Insurgency

Insurgency

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prophet_coop (BUGGED, DO NOT PLAY!)
   
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Maps (co-op): Checkpoint
File Size
Posted
Updated
51.739 MB
6 Oct, 2014 @ 7:56pm
16 Oct, 2014 @ 12:13am
2 Change Notes ( view )

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prophet_coop (BUGGED, DO NOT PLAY!)

Description
IMPORTANT NOTE: Unfortunately, this map has a bug I was never able to fix that crashes the server. Sorry. :(

I'm only leaving this item up for people to personally run around in I guess.


Description: Excavated temple built for a prophet.
27 Comments
KingGambit  [author] 21 Aug, 2017 @ 11:46am 
Yeah, sorry dogman, I never got to figure out what was causing the issue. Spent an entire month asking around the developers' forums. :( Thanks for reminder though. I will update this item to warn others.

Dogman <<AD>> 18 Aug, 2017 @ 4:25am 
Had to take map out cuasing the server to crash
Arc 30 Oct, 2014 @ 2:02am 
again, same error after changing map ://///
Ben 29 Oct, 2014 @ 5:15pm 
Just played it on Arcs server: No intogether spawning (with 2 players) and a fair spread of bots up to alpha (never exceeded more than that D:)
Ben 29 Oct, 2014 @ 5:10pm 
Great map and a lots of fun to play.
I would appreciate some more ambiavent effects like music or environment effects.
Arc 27 Oct, 2014 @ 4:44am 
I can play test the map, but i'm not a mapper nor i have necessary skils with Hammer :/
Anyway, as i said, i need others to test with Beta server if this map is causing issue or not (i have friend of mine which will probably help me with that). I'll keep you posted.
KingGambit  [author] 27 Oct, 2014 @ 3:51am 
@arc yeesh, I added extra spawns, not sure why they're stacking in one spawn entity (maybe there's some kind of priority issue I'll have to check).

As for the bots spawning right next to Alpha, I honestly have no idea why that happens; the spawnzone entity for the Bravo set of bots is placed inside the pool/cellar area.

If you (or someone you know) is good with hammer and debugging, I'll send y'all the vmf to take a look if you want.
KingGambit  [author] 27 Oct, 2014 @ 3:46am 
Hmmm, I'm sure I fixed all the stuff you posted Arc. I'll check again and reupload another build later this week.

Sorry guys! I really appreciate that y'all wanna play my level and are giving feedback.

1. I don't think I'll ever figure out why my map crashes servers... :( I've been looking up for help online for literally months now to no avail. <-- this one is a big buzzkiller for me right now.

2. In regards to the spawn positions/nav mesh issues, as far as I know, I can't do anything about it (the game doesn't necessarily abide to the ins_spawnzone entities for some reason, and I have yet to figure out how the hell the game knows where to spawn bots for counter-attacks.)

As I said, I'm pretty bogged down working on another project at the moment. If anyone is willing, I'll send you the vmf and assets and I can give you ownership of the map and everything needed. I feel guilty that I'm not providing the proper fixes for the map for the players.

Thanks again for all the feedback
Arc 26 Oct, 2014 @ 10:51pm 
Feedback:
Still spawning inside each other on the start:
http://imgur.com/qxuSzBC
http://imgur.com/Z9kXVOn

Still pretty damn unreasonable bot spawn AFTER you capture Alpha:
http://imgur.com/zlpRN9l
http://imgur.com/2qcJXhe (yes, he actually spawned right there)

Charlie is still white

Little susgesstion: it is unfair and unrealistic if you spawn bots so close to the alpha after capture or successful defend, make it Weap Cache instead of CP.

Thx for previous fixes, i really like this map :)
Arc 26 Oct, 2014 @ 1:43am 
@Emily: Beta server ?

@OP: still crashes due to CUtlRBTree Overflow on my beta server, this is the only map that is doing this (and i have all custom coop maps on mapcycle there and some of them are workshop versions).
Everytime when the map is changed (either "replay" or replaced by another map).

I spoke to the eXnihilo and he have no idea why it's happening :/

It is viable if anybody can test it on Beta Branch, so we can confirm/deny this issue.

Gameplay feedback: Ins spawns after you capture alpfa are still messed, see my previous screens with description,

I spoke to my friends when we played this map, we then run with frozen bots and i show them the objectives and they said same things as me, onbjectives past Charlie are not placed very well, 50% of the map is unused :/ (i'm okay with that if you cut off parts which are not accessible and those which are unused yet accessible block and cut them off for better performance or more things you can add without reaching a limit).