17: Tigg, XlongWayHome and Valve
M1911: Twinke Masta, Defeat, XlongWayHome and Valve
CZ75: Arby 26m XlongWayHome and Valve
M37: Maestro Fénix and Valve
Models:
C-130: HJMediaStudios and Maestro Fénix
Ballistic Shield: Bobson and Maestro Fénix
YAGR-3B: Maestro Fénix
JSSDF Soldier: Kruk, Maestro Fénix and Valve
Pirate Ship: Mikko "OEM" Uusitalo
Misc props made by FunJob/FJmaps.
Ammo crate pillar made by Shana
Quality Control:
Original QC leaders: The Beeman, YouKnowWho, FunJob/FJmaps and Destined Cruz
Original QC participants: Pinkerton, Rockfish, Iron Unseenone, TBerg, Gingervitis, Madoif, Swamp Fox and The RS Clan
Remake QC leader: Maestro Fénix
Remake QC participants: Dominic, Lancelot Albiol, Raidensnake, Wheatley, Uchiha and Cementiet
Special Thanks To:
QC leaders and participants
Obsidian Conflict DEV team and community
Maestro Fenix
The Razor Blade Soldiers Clan
Hideaki Anno and all the staff at Gainax
Kaemon
And of course you
Mirrors:
Withheld until new order.
Tips:
- Be cautious. Refill your health, armor and ammo every time you can. There are many tramps and ambushes ahead.
- Aside of increasing your chances of losing the game, you will lost points every time a player dies.
- Explore, look closely, there are hints and secrets around that can give you extra points or even save you from the death.
- Taking more time to beat the map that the one recommended will lower your rank. Don't stop moving.
- Saving Nerv personnel will grant you more points. Keep them alive as much as you can.
Changelog
V2:
- Name changed from Nerv A to Nerv, since Nerv B was cancelled and it has never been released to the public.
- Map not longer crashes with the ED_Allocs error.
- Not longer requires CS:S content.
- Vastly improved the performance on the map.
- Fixed huge FPS drop due the bad collision model of the seat rows.
- Fixed NPCS being directly spawned at the map.
- Reduced significantly the size, from 350mb to 216mb:
- Removed all unused and redundant stuff.
- Converted all the audio files to MP3 (except loop ones, that require being wav).
- Removed copyrighted stuff and replaced those with free to use/default material.
- Replaced several brushwork with models.
- Lowered the size of some textures without affecting their quality.
- Replaced some models with others that have been granted permission.
- Remade the entire gameplay:
- Map supports now up to 8 players.
- Some stuff may change depending of the player count.
- Improved NPC AI.
- Collision between players has been disabled.
- Fixed rank system that broke when the quick fix was made to Nerv A.
- Time system works now properly counting the time, and not with delayed triggers.
- Hard mode can be played correctly.
- Crates and barrels are cut due hitting the entity limit, as well as the funny npc names.
- G36C not longer makes an elevated damage.
- Balanced and changed the rest of weapons so it can be used all along the map.
- Dropped C96 and MP5N for not being different from other weapons.
- Added more waypoints to make easier the navigation through the map.
- Enabled some texts at the beginning explaining the gameplay that originally were deactivated.
- The first elevator not longer activates when recieving damage.
- Elevators now require to wait one minute before activating, in order to avoid map rushing/griefing. Also, added teleports for those who are left behind.
- The desks are now solid at Offices.
- Carrying the briefcase to the end gives you now points.
- Added a second button at the color puzzle that allows to restart it, avoiding make stuck the players that are not being able to find the sequence.
- The door of the color puzzle is now not solid, so it not longer closes and makes unbeatable the map,
- Added subtle red lights at the vent ducts to indicate the correct path.
- Falling elevator changed, now it fails correctly without being stuck by the players.
- Water puzzle not longer broken, now it allows to be solved.
- Finale changed.
- Changed the way to unlock the secret finale boss.
- Other many changes that implies map spoilers.
- LCL lake zone remade with new gameplay changes.
- Retextured Terminal Dogma in order to look more like the original at the Anime.
- Improved the aspect of several zones at the map.
- Not longer a weapon_frag falls at 0 0 0 (anyway this is a mod bug, the most that I can do is hide it).
- Added lobby and in-game menu server icons.
- Reduced size from 400mb to 350MB.
- Packed files onto the BSP for avoid missing textures.
- Added RES file.
- Reduced entity number for avoid ED_ALLOCS crash.
----------------Here ends the main thread replacement-----------------
So here is it. After a year, Nerv is back into action, with an improved gameplay and much more. I wanna thank all those who made this possible, and over all, FunJob, for originally creating it.