oc_NervA -Updated June11-

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Re: oc_NervA -Updated June11-

Post by Funjob » Mon Jun 13, 2011 12:25 am

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.
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Re: oc_NervA -Updated June11-

Post by destiny » Mon Jun 13, 2011 1:18 am

such a waste that you wont make maps for oc anymore seeing how well nerv_a was.
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Re: oc_NervA -Updated June11-

Post by CyborgParrot » Mon Jun 13, 2011 1:22 am

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.
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Re: oc_NervA -Updated June11-

Post by Axel_m3sh » Mon Jun 13, 2011 1:23 am

sad to hear, unless you plan to give the source to someone else to fix it up but I highly doubt that, oh well

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Re: oc_NervA -Updated June11-

Post by Funjob » Mon Jun 13, 2011 3:07 am

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.
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.
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Re: oc_NervA -Updated June11-

Post by Maestro Fénix » Mon Jun 13, 2011 8:50 am

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.
That's sounds like you surrender and left die this map.
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Re: oc_NervA -Updated June11-

Post by fug4life » Mon Jun 13, 2011 9:28 am

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.
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Re: oc_NervA -Updated June11-

Post by fug4life » Mon Jun 13, 2011 9:39 am

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.
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Re: oc_NervA -Updated June11-

Post by Funjob » Mon Jun 13, 2011 11:08 pm

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.
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Re: oc_NervA -Updated June11-

Post by Maestro Fénix » Thu Jun 16, 2011 7:25 pm

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?).
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Re: oc_NervA -Updated June11-

Post by Maestro Fénix » Tue Nov 01, 2011 3:02 pm

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.
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!?).

I have to search time, but like Fug said, there are a lot of fixes/improvements that you didnt did.
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Re: oc_NervA -Updated June11-

Post by raidensnake » Sun Dec 25, 2011 8:11 pm

Any plans on ever fixing the constant ED_Allocs error? People want it installed but whenever I do install it constantly crashes the server.

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Re: oc_NervA -Updated June11-

Post by Maestro Fénix » Sun Dec 25, 2011 9:42 pm

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).
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Re: oc_NervA -Updated June11-

Post by Maestro Fénix » Thu Apr 04, 2013 7:15 pm

*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
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Re: oc_NervA -Updated June11-

Post by Maestro Fénix » Sun May 18, 2014 2:37 pm

Image 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:
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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.
*Due a current fault with lives gamemode not being able to trigger on all the players dead, it is on use a simulated one. This will be changed at the next version of the mod.



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.
V1 (Quick fix version):
  • 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.
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