Polar Rescue By Adam "Adambean" Reece Version: Revised 4, 16th May 2015 More information about this map including reviews, screen shots, ratings, and comments are available at the Sven Co-op maps database: http://www.scmapdb.com/map:polar-rescue .: Description :. A global 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. 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 landing platform is clear. Use a radio to call for your extraction once your mission is completed. Your objectives are: 1. Rescue all hostages before they are executed 2. Disarm all nuclear warheads 3. Collect all secret documents 4. Clear the landing platform 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 a short time before the gang boss has them executed! Ensure they are safe before attempting any other objectives. Failure will denote your redundancy to our elite team -- and nobody leaves us, alive. .: Credits :. Map created by Adam "Adambean" 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 5.0 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) Revised (17th September, 2010) * Added more spawn points as a lot of tele-fragging was happening at the start of the map * Embedded all my custom textures in the BSP * The hostage execution timer is now cut off once the boss is killed, as many players could not find the cell key easily * ^ Because of this, the hostage execution timer is down to 15 minutes from 20 * Tweaked a lot of the map core entities, should save some time and memory Revised 2 (7th June, 2011) * Compiled map with Vluzacn's ZHLT 'VL23' (custom x64 build with special limits) * Fixed a server crash when destroying a nuclear missile * Fixed hostages sometimes freezing prior to entering the bottom floor teleporter * Added messages to go with the remaining time announcements (top of the screen) * Added Opposing Force knife to start equipment * Using Opposing Force global model/sound replacements * Increased 5.56mm start ammo from 1 clip to 2 clips Revised 3 (1st October, 2011) * Fixed a server crash when a sniper assassin turns off the lights (I hope) * Fixed a floating pipe -- silly me * Fixed scientists not always moving to the teleporter properly (I hope) * Added ultimate ammo replenishment backpack to the secret room * Fiddled with some details, obviously Revised 4 (16th May, 2015) * Compiled map with Vluzacn's ZHLT 'VL33' for Sven Co-op 5.0 * Added difficulty selection at the start * - Normal: 20 minute execution timer * - Hard: 15 minute execution timer, extra guards, no ammo/item respawning * Added sounds to individually issued messages that may go missed * New red door and blue sign textures * Overhauled many sections of the map * - Added a chasm with a retractable bridge * - Added a checkpoint activated when the bridge control room is entered * - Added a ledge around the cliff side just for Solokiller * - Added a medic with the cave ally bursting through the wall * - Added environment sound FX across the map * - Converted a level 1 storage room into a landing platform * - Converted a level 2 storage room into a workshop * - Converted a level 3 storage room into a radio room * - Converted storage cage on floor B2 into bridge control room * - Merged main elevators so 1 spans all 3 floors with the maintenance shaft * - Moved the extraction point to the landing platform (when the cover opens) * - Moved the hostage cells across the chasm * - Redesigned the executions room to an incineration chamber with cut-scene * - Replaced some male assassins for other NPC's (Barnabus and Otto) * - Removed some pointless rooms * - Removed the alarm button * - Removed the ice on the cliff side * - Removed the map in the start room (until I update it) * - Removed the teleporters -- that was just a silly idea * - The objectives phone will move to the bridge control room once reached * - Tweaked all ambient sounds * Lowered start health back to 100 * Rebalancing to the skill configuration * Rebalancing to the NPC's so it's not all just instant kill by assassin * Replaced transparent text textures for sprites * Vastly optimized map details and their performance impacts .: 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@svencoop.com]