Insurgency

Insurgency

prophet_coop (BUGGED, DO NOT PLAY!)
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).
KingGambit  [author] 25 Oct, 2014 @ 7:03am 
@pjz I uploaded another build for the map earlier this month. I'm not sure what the issue was but it seems the problem isnt there anymore (thnx SeeEmilyPlay) :csgoanarchist:
-EBS- PJ 24 Oct, 2014 @ 5:53am 
I downloaded it from Gamebanana and you wrote there

"NOTE 10/10/14: It's been brought to my attention that this map might crash the server. Please refrain from using it until I reupload a solid build. It'd be better to subscribe to the workshop link so that the map will update on its own. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=323454795Thanks!"

I need the latest version from Gamebanana because I manualy want to add them to our server and fastdownloadserver.
SeeEmilyPlay 23 Oct, 2014 @ 10:16pm 
I can confirm it doesn't crash servers. We have played this multiple times without issues.
KingGambit  [author] 23 Oct, 2014 @ 9:49pm 
no idea. I asked peopel to post here if they had any issues still
-EBS- PJ 23 Oct, 2014 @ 5:45am 
I got it from gamabanana.
Does it still crash the server?
SeeEmilyPlay 17 Oct, 2014 @ 1:19am 
Are you able to upload this to gamebanana and/or insmaps so we can get the .txt and .nav files for server side upload, please?
KingGambit  [author] 15 Oct, 2014 @ 7:00pm 
ah that's beautiul arc! Just finished up prophet, I'll start working on the coop version right now :D
Lampião 15 Oct, 2014 @ 12:53pm 
How can i test a map? it can be with bots too ,sorry for my ignorance
Arc 10 Oct, 2014 @ 3:28am 
http://imgur.com/a/eRATN
Screenshots with descriptions, so pls read carefully
Further feedback: map have no overview so it's hard to orienatate in it, half of the map is unused, so either change layout of the objectives or block&cut unused part (which will save a lot of resources).

So far no other ideas from me, so if you want more feedback, contact me and we will test-play this map so i can pinpoint exactly where-what-why.

Also i tested it with god mode, killed 80 bots and no crash on stable branch, so idk, i will do more play-tests later with my friends.
Arc 8 Oct, 2014 @ 2:54pm 
today, the map was loading really slowly. And yep, it's crashing all the time, only this map, we've palyed couple of other custom maps (workshop) and they were fine, played yours, fine, then map change and server crashed just like any time i've tried. Server did not get any memory leak as i was closelly watching it via Process XP (replace of task manager, free useful tool).

I mean the "sandstone" textures on some irregularly shaped objects. And if i may ask, move the startpoint (first SEC spawn) a little bit further to back since you have spawning point for INS on the balcony on left side and sometimes RPG bot smashes all the SEC team 0.05 seconds after round starts.

So i asked for feedback from my friends just now: Bots should not spawn right in Alpha after capture/defend wave.
KingGambit  [author] 8 Oct, 2014 @ 2:25pm 
I'll try making the spawn bigger. I did add 8 spawn points per spawn though, so I'm not sure why players are overlapping.

Are you talking about the brick textures for low res? I might have to replace that texture (if the bricks get too small, you see the texture map pattern and it looks even more unrealistic).

Thanks for the bug report; is it consistently crashing the server every time? Just my map? I tried to figure out what that error is online and people are saying it's an issue with the server/RAM. I'll recompile and see if it fixes it.
Arc 7 Oct, 2014 @ 3:34pm 
Map is not working properly, it will crash server due to CUtlRBTree Overflow when map changes to another one.

Tested in beta build v1.4.6.4 server with 30 bots difficulty 2.
Arc 7 Oct, 2014 @ 1:58pm 
feedback: make the initial spawn bigger so 8 player server will be spawning in proper position and not inside of each other.

Those low resolution textures ruining whole feeling, but it's a good map (so far we did not manage to got on Bravo :D)
Arc 7 Oct, 2014 @ 10:16am 
nice, supported modes ?
KingGambit  [author] 7 Oct, 2014 @ 9:23am 
Ya sure thing. It's functional and for the most part a solid build. I just have some issue with the nav mesh at the final cap point (bots can't seem to find their way to it)
Inflames47 7 Oct, 2014 @ 5:00am 
looks nice, let me know when it's a final.
KingGambit  [author] 6 Oct, 2014 @ 8:10pm 
It's still not totally finished. I have some issues with the nav mesh.