Insurgency

Insurgency

hotel_ventura_hunt (DEMO/HEAVILY WIP)
32 Comments
AstralApophis 20 Aug, 2015 @ 10:29am 
Sweet, Thx bro
Aurora borealis  [author] 20 Aug, 2015 @ 12:21am 
It will get updated at some point, I kind of put this map on hold as i'm working on something else (forgot about this page tbh).

@Fluffy, the main thing needed for Hunt is a .txt file, look through the Games map folder and look for the .txt files of the Hunt versions. Basically you need Insurgent and security spawns in the map and that .txt file (change the name of it to exactly that of your map) wth some trial and error you should be able to get it to work.
AstralApophis 19 Aug, 2015 @ 3:56pm 
How is this coming along dev?
Mcfluffles 10 Mar, 2015 @ 8:42am 
What are the necessary entities required to get hunt mode to work? I can't find any resources about that online, and there isn't an sdk map example that I know of D:
WaderTheGamer 8 Jan, 2015 @ 6:59pm 
Ahhh I wasn't aware it was class specific.
Aurora borealis  [author] 8 Jan, 2015 @ 4:21am 
Should work, you have to actually pick the Sniper Class for the teleport area to Trigger, it wont work for any other Class. The first Teleport location is in the elevator to the right of where you spawn.
WaderTheGamer 7 Jan, 2015 @ 7:13pm 
Sounds like a good plan!
One thing though, I tried using the sniper equipment to teleport to the sniper location but it doesn't seem to be working..
Aurora borealis  [author] 7 Jan, 2015 @ 2:04pm 
Thanks!

I've got what I think are some good idea's for a Push version of the map (like Specific classes being able to do stuff, like recon being able to create alternate routes into the building) + working elevators to access the top floor of the hotel where the Insurgent cache will be.

But I think i'll try and finish up the Hunt version before I do anything with that.
WaderTheGamer 7 Jan, 2015 @ 1:31pm 
I see. Looking forward to seeing this get some recognition.
Aurora borealis  [author] 7 Jan, 2015 @ 1:19pm 
Taking a bit longer than I thought it would, I keep adding/editing stuff (Like slightly different versions of the map for diffferent modes).

Damn feature creep!
WaderTheGamer 7 Jan, 2015 @ 1:09pm 
How is the progress going on this map? I'm eager to see this further down the road in it's development!
WaderTheGamer 1 Dec, 2014 @ 5:05pm 
Thanks man! I really appreciate it!
Aurora borealis  [author] 1 Dec, 2014 @ 5:01pm 
Used a prop_door_rotating with these models:

models/static_fittings/ir_school_door_right.mdl

models/static_fittings/ir_school_door_left.mdl

Have to use the right models or it can crash the map (if you use a left for a right and vice versa)
WaderTheGamer 1 Dec, 2014 @ 4:49pm 
Hey just a question, what is the name of the model you used for the door handles?
Sparkie951 29 Nov, 2014 @ 7:55am 
Great.... Thanks... Looking forward to seeing it come out.
Aurora borealis  [author] 28 Nov, 2014 @ 5:14am 
Yeh, I was thinking of making a Checkpoint version, going to fully flesh everything out and implement the different modes.

Also found some SWAT level re-makes I made ages ago, some just need a re-rexture and to have Insurgency assets put in so expect to see them in the near future.
Sparkie951 27 Nov, 2014 @ 6:48am 
This is an Awesome Map... Would you consider making a Checkpoint version of it.. Thanks for putting out the map and the consideration for Checkpoint.
DarkSynopsis 21 Nov, 2014 @ 9:10pm 
I had a quick play around and changing the various speeds was easy enough just need to get something I like going, also ended up making Silencers/Flashlights cost nothing to attach.
Aurora borealis  [author] 21 Nov, 2014 @ 10:22am 
I was thinking the exact same thing about the Walk speed, make it so that slow walk is standard walking speed (maybe a bit faster as it is quite slow) and turn normal walking speed into 'running' speed. Hopefully something like that is possible through the theaters system.
DarkSynopsis 20 Nov, 2014 @ 10:08pm 
I hope Devs are looking into doors but I imagine its on the backburner if its on the list, I mean do any of the standard maps even use doors? assuming No they have no real reason to look into them.

I shall have to look into this Theaters thing, the game could easily use a bit of tweaking to give it more of a SWAT feel, like the standard Walk Speed seems fast to me, I normally just stay crouched the whole time to get the feel.
Aurora borealis  [author] 20 Nov, 2014 @ 6:35pm 
Aurora borealis  [author] 20 Nov, 2014 @ 6:32pm 
Yeh, i've yet to come up with a solid solution to the door problem, will probably just have to wait for the developers to implement an official fix for it.

Making progress on a new build, also looking into Custom theaters and possibly making a SWAT themed one:

http://www.playinsurgency.com/forums/topic/2547-messing-around-with-the-theater-system/page-5

e.g. turning the smoke Grenade into a CS Gas grenade.


DarkSynopsis 19 Nov, 2014 @ 11:26pm 
Not long after posting I had Hunt working... kinda... I only tested a couple of times but it seems like all the Terrorists ended up using the same spawn point considering I took down almost all of them within the first room...

I did a quick test trying to block LOS with the "ins_foliage" and it felt like it worked but sometimes I was still killed through a door, I'm not sure if it was that the A.I heard me and just decided to fire :P
Aurora borealis  [author] 18 Nov, 2014 @ 6:07am 
There are example maps in the SDK_Content folder and maps need a .txt file with the corresponding mode.

I also started working on a remake of Tigris import/export a while back, i'll see if I can find it.
DarkSynopsis 17 Nov, 2014 @ 4:14pm 
I've started messing with remaking a SWAT3 map, I had originally planned to attempt some for Takedown: Red Sabre but the editor is beyond broken so thought I would mess about with this, does not seem to be much on setting up gamemodes though like I have next to no idea what a level needs to get a "Hunt" going but at the same time I've not really looked just started laying out the level.

Hopefully the A.I door problem can be worked out :)
Aurora borealis  [author] 17 Nov, 2014 @ 12:36pm 
Thanks for the kind words, i'll try what you mentioned to see if it works.

I made this for insurgency because it seems that with some tweaking it could be a very good Co-op fps experience, the dev's just need to make the AI a bit more capable.

When it's done, hopefully it'll inspire some other remakes or Swat esque maps!
DarkSynopsis 17 Nov, 2014 @ 3:02am 
Played my fair share of SWAT3 so had to give this a shot! solid start for a map early on and easily got me much more interested in playing some Insurgency with the tense CQC I got from this, need to try it co-op, played a few rounds by myself and got down to 2 Terrors.

Shame about the A.I seeing through doors, only messed with Worldcraft back in the SWAT3 days just started messing with Hammer a day or two ago but I was reading the "ins_foliage" entity will block A.I LOS maybe add one of those with the same model as the door and add in the KeyValue "rendermode" and give it a value of "10" so its not drawn but the entity will still be doing its job, in theory anyway.

My first idea would have been to wrap the door in the a brush with the Block LOS texture but you already said that didn't work.

This might be the first time I've seen a SWAT3 map in another game, I know some got remade for SWAT4 but I've never seen any make it outside of the series which is a little sad :(
Aurora borealis  [author] 15 Nov, 2014 @ 12:52pm 
Dropbox link:

https://www.dropbox.com/sh/mxnlpho0vfbv8wf/AACJzIKbrBAa-3UQ6NDFrO86a?dl=0

Map files are in there (.bsp,.nav and .txt)
Sparkie951 15 Nov, 2014 @ 7:19am 
Can this be downloaded from anywhere other than the Work Shop? Due to SourceMod the WorkShop does not work.
Aurora borealis  [author] 14 Nov, 2014 @ 9:09am 
Thanks for playing it!

I'll be incrementally updating it and fixing the issues you've pointed out. The Bot's seeing through door's is a bit tricky (I've tried attaching brushes with Block LOS textures to them and a number of other methods, but nothing seems to work so far) will keep experementing to see if I can come up with something that works.
Arc 14 Nov, 2014 @ 5:57am 
looks promising :)
I'm not fan of "teleporting" part of the map since it can be done normally.
You need to fix bot-doorhack and lightning (flashlight not illuminating certain parts) ASAP, to be even remotely playable. Geometry and details can wait.