Insurgency

Insurgency

Szepezd Redux Co-op
31 Comments
Steely Dan Aug 23, 2020 @ 12:33am 
B E A U T I F U L W O R K
George  [author] Mar 16, 2020 @ 3:53pm 
The map has been updated, the bugs hopefully fixed. We're not planning on making any major changes from now on. As always, your feedback is more than welcome.
George  [author] Mar 15, 2020 @ 2:23pm 
@Major Burns, thanks for all the testing and info. I've managed to reproduce the bug and removed the Block Bullets brushes as Rushin' suggested, so it seems okay now. The update is almost ready.
Rushin  [author] Mar 15, 2020 @ 11:08am 
Interesting, I guess Insurgency code for dynamically spawned caches gets messed up when there are Block Bullets brushes around. The caches normally remain indestructible until they are the current objective; I assume something triggers the cache to become indestructible again without advancing the objective or blowing up the object. Might wanna seal the window with a prop_static then, George. Or a regular brush with a window texture.
Burns ! Lt 13 Mar 15, 2020 @ 10:58am 
Did another set of tests. The cache only fails if it is hit by a rpg from the outside. Once the window is hit, the cache can not be destroyed. If the window isn't hit, the cache acts normally.
Burns ! Lt 13 Mar 14, 2020 @ 3:51pm 
Played again and RPGd the cash from within the building. It worked. Apparently there is something about hitting it from outside first that messes it up. Did you know that part of the cash sticks outside the building?
1v4n94 Mar 14, 2020 @ 6:44am 
Thanks for this mod!!! :D
George  [author] Mar 14, 2020 @ 1:28am 
@(RWS) Wasbeer, thanks, I might have found the problem (overlapping spawn zones at the field), will include a possible fix in the next update coming soon.
(ODC) Wasbeer Mar 14, 2020 @ 12:34am 
Yesterday I was playing with a buddy (2 players total) and 19 bots. We both died and 2nd round started. My buddy spawned at the church (as supposed I guess) but I spawned out in the field with about 10 bots around me. I’ve only seen this once so far on this map so it’s not a big deal.
George  [author] Mar 13, 2020 @ 3:06pm 
Hm... I'll look into it. Let me know if anyone else is having the same problem.
Burns ! Lt 13 Mar 13, 2020 @ 3:01pm 
Fired rockets, went inside and hit it with 3 molotovs and placed C5 on it. Nothing worked.
George  [author] Mar 13, 2020 @ 2:59pm 
@Major Burns, blowing up objective D works alright for me.

Maybe you were trying to fire a rocket through the window? I've added bulletproof glass to the top window to make it a bit more difficult, so you need to go into the building to be able to blow it up.
Burns ! Lt 13 Mar 13, 2020 @ 11:32am 
Suddenly today, I can't blowup D. Yesterday I could. Update?
George  [author] Mar 12, 2020 @ 2:32pm 
Hey @=BB= Pudfark, thank you for your kind words. It's the appreciation of guys like you that keep us up until the early hours of the morning, working on the map.
=BB= Pudfark Mar 12, 2020 @ 7:48am 
This kind of collaboration is what makes the Insurgency Community so well known and appreciated. My group played this map yesterday, about 17 hours ago, it was our second time playing it. It took every bit of 7-8 hours to 'win' it, finally. We use the 35Angrybot theater armory mod, ten players, and difficulty really cranked up. To see George and Rush'n pairing up, brings tears of joy to my old eyes. Thanks Guys.
peaceofcake Mar 12, 2020 @ 4:43am 
Thanks for much better map :steamhappy::steamhappy::steamhappy:
George  [author] Mar 12, 2020 @ 2:23am 
We are still working on tweaking the map in terms of gameplay, changing certain capture zones, so expect another update coming later on. If you have any suggestions yourselves, feel free to let us know.
(ODC) Wasbeer Mar 12, 2020 @ 2:04am 
Thanks for the update
George  [author] Mar 12, 2020 @ 2:02am 
The map has been updated. Special thanks to Rushin' Russian, who worked extensively on the optimization of the map.

Main changes include fixing the problem of bots shooting through the ground, adding bot support for up to 50 bots per checkpoint, and greatly improving the navmesh. See change notes for details.
Pew Pew Mar 10, 2020 @ 7:31am 
Nice to see an update to a classic map.
Nullifidian Mar 9, 2020 @ 5:04am 
Nice. I'm looking forward.
George  [author] Mar 9, 2020 @ 4:51am 
We're collaborating with the amazing Rushin' Russian to address various technical issues, stay tuned for an update coming soon.
George  [author] Mar 8, 2020 @ 1:33am 
Hey @Rushin', thanks so much for your input.

After researching a bit about the bot respawn plugins that Nullifidian mentioned, I realized more spawns were needed, thanks for suggesting 48+.

I think I've also managed to fix the problem of bots spawning under the map. There was also a texture problem that allowed bots to see and shoot through certain terrain, which is why °§hªwÑéë· was getting killed around E.

I'll be compiling a new version of the map today, this usually takes about 10 hours. I'd be happy to send it over to you before uploading to the workshop so that you can perfect the .NAV.
Rushin  [author] Mar 8, 2020 @ 12:09am 
Hi George. Thanks for the upload! I enjoyed your original map but it was indeed a little short so this is perfect. There are a few points I wanted to make though.
1. No need to copy any files anywhere, a simple "map szepezd_redux_coop" after subscribing works.
2. If you want to prevent bots from shooting through things, just use Block LOS rather than Block Bullets.
3. The map needs a *lot* more bot spawn points. For me it only found 15 spawn points for the first objective and had to spawn the rest around the map randomly ("Falling back to ANY spawn for team 3 - FIX THIS"). On my maps I put 48+ per objective to be safe.
4. The .NAV mesh is decent but contains some problems, such as https://i.imgur.com/jMEODz9.png and others. You also seem to have had active bots running around while editing NAV and that causes issues (random "AVOID" flags). I'd be happy to improve the .NAV for you if you'd like, please contact me.
=BB= Pudfark Mar 7, 2020 @ 10:03am 
Wow, very impressive looking. Subscribing now for my group. Thank you :)
Nullifidian Mar 7, 2020 @ 4:54am 
For me they spawn under the map. I'm using bot respawn plugin (like most coop servers probably).
Nullifidian Mar 7, 2020 @ 4:30am 
Thanks
(ODC) Wasbeer Mar 7, 2020 @ 2:14am 
Thanks for this map!
George  [author] Mar 7, 2020 @ 1:58am 
@°§hªwÑéë·, thanks for the feedback. I know the bots try to shoot through the ground near all the tunnels, so I added bullet protection around them, but looks like I either missed a part, or the bullet protection doesn't quite work. I'll look into it.
°§hªwÑéë· Mar 6, 2020 @ 9:23pm 
I had a problem with the bots around "E" we were getting shot through the ground above and below.

Nice changes to the map btw