34 ratings
Maps (co-op): Checkpoint, Hunt, Outpost, Conquer
File Size
171.959 MB
Dec 21, 2016 @ 3:17am
Dec 31, 2016 @ 3:16am
4 Change Notes ( view )

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This is a COOP only port/semi-conversion of original DOI version Here.

Credits to Third Eye and RushTheBus

Changes from DOI version:
  • Reduxed Outpost/Conquer mode and added Hunt mode.
  • Made adjustments to bridge to allow bots to traverse from top to bottom bridge.
  • Converted all foliage to prop_foliage so bots cannot see through them and players/bots can move through them.
  • Removed some foliage/tree to reduce entdata but also keep original feel of map.
  • Re-generated entire nav_mesh and optimized it fully to prevent any bots getting stuck and to flow more naturally.
  • Reduxed Checkpoint spawns completely while keeping original capture zones (slightly tweaking them).
  • Reduced barbwire damage since bots are dumb. Made barbwire a non-solid but mapped nav_mesh as if they were solid

    Update: Dec 24 @ 1:10am ( edit )
    -Removed more entites to reduce entdata, possibly mitigate crashing. This included mostly foliage and prop_explosives. Entdata went from 131% to 100% which should help stability.
    -Updated bridge spawns to lower spawnzone area size to possibly reduce lag.
    -Other Optimizations

    Update: Dec 25 @ 1:21pm ( edit )
    -Made lower half of the bridge world geometry (was func_detail before). Hopefully this will mitigate bridge lag.
    -Manually added back func_detail brushes that got reverted.
    -Converted water into cheap water for increase FPS.
    -Removed Push trigger in water, not sure if this was causing bridge lag too.

    Update: Dec 31 @ 3:16am ( edit )
    -Adjusted B spawns and B Zone to for checkpoint to make it a little easier.
    -Adjusted Bridge spawns/zone to hopefully reduce lag.
qqqqqqq May 27, 2018 @ 9:00pm 
Thanks for the effort on this map. Unfortunately, it seems bots can see through foliage and possibly smoke from vehicle fires (even though the description says this has been fixed). I keep getting picked off near spawn by bots I can't see that shoot through the bushes from far away.
Nullifidian Jul 29, 2017 @ 5:33am 
Made it work. Had to make file ins_bridgeatremagen.vmt instead of ins_bridgeatremagen_coop.vmt
Daimyo  [author] Apr 5, 2017 @ 11:53pm 
Not sure, should work in theory unless the map has its own and its not working for some odd reason
Nullifidian Mar 24, 2017 @ 9:03am 
Can't make map vote image to show up. I done custom images for over 16 maps with no problems, but on this 1 it doesnt work for some reason. Got both files ins_bridgeatremagen_coop.vmt and ins_bridgeatremagen_coop.vtf
Daimyo  [author] Dec 25, 2016 @ 1:23pm 
Made an update to hopefully fix bridge lag, please report. Merry Xmas everyone!
Daimyo  [author] Dec 24, 2016 @ 3:19am 
Still looks like we got bridge lag.. ill have to debug further
Ying Moss-Hunter Dec 22, 2016 @ 10:02am 
i didn't see texture flickering but had some jittering and lag but I was at 100 ping when it happened. probably just the server itself. GREAT map when you have an organized team. also the server i was on was custom with minimal hud so it was very immersive.
Mamba Dec 22, 2016 @ 7:17am 
6 players, ~20 bots, checkpoint, played to end: no stability issues. A bit laggy at times and the flickering is annoying on A and B, less frequent elsewhere. Dual-level bridge reminds me of "Halo", nicely done. Everyone enjoyed the map...thanks!
Daimyo  [author] Dec 21, 2016 @ 1:57pm 
@Dog how many players were in server when it crashes? What game mode? Is there an obvious pattern? ie. always crashes after capturing a point, or after a counter attack, or on point C always.
Daimyo  [author] Dec 21, 2016 @ 9:32am 
@Dogman, so the server crashed with buffer overload?

How many players/bots etc. were on? It might be due to the ent data being so full, can you see if its consistent?