http://scmapdb.wikidot.com/map:incoming for info on secret buttons. ========================================================= Title : Incoming! (4.0 Edition) Filename : incoming.bsp Game : Half-Life SvenCoop Author : Ryan Heeley aka BMT Email Address : ryanheely@hotmail.com Web Address : www.myspace.com/heeleypi Description : Somewhere in the deserts of the U.S. After the residence cascade of the Black Mesa Research Facility, the superiors of the smaller mesa research facilities have grown increasingly paranoid towards their defence systems. Their defence systems can only go to a certain limit of effectiveness. The superiors of the smaller mesa facilities, under the pressure of military "clean-outs" following the black mesa incident, have decided to hire defence squads to further the chances of successful military resistance. You and your teammates have just clocked in for a second day of defending a small facility not too far away from the black mesa facility. Things seem to be in order... so far... The 2006 build is a new tweaked version for 4.0, adjusting gameplay and visuals in most areas. Also remade the secret mission, lots of melee fun! ========================================================= * Info * Single Player : Hell no (you'll get stuck at several places) Cooperative : Yes. 3 or more players required. New Sounds : f.wav - Extract from "Gong Show" by Dave Tipper f2.wav - Extract from "Fish" by Mr Scruff w2.wav - Made by Doc w.wav - Extract from "The Mario Twins" by Group X s.wav - Stolen from Quake (respectful theft ofcourse) s2.mod - "Mimi Mati Show" by Gandbox d.wav - "Doom 2 E1M1 Remix" by Doc - www.myspace.com/breakbeatdoc df.wav - Emilio Estevez laugh from Young Guns (awesome 80s film) New Graphics : Textures - Jungle/outdoor additions: one or two from Firearms version rc1 .wad a few from counterstrike .wad featured with de_predator - Michael Visser aka 3D_Mike One or two from my camera/the far reaches of the 'Intarwebs'. SvenFish Texture - BMT Models - Head Scientist - Turrican [No longer used] - HEV Barney - Sushi [Now updated, new HD version - model by ambient impact, skin by water-pheonix, from http://www.svencoop.com/forums/showthread.php?t=33841] - Desert Eagle - OmegaLE [No longer used] - Sabre - Scarecrow [Now updated, new version by 60 Megabyte File, with fixes by War_Nuker] - Aquasquid - (Unknown) [Now removed] - Shark - Raptor65 - Slime - WarpZone - FISH! - Hezus New Sky : Nope ========================================================= * Outdated Information I Can't Be Bothered Editing * The Map : Made from scratch Editor(s) : Worldcraft 3.3, Valve Hammer Editor 3.4, Wally, Notepad, ZHLT, HLCC, Paintshop Pro, Sound Recorder Known Bugs : Earlier test versions Jungle area caused pc to crash. This is because of Grunt models, which have been removed. Build Time : Another heavy fortnight (after the initial 1.5 weeks that took the first incoming) Build Machine : piii 733Mhz, 512MB Ram, 3D Prophet II MX (Geforce II spinoff) Compile Time : Bout 5 hours 0_0 R_speeds : Acceptable! MIGHT be a tad slowish on a lowend (or even a highend) PC when all monsters are in the map, but I think its acceptable for internet play. Author's Notes : Sorry i couldn't get -wadinclude to work, i have no f**king idea why it didn't, i used the command line, the bat file, HLCC and ZHLT Compile GUI, none of them worked, so screw wadinclude, the wads seperate, but still i dont see all the fuss about a seperate wad file. It is advisable to defeat all enemies before proceeding to the next area. This applies mostly to the fishes and the grunts. Once the inner valve is pressed the fishes will stop respawning. (Or at least they're supposed to) Oh yeah you better leave the map when first running it for a few seconds while it builds the node graph. Thanks to Dutchtux for the Desert Eagle he converted that was used in the first version of incoming. Thanks to Sven Viking for.. well, you guys will just have to find out eh ;) Thanks Sven :D For those observant gits, yes, some detail has been reduced (just a few bits here and there) to account for the texture and entity limit, to which i drastically overshot at one point. For those who want to know some tips and stuff I first used the trick of turning complex detailed items into func_walls.. but after running out of entities I had to convert em back to worldspawn and use the good method of moving them 1 unit away from the contacting walls. Also when using this method on mostly everything and still finding i ran out of entities, I employed the great idea of "killing" the entities you won't see from the routes you don't take. Oh yes by the way there's 4 different ways to go in this map ;) Thanks to the following artists: Travis, Oasis, Blur, LTJ Bukem, Daft Punk, Fat Boy Slim, Linkin Park Thanks to the whole of the SvenCoop community.. well the good side at least.. The following need a special mention: - Gore - You muppet ;D - Hezus - Thousands of inspirational maps by you aided me in the making of incoming ;) - Mad Jonesy - Always on hand to take my whining and the supplier of alot of decent ideas and advice ^_^ - Sven Viking - For being "the man" and for liking "Another World" and "Flashback" =D - Prod - For making an avatar that made me laugh and also providing anti-whine when my email went down -_- - Nomble - For making me laugh and whooping me at HLDM ========================================================= * Installation * Comes with SC!! If you need to read this part you've done something silly! ========================================================= LOOK FOR THE SECRET ENDING! Find the secret buttons! (4 required per map run through for activation)