THE TOMB OF DEATH v1.2 ====================== A Sven Co-op map series by Ben "generic" Meakings. Contact - b.meakings@gmail.com Website - http://generic.awardspace.com/ _______ / About \______________________________________________________________________ | | | You are a team of mercenaries exploring an ancient tomb looking for a team of | | archeologists reported missing, you don't see them anywhere, but you do see | | plenty of horrible monsters, and now you must fight for your life. | | The individual map MOTDs have much more plot information for reading in-game, | | this is just a quick intro of the map. | | | | Map type: Walkthrough | | Players: 4 - 6 | |_______________________________________________________________________________| ___________ / Uninstall \__________________________________________________________________ | | | Run the uninstall_tombofdeath.bat file in the SvenCoop folder and follow the | | instructions. If you want to cancel it, you must click the close button. | |_______________________________________________________________________________| _______ / Notes \______________________________________________________________________ | | | Feel free to redistribute this map pack, but in it's entirety and without | | any modifications. If you wish to publish it, please contact me first. | | | | This isn't a Half-Life themed map - there are no HEV or health stations. To | | replenish armour, you can pick up armour vests that will give 100ap. Medkits | | will heal you 50hp. | | | | Portals in this map use an anti-telefrag mechanism that will reverse the | | the effect of telefragging. The portal will change appearance when a player | | enters so to show that it's unsafe to enter. After 2 seconds the portal will | | change back into the original form. | |_______________________________________________________________________________| ___________ / Changelog \__________________________________________________________________ | | | 1.2: | | - Maps are named with the version number so to eliminate the problem with | | servers and clients having different versions. | | - Improved the lighting by increasing light entity brightness and added more | | light fixtures. | | - Reduced Gargantua's health from 2,500 to 2,000. | | - Gonomes hatched from eggs will be baby Gonomes, which will use the Licker | | model from the Resident Evil maps. They will have 100 health. | | - Blood Gonomes will use the Archville model from the Resident Evil maps. | | - Fixed bugs: | | - One of the mounds that rose and spawned a Gonome in the second map | | boss fight sometimes stayed, so the Gonome couldn't be killed. | | - The Door unlocking sound didn't play after completing the puzzle in | | the beginning of the second map. | | - Updated first map: | | - Significant changes to corridor layout to simplify routes and shorten | | travel times from spawn. | | - Added several shortcut corridors and doors to shut off areas to help | | prevent players getting confused. | | - Slightly increased opacity of trap light beams as they were too faint. | | - Changed sliding floor over slime pit obstacle to be harder. | | - Retextured the room below spawn to give it a more alien look and start | | off the theme that the tomb isn't what it appears to be. Players can | | also jump through the holes in the door to escape the explosion. | | - Spaced out tents in the large end cavern so players won't get stuck in | | between them. | | - Simplified wall lights due to having crashes and too many brush models | | error. Spikes on metal doors also had to be removed. | | - Updated second map: | | - Added another shortcut in the broken corridor. | | - Updated third map: | | - Increased height of the barricade in the forth puzzle to try to prevent | | players jumping over it because they're not supposed to. | | - Removed some light poles in the forth puzzle caverns so they'll less | | likely block players during combat. | | - Added a few Barnacle traps to the forth puzzle caverns. | | - Updated forth map: | | - Redid the bridges across the lava in the main chamber. They will slide | | out from the centre island. | | - Updated fifth map: | | - Changed the chamber with Pit Drones - added more lights and replaced | | the somewhat generic deadly fall into blackness with a slime pit. | | - The pillar going up to the Garg fight will have continuous ladders on | | all sides, because having ladders on 2 sides and having to switch part | | way through was a stupid idea. It was an arbitrary bottleneck, a big | | source of annoyance and greatly increased the chances of blocking. | | - Added a scanning effect before the garg fight after the Pit Drones have | | been killed. An alarm will sound and the Gargs will be released. This | | goes along the theme where the truth of the tomb is revealed to be much | | more advanced than it appears to be - and it looks cool ;) | | - Removed middle column of lights in the elevator shaft to improve FPS. | | - Increased the wait time of the elevator in the fifth map to allow | | players who were held up to be able to catch it, added sound effects to | | pass the time and indicate that something will happen. | | - Added a big door near the top of the elevator shaft, so it would both | | add a visual effect and will also be closed in the sixth map, so I can | | get rid of the shaft below, improving FPS. | | - Updated sixth map: | | - Redesigned the final boss chamber due to unfixable problems with the | | lava. Retextured it to give a more alien look. | | - Added an extra passage to the main chamber next to the current one, so | | players can get in slightly easier without getting mowed down by the | | boss attack because of the bottleneck caused by having one passage. | | - Added a big hole in the middle of the main chamber floor covered by a | | walkable forcefield. But will be deactivated when the boss is killed. | | - Many other tweaks, fixes and optimisations done to maps. | |_______________________________________________________________________________| ___________ ____________________ / Technical \__________________ / Additional Credits \_________________ | | | | | Editor: Hammer 3.4 | | Pyramid HINT technique by NinjaGrinch | | Compiler: ZHLT 3.4 | | | | Compile times: ~1hr per map | | Lava texture from Deathmatch Classic | | | | | | Test machine: | | Thanks to the Sven Co-op forums and | | CPU: Intel Pentium 4 2.80GHz | | community for their feedback | | RAM: 1.5GB PC2700 | | | | GPU: Nvidia GeForce 6800GT | | For credits on models and sounds used | |_______________________________| | see the credits.txt in the models and | | sound folders. | |_______________________________________|