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Testers needed for Private Beta (Transmissions : Element 120)

  • Shokunin
  • March 3, 2015 at 3:51 AM
  • spence
    • March 16, 2015 at 2:45 PM
    • #21

    Has this updated version solved anything with the missing assets? I had this issue in the build from the first round of testing, and installing CS:S and re-validating SDK 2007 Base per the other e-mail didn't solve the issue

    I noticed that one of the paths in the gameinfo was episodic. Do I also need Ep1/2 installed perhaps?

  • ElectroSheep
    • March 16, 2015 at 2:49 PM
    • #22

    Same as Spence

  • FMPONE
    • March 16, 2015 at 2:52 PM
    • #23

    I'm down to test ~

  • Shokunin
    • March 16, 2015 at 6:12 PM
    • #24

    This build should have resolved all the missing assets. There may be a few particles or decals missing but I believe I got them all, if you spot anything please let me know. You no longer need CS:S either.

  • blackdog
    • March 16, 2015 at 8:51 PM
    • #25

    I can only say I have HL2+Ep1+Ep2 installed and haven't had model problems.

  • marcnotmark
    • March 16, 2015 at 10:04 PM
    • #26

    This looks great- can't wait to check it out when I get home tonight!

  • FMPONE
    • March 16, 2015 at 11:06 PM
    • #27

    Very impressive!


    Quote

    What caught me off guard is how polished the visuals are, wasn't expecting that! Gameplay wise I think the weapon balance is a bit off, in the sense that your custom weapon is insanely OP and there's not much point using anything else, TBH. When the gun is that strong, why not just spam it constantly? I know I did. The only time I used another weapon was when the game specifically required me to, like with the strider fight at the end.


    I think honestly that's my biggest complaint, it made the game feel a bit "cheap". I also think some of the player navigations and instructions in the tunnels just aren't there, for instance I only got past the part where you have to wind up the generator in the zombie pit, because I somehow glitched the rebel turret through a wall. That distracted the zombies enough, I guess. That whole part felt a bit odd to me, I think there was some intention for the player to use the metal slots, but I didn't bother, didn't really know how to either.


    Overall I give the experience very high marks, I was impressed. I liked it a lot, even when it felt a little bit unclear where to go, I stuck with it and didn't give up. Great stuff.

  • Shokunin
    • March 17, 2015 at 3:11 AM
    • #28
    Quote from FMPONE

    Very impressive!


    Thanks! Did you finish the whole thing?


    Quote

    I understand your point about the gun being OP. Instead of pulling the power of the weapon back I wanted to try throwing tons of enemies at the player, like in the large zombie battle. The weapons firing rate does gradually slow down due to constant firing but perhaps I can increase that.


    Before testing wtih mapcore I've only had a few other people test it and the feedback I was getting is that it was too hard. Perhaps I pulled it back too much.


    You weren't the only person getting confused with the crank wheel in the zombie pit. It may be something I need to address. The zombies can't see you when the generator is off, so you have to jump in with them and then turn the crank. Once the door is open and light pours into the room, they can see you again so you have to make a quick escape.


    Did you read the QR codes near this pit or see them? Did you know you could read them in-game by zooming?


    Thanks for you feedback!

    Display More
  • FMPONE
    • March 17, 2015 at 3:17 AM
    • #29
    Quote from Shokunin


    Thanks! Did you finish the whole thing?


    Quote

    I understand your point about the gun being OP. Instead of pulling the power of the weapon back I wanted to try throwing tons of enemies at the player, like in the large zombie battle. The weapons firing rate does gradually slow down due to constant firing but perhaps I can increase that.


    Before testing wtih mapcore I've only had a few other people test it and the feedback I was getting is that it was too hard. Perhaps I pulled it back too much.


    You weren't the only person getting confused with the crank wheel in the zombie pit. It may be something I need to address. The zombies can't see you when the generator is off, so you have to jump in with them and then turn the crank. Once the door is open and light pours into the room, they can see you again so you have to make a quick escape.


    Did you read the QR codes near this pit or see them? Did you know you could read them in-game by zooming?


    Thanks for you feedback!

    Display More


    Quote

    I did finish the whole thing. Enjoyable experience. I played it on normal difficulty I think, so it might have been more of a challenge if I cranked it up to hard. Probably would be. I think the lighting idea is something you need to establish beforehand. Same with the QR codes. No idea that you could scan them if you zoomed in, that's new info. Hard to explain to players perhaps, something like that might require an explicit message, unpleasant as those are. At least if you want that to become a true mechanic in the game. Leaving the QR codes in is cool, but not many players will have the commitment to a mod to scan them through other means (is this even possible? seems like a portal ARGish type mechanic, if it were. cool, but only feasible thanks to the massive Volvo-hype train.) Anyway that's a cool idea if you can make it work.

  • Shokunin
    • March 17, 2015 at 4:07 AM
    • #30
    Quote

    There are training hints on the first four QR codes but they're currently setup to only appear if you stop and look at them briefly. Most people have been missing them.


    I'm going to try adding more hints and increase the chances of the hint messages appearing for those.


    They are real QR codes and I have successfully decoded them using apps on my phone as well, but its not easy to do.

  • onebit
    • March 17, 2015 at 12:06 PM
    • #31

    Great flow, great visuals, great mod.

    Quote

    I'd really like to have used the gun in the final boss fight. How about some flying enemies? Those would probably be challenging to shoot with the orbs.

  • Shokunin
    • March 18, 2015 at 2:59 AM
    • #32

    Thanks Onebit!


    Quote

    I've considered the same thing. I may ultimately change it to include the manhacks (flying enemies) since the majority of people who've played so far think that last combat is too easy. At the very least it may be a change in a later version.

  • Klems
    • March 19, 2015 at 12:08 AM
    • #33
    Quote

    The modified gravity gun is so powerful and spammable, the only incentive not to use it everytime and everywhere is the annoying screen deformation effect. Not that it didn't stopped me, mind you. You should just remove the other weapons, they're completely useless in this current state.

    As for the weapon itself, it's basically an unlimited ammo rocket launcher with no self damage, kinda absurd when you think about it. I like the fact that you can rocket jump. As a Quake player I used this everywhere I could. I probably skipped a third of the content because of this.


    I think you can make something more elegant with this. Less combats, more puzzles, more plateforming. It looks like you weren't sure where you were going. Maybe do something with the secondary fire, like bouncing orbs, I dunno.


    I have mixed feelings about the last part. It was fun because it was so open, you could jump anywhere and blow shit apart. It was also extremely bland and boring to play as you could just jump on a roof and bomb everyone on the ground. Strider aren't really fun to fight, especially with a weapon like this. I wish I had the time to explore the last part and explode everything by myself, this would have been way funnier than this.

    At least in the zombie assault I had an incentive to rocket jump around, zombies are close range so you have to keep moving. I almost got caught at some point. It was a bit chaotic.


    Some weapons are so powerful even throwing a bazillion of ennemies at you doesn't change anything. This is the case here.


    I wasn't sure what I had to do in some part, like the hidden switch for instance. The only reason I found it was because I resorted to spamming my use key everywhere. Also the zombies in the next part, why do you need to put so many of them? The same result could be achieved with only 3 or 4. I got through that part because the zombies glitched and stopped moving.

    And dear god change your generator looping sound.

    Display More


    Apart from the gameplay and gimmicky mechanics, the rest is really good. The maps are really pretty and the engine modifications are impressive.

    Also I see what you did there

  • Shokunin
    • March 19, 2015 at 4:34 AM
    • #34

    Hello Klem, I appreciate your honesty & critisicm.


    I originally wanted to have more puzzles, there was one just before the final combat. I had to cut it due to time & engine constraints. The final map pushes the limits of the engine in just about every category and I just ran into limits (max bsp, max models, max props, max entities, etc.). I couldn't easily push it into the previous map either due to the layout and logical flow of things. On time, well this project has taken a ton of my personal time and has been a real challenge getting it this far. To make changes big enough to fit a puzzle into the pervious map was just be too much of a set back.


    Here's a video of the block-in for that puzzle if you're interested:

    http://youtu.be/qXW4D2fGVKA


    If I get the opportunity to pull off a sequel in some way I definitely want more puzzles. Maybe someday with a newer engine hopefully.


    Quote

    As for the weapon being over powered, I'm definitely going to think on that and make some changes. Several people have said the same thing.


    There's been quite a few people getting stuck or confused in the set of challenges before the lab. I'm making some changes to help address that.


    Good job finding the original reference for the courtyard! It's a fairly famous abandoned building so I figured it would be found, but not this quick! Usually when I use photo reference I take bits and pieces, that building was so interesting and unique I just wanted re-create it as is.


    Thanks again! I appreciate your feedback.

  • Squeebo
    • March 25, 2015 at 1:39 AM
    • #35

    Might give this a try in a bit! Definitely great visuals, judging by the screenshots; will have to wait to comment on the gameplay.

  • Shokunin
    • March 25, 2015 at 2:10 AM
    • #36

    Hello everyone,


    I've uploaded what I hope is the press release build. It's got a few updates that you can read in the changelist below. I'm looking for anyone, previous testers or new, to play through and confirm completion of the game.


    You guys will also be the first to preview the launch trailer. Feedback is appreciated and please do not share this link outside of mapcore:

    (720p - 32mb)

    (1680x1050 - 98mb) - My monitor can't go any higher!


    Thanks again everyone, I appreciate everyones feedback and help.


    The build is located here in zip or exe form along with install instructions (again, please do not share this link outside mapcore):

    http://1drv.ms/1OyARWi


    Changelist:

    • Quote

      The zero point energy projector (ZEP) overheat mechanic & energy needs have been tied to suit power (the same power used for sprint).

    • Quote

      ZEP overheat parameters were increased slightly & there is an exponential increase in wait time up to 4 seconds. Delay between shots increases faster in hard mode and recovery decay is much slower, this makes the large zombie battle very intereting!

    • Quote

      ZEP overheat & energy dependency is represented by the suit power hud element and its also been added to the crosshair quickinfo hud element.

    • Quote

      Striders no longer take damage from the ZEP. Before you could slowly kill Striders, now required to use the RPG.

    • The radar now flashes when passing near radiation.
    • Quote

      Hints now appear on how to read QR codes for every code in chapter 1 until a QR code is succesfully read.

    • Fixed bug with rendering of some water in chapter 3.
    • Replaced annoying generator sound.
    • Quote

      Fixed bug with a gnome occasionally spawning twice.

    There are a few known issues that I haven't been able to reproduce or resolve that I hope to fix in a later build, but until I can figure them out they will remain.

    • Very very rare crash occurs when using the special weapon to shoot certain physics objects in chapter 3.
    • Performance in final chapter is occasionally extremely poor (less than 10 fps) but fixed after restart.
    • Lighting sometimes twitches on physics objects in a section of chapter 3.
    • Quote

      Reports that wheel in zombie pit in chapter 1 sometimes does not open door.

  • Mark C.
    • March 25, 2015 at 4:03 AM
    • #37
    Quote

    Just wanted to report a bug that may or may not be repeatable which prohibited me from continuing the mod beyond the very beginning of chapter 3.


    After triggering the load in the tube which I assume lead to the beginning of chapter 3, at the end of which you had to break a barrier previously blocking your passage before you acquired the ZEP, I was spawned without any weapons. I proceeded to walk back along and reload the previous section, seemingly overwriting my save in which I had any weapons.


    A factor that may have caused this is the fact that in the previous traversal of that area without the weapon, I had went along that corridor before continuing on the intended route although I cannot remember if there was a level load there at the time. Another factor was that I *might* have ABH'd* into the load trigger, prompted by the long corridor


    *ABHing being an exploit in the post-orange box version of the engine which is used to gain a high velocity in a short amount of time.


    This bug occurred in the previous build of the mod a few days or so ago so I might be missing some info.

    Display More
  • Shokunin
    • March 26, 2015 at 1:25 AM
    • #38

    Thanks Mark, I'll investigate. Sounds very strange.

  • ESToomere
    • March 26, 2015 at 6:49 AM
    • #39

    Any other site than OneDrive? I'd love to get onboard.

  • Shokunin
    • March 26, 2015 at 8:47 PM
    • #40

    Does the onedrive link not work for you? I'll be posting it in more places soon, but for onedrive you shouldn't have to log-in or anything to download.

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