Welcome to Polar Rescue By Adam "AdamR" Reece Version: Public Release, 22nd August 2010 More information about this map including reviews, screenshots, ratings, and comments are available at the Sven Co-op maps database: http://www.scmapdb.com/map:polar-rescue A lot of work goes in to producing a map and it's content. Please do not steal content from this map without permission from the original creator. If you ask nicely we normally say yes :) .: Description :. A gang of illegal arms dealers have taken a 5 man team of the world’s finest nuclear specialists hostage to a hideout of theirs in Antarctica. Your Sven Co-op team has been selected specially to rescue them. Knowing the captives well they are likely to refuse working with terrorists or similar even under torture, we have learned that the gang will kill them when they find out they have no use for them. Stealth is the key in this mission. A guard activating an alarm will massively impair your status. The gang have also constructed several mini nuclear rockets that are currently being stored in the same hideout. Disable any nuclear equipment on the premises to put a stop on further production. Be sure to pick up any documents. They will tell us what this gang intends on doing in the near future. You will have to get in secured storage areas to find them. 2 elite soldiers have already been dispatched to the area. Hopefully they will be able to reach you and assist you in your mission, though don't hold your breath for their arrival. An Osprey helicopter will arrive to extract your team and the hostages once all your objectives are completed and the insertion point is clear. Use a radio to call for the Osprey once your mission is completed. Your objectives are: 1. Rescue all hostages before they are executed 2. Disarm all nuclear weapons 3. Collect all secret documents 4. Clear the insertion point for extraction 5. Radio for an extraction Osprey once you have all hostages in a safe area (radio room) Rescuing the 5 hostages is your absolute top priority, and you only have 20 minutes before the gang executes them! Failure will denote your redundancy to our elite force -- and nobody leaves us, alive. .: Credits :. Map created by Adam "AdamR" Reece http://www.reece-eu.net/adam.php Find more of my maps at the Sven Co-op Maps Database http://scmapdb.wikidot.com/mapper:adamr Protector for helping me with some new entities http://www.svencoop.com/forums/member.php?u=3686 The Sven Co-op team for letting me use the very latest code to make and test this map on http://www.svencoop.com/ "Polar Day" sky map by [WTF?]Deraj at The Wadfather http://www.planethalflife.com/wadfather/ The following people for their time helping me test this map: (in order of who played the map first) * Decca * Amnizizizizizizizizizizizizu * Dynamite * Liberator * Shryko * Rich-Kane * Voltage * Retro-Fishino-Mafinao-Garyoako .: Known issues :. This map requires Sven Co-op 4.5 or later to run because it uses some new entity features from it. Please use this thread to report new bugs: http://www.svencoop.com/forums/showthread.php?t=37324 .: Change log :. Development (22nd July, 2009) * Map started Alpha 1 (29th June, 2010) * Map completed (afaik), ready to be tested Alpha 2 (13th July, 2010) * Added env_sound entities to apply various effects in cavernous/tunnel/large areas * Moved the two mini-turrets away from the corner of the wall so their sounds work Alpha 3 (15th July, 2010) * Added even more HINT/SKIP brushes for better performance * Added sound to the nuclear missile explosion * Set up env_sound according to Puchi's position/radius recommendations * Used HLFix to export a MAP from RMF -- it actually turns out much better * Fixed nuclear missile explosion not killing players * Fixed nuclear missile warheads having bad brushes Beta 1 (21st July, 2010) * Added some extra detail to the middle floor * Fixed 2 scripted guards not always trying to run to their buttons * Fixed hostage safety zone * Tweaked skill configuration * Using final compile configuration Beta 2 (26th July, 2010) * Added some extra detail here and there * Fixed lighting in pretty much all areas, apart from the bottom floor storage room * Fixed random guard in the bottom floor storage room blocking players in by the teleporter switch * Removed some ammo from main corridors to encourage players to search rooms more * Tweaked brushwork around the fuel area * Tweaked monster nodes * Tweaked skill configuration Beta 3 (29th July, 2010) * Compiled map with newer SHLT x64 (3.9), no actual map changes Release Candidate 1 (6th August, 2010) * Added some extra detail here and there, couple more lights to help solve "blackholes" * Added some extra guards for when the alarm is activated * Increased starting health and armour from 150/100 to 200/200 as the guards are actually very hard * Made the blue stacked pipes near the fuel area hollow, they looked stupid with black texture ends Release Candidate 2 (7th August, 2010) * Optimized node layout according to Puchi's advice * Put starting armour back to 100, as 200 was just too much Release Candidate 3 (12th August, 2010) * Added a push block forcing the hostages to move slightly in the execution cut scene, to ensure they die * Added some extra detail here and there * Added some extra guards to the reactor room * Added two HEV chargers and some batteries dotted about * Inverted the breakthrough tunnel direction in the bottom storage room to fix bad lighting * Sort of fixed the 2 scripted guards not doing their thing Release Candidate 4 (17th August, 2010) * Added lasers to the vault, though mainly for decoration * Added some extra detail here and there * Fixed scientists in the execution cut scene not being in the intended pose (thanks Soctom) * Fixed guard action scripts (thanks Sven Viking) * Fixed some odd brushwork * Made the keycard slot texture a bit better * Some new girder textures for the vault Public Release (22nd August, 2010) * Added HUD info to most breakables, so players know they can break them * Compiled map with Vluzacn's ZHLT 'VL17' (custom x64 build with special limits) * Fixed invisible battery in front of the 2 chargers * Fixed invisible sinks in 2 of the jail cells * Fixed some odd lighting holes, thanks to Vluzacn's ZHLT modifications * Moved the hostages away from the tight clipping area in case they get stuck (rare) .: Thanks :. Thank you for downloading and playing this map, I hope you enjoy playing this map as much as I did creating it. Adam Reece [adam@reece.myzen.co.uk]