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 Post #1
 1st October 2007
ShadowSand's Avatar
May 2007
621 Posts

Name:
Cerberus: Infestation

Version:
v1.1

Description:
A prison ship controlled by a computer bent on revenge...

Requirements:
Gmod, maybe a good PC to host on.

Download:



No Resources:
http://files.filefront.com/inf+cerbe.../fileinfo.html

RP Version:



UPDATE #2:

I have finished v1.1 of Cerberus: Infestation, just in time for the event. Here is a link and partial changelog (I'm keeping some things to myself :)):

This link includes all resources needed for the map:



If you already downloaded v1, then you only need to download this for v1.1:

http://files.filefront.com/inf+cerbe.../fileinfo.html

Deck 4 -> 2 access ladder can now be climbed.
Ringing between the bridge and Storage 2 prevents any other rings activating until the sequence is complete.
The hanger interface should animate correctly.
The environmental control window displays correctly.
The mess-hall has been 'tweaked'.
The teleporer mine machine has been 'sealed shut'. There is NO way to create teleport mines. This was mainly to save on entity memory.
I moved around a few of the crucial items (fuel rods and control crystals). Some of them are harder to find, others are easier.

Keypads (This is workshop door & rings):
The codes must now be entered in the correct order (thanks to Gat3rZ for telling me how).
The ring destination select button resets quicker.
You cannot use a code to enter the workshop without ringing into it and setting a new code.


Emnisia's Awakening (The Prequel)

You, as the crew, will start on Cerberus. There may/may not be a series of sound clips or something giving you the intro, or I might just make a movie. Most of the areas and complex systems will be off limits. For instance, you will not be able to affect the power systems in any way. This will reduce the entities used by Cerberus itself to almost nothing.

Once you have been given the storyline, you will be able to wander the ship freely. However, you're main objectives will be to go to the Armoury and load up on weapons, then go to the hanger and take the ship there. You will have to fly across to a nearby freighter, and will also be able to see the fighter which is in the Cerberus Hanger in Infestation.

Once on board the freighter, there will be many tasks to do. It will be in a similar style to Infestation, but I will try to make it more scary, and more like Emnisia is actually trying to kill you rather than talk you out of doing stuff. It may also include NPC's with half a brain (They are told where they can hide behind cover, where to go and such things), but that will be secondary to the creepy death and objectives.


Storyline of the Sequel:

Emnisia has nearly been destroyed by the escaped prisoners, but before they can totally erase her program, she activates the self-destruct. The new crew manage to shut it down before the ship is destroyed, but the engines have already over-heated. At the time, they had been passing by a planet which had once been a Human outpost, but was abandoned a few years ago. With the engines offline, the planets gravity pulled the ship in, causing it to crash land on the surface. Although most of the systems have been badly damaged, the sensors are still barely functioning. They detect some sort of underground facility nearby...

Although this one will start on Cerberus, with most systems offline, maybe a few decks crushed or underwater, it won't take too long to find a route to an exit... or maybe it will, but it will be a fun route. Once outside, you can either head for the base or try to find another entrance; Try to survive or find out what happened to Emnisia. It's up to you. Of course, both options will be possible and interesting. You won't run across the planet then through some tunnels just to find out that you can't enter the base or anything like that.

The Group:

If anyone wants to join the Planetfall group, then that now also covers Cerberus, as well as all my future maps. This group has it's own Part-Time dedicated server, and all members will be able to take part in beta testing of the maps I make, as well as a few other events now and then. Just add me on Steam Friends (PeterAyrian) and I will send you an invite next time I'm online.

Also, if anyone is trying to find a server running one of my maps, try talking to the group members. You can find them all here:

http://steamcommunity.com/groups/Planetfall

UPDATE:

The RP version is here! For those who are confused, the RP version starts with all the power online, has no spooky things, nothing scary. It's just a slightly more complex than normal RP map. Download link is above.

Here is my second map! I tried to put in the same sort of functionality that you loved in Planetfall, without going so far that it stopped the map from working. I believe that I have managed to do that.

The Cerberus is a 5-deck prison/cargo ship. With a crew of 9 men, it can carry up to 3 prisoners, and has and entire deck dedicated to cargo storage. Although Earth had very limited technology when it was building Cerberus, the crew have collected and installed various additions to the original systems. This was the basic arrangement of the decks when it first left the space dock:

Deck 1: Bridge, Storage room and backup generator.
Deck 2: Cargo bays.
Deck 3: Hanger bay with a cargo-transfer ship, Armoury, Storage room and Quarters.
Deck 4: Mess-Hall, Engineering and Quarters.
Deck 5: Security, Main Storage room and Brig.

However, this information is approximately 5 years out of date. Each deck except for Deck 1 is connected to a network of maintenance tunnels. These tunnels also contained several rooms which could not be accessed by any other means.







If you want to read more of the storyline, then the whole thing is in the guide (included in download). The storyline goes right from the building of Planetfall all the way to when the map starts. The guide does also have spoilers in, but they are marked.

The map starts in a small room with just a button. This is because there is a kind of intro once you push the button, so you may want to wait until a few players join before starting.

Here is a short video of a couple of the things in it:

http://www.youtube.com/v/goc8IVBcCbM

Credits:

ShadowSand (Me): All the mapping, most of the ideas, some of the sounds and textures.
Cncr04: I couldn't of done it without his massive texture packs
AngryBeaver: Awesome skybox.

Gat3rZ, Kjakings, Gunny, Zombie2, Kaffo and Alex
All of these guys were awesome. They tested my map, bugged me until I kept working on it, gave me loads of ideas, and most of all, supported me the whole way through.

Other Beta Testers and supporters:
LPine, CarHeadButt, Cee & PompousDonkey, BIGBITCH! (Taico)
 Post #2
 1st October 2007
Kaffo's Avatar
September 2007
236 Posts
I am so happy to be part of this.THANKS SHADOW! And great map.
 Post #3
 1st October 2007
NotDavid's Avatar
October 2006
45 Posts
Sweet! System Shock 2 inspired? I loved planetfall, so I'm sure your second work will be just as good if not better :)
 Post #4
 1st October 2007
Dennab
December 2006
775 Posts
Change the music on the video it doesn't fit in it. Nice map!
 Post #5
 1st October 2007
Kaffo's Avatar
September 2007
236 Posts
Alas its true hippy music doesn't work Shadow
 Post #6
 1st October 2007
BIGBITCH!'s Avatar
September 2006
1,042 Posts
What the fuck!! Why wasn't I added to the credits ShadowSand!? I helped beta test too


(And gave a few ideas)


I was the person named Taico in the group!! :(

Oh well. Atleast I was added to the dedication list in the *cough*"secret"*cough* room :D.
 Post #7
 1st October 2007
Dennab
October 2006
833 Posts
I'll host this on the FPBU server soon...

Lots of releases in September and October.
 Post #8
 1st October 2007
Gold Member
LPine's Avatar
April 2007
2,469 Posts
Fuck, you released this without telling me! D:>
 Post #9
 2nd October 2007
BIGBITCH!'s Avatar
September 2006
1,042 Posts
Ha! This game really does have SystemShock 2 connections :D.

Xirox as Xerxes (The AI wich controls a starship in SystemShock 2 called the "VonBraun")

and Emn...What's her face as Shodan (The AI from "Citadel Station" witch had plugged herself into the VonBraun, Hacked Xerxes mainframe and took control of the ship. :excited:
 Post #10
 2nd October 2007
Gold Member
LPine's Avatar
April 2007
2,469 Posts
Won't run. Even without LS2 and RD2. :(
 Post #11
 2nd October 2007
Cryptorac's Avatar
August 2006
65 Posts
Yeah, I had a problem like that. It will not run for whatever reason. Anyone else having that problem?
 Post #12
 2nd October 2007
Carheadbutt's Avatar
December 2006
22 Posts
Yet another epic map, even if I can't figure out how to actually "win", but its chock full of secrety goodness just like Planetfall
 Post #13
 2nd October 2007
Gold Member
DireAvenger's Avatar
February 2007
3,986 Posts
Shadow! Stop hiding your maps of awesomeness from me!!! :*(
 Post #14
 2nd October 2007
NotDavid's Avatar
October 2006
45 Posts
Hmmm. I get the following error in the console when I try to launch the map:

Code:
Warning:  Table modelprecache is full, can't add models/gibs\furniture_gibs\furnituredrawer002a_gib03.mdl
couldn't exec listenserver.cfg
couldn't exec listenserver.cfg

Host_Error: CVEngineServer::PrecacheModel: 'models/gibs\furniture_gibs\furnituredrawer002a_gib03.mdl' overflow, too many models
 Post #15
 2nd October 2007
Kaffo's Avatar
September 2007
236 Posts
Ohh this doesn't sound good :S it was a bit dodgy in the beta but after about the first door it was fine. But I didn't make it so you'll have to shout at Shadow :P
 Post #16
 2nd October 2007
ShadowSand's Avatar
May 2007
621 Posts
Ok, I just woke up and I have to go to college soon, so I will have to keep it short for now...

Taico, VERY sorry about not putting you in the credits, I couldn't remember if you had tested or not because you haven't for a while.

LPine, I'm not sure if you were on-line when I released it, and if you were then I was almost asleep + worn out from getting Cerberus ready.

BIGBITCH! posted:
Xirox as Xerxes (The AI wich controls a starship in SystemShock 2 called the "VonBraun")
The Xirox aren't actually based on Xerxes at all... if anything then they are based on 'The Shadows' from Babylon 5, and Kjakings came up with the name a few days ago.

I'll host this on the FPBU server soon...
FPBU server...?

DireAvenger posted:
Shadow! Stop hiding your maps of awesomeness from me!!! :*(
Ok... I don't recognise you're name, and I don't think that I have hidden any maps from anyone... Do you go by a different name?

Oh, and the music in the video? It used to be worse, trust me. If anyone has any better suggestions, PLEASE give them to me and I will improve it. Or better yet, make you're own video, cause mine had a good start but a terrible finish...

Err... Ah yeah, the crashes. These crashes are NOT caused by a model overflow. They are caused by an entity memory overflow. It should help if you join another server. If not, then I'm afraid that you will either have to remove some models/add-ons/Lua scrips/whatever until it works, or wait for me to release the RP version. The RP version will start with all power on, won't have any spooky things in, but may have a couple of extras. See you after college (about 3-4 hours).
 Post #17
 2nd October 2007
Gold Member
Dennab
December 2005
2,457 Posts
Sigh,

No servers running this map, It's kind of hard for me doing it in the dark.. alone :P
 Post #18
 2nd October 2007
ShadowSand's Avatar
May 2007
621 Posts
Back from college. The credits now include Taico, the download link now has the garrysmod.org icon thing, I'm about to host, play for a while and take a few pictures for it, and after that I will start work on the RP version. If I find out what causes the 'model overflow' crash then I will let you know.
 Post #19
 2nd October 2007
Gold Member
themodtester's Avatar
November 2006
8,998 Posts
Hey shadowsand you remembered me to the credits .
( I am alex at the credits and can host a server)

Edit:

And i made the emnisia name :P.
 Post #20
 2nd October 2007
ShadowSand's Avatar
May 2007
621 Posts
Pictures on the download updated. Starting RP version now...
 Post #21
 2nd October 2007
I<3Facepunch's Avatar
May 2007
958 Posts
very nice :D have a winner
 Post #22
 2nd October 2007
ShadowSand's Avatar
May 2007
621 Posts
The RP Version is here! For those who are confused, the RP version starts with all the power online, has no spooky things, nothing scary. It's just a slightly more complex than normal RP map :D. Here is download & Pictures:



Edit:

Just so you know, I only made the RP version for 3 types of people:

1) The type who, for one reason or another, can't load the storyline version. I can't help them load it, but I can at least let them play the RP version.

2) The type who don't look at any map other than ones with rp_ in front.

3) The type who can't be bothered to go around the map collecting fuel rods.

If other people want to play it as well, that's fine by me. I just wanted to make sure people didn't bug me about 'why did you bother making an RP version?'.
 Post #23
 2nd October 2007
Redwolven's Avatar
January 2005
203 Posts
Finally a spaceship map with no old fashioned wooden tables, i have no problem with brush funiture, and even if it's blocky i can't stop thinking of HL1 when i look at it, no it does not hurt my eyes at all, it is beautifull mate!
Mapping king!
 Post #24
 2nd October 2007
Gold Member
themodtester's Avatar
November 2006
8,998 Posts
If you want server with inf_cerb ask me.
 Post #25
 2nd October 2007
ShadowSand's Avatar
May 2007
621 Posts
Sorry, one of the links to the RP version linked to the inf version - fixed now.
 Post #26
 2nd October 2007
Gold Member
themodtester's Avatar
November 2006
8,998 Posts
No asking? :(

Edit:

No answer ? Damn you guys hate me :(.

Edit:

Wooohooo !
The trailer is updated to my favorite music : tears of fear/mad world.
Look it! It fits to it!
 Post #27
 2nd October 2007
Gold Member
Careld's Avatar
August 2007
2,070 Posts
Goddamn that is one HELL of good map! When I started playing that inf_cer.. I was like "Is this singleplayer?" and then I was totally lost :D now I'm going to test Rp version and figure things out by that way and even I checked that guide, don't worry, it didn't help me anyway, I'm so dumb that I was only able to figure out that those green "lamps" are something important


EDIT: Oh and have a either goldie or map king.. you guys choose :D
 Post #28
 2nd October 2007
Kjakings's Avatar
August 2007
44 Posts
BIGBITCH! posted:
Ha! This game really does have SystemShock 2 connections :D.

Xirox as Xerxes (The AI wich controls a starship in SystemShock 2 called the "VonBraun")

and Emn...What's her face as Shodan (The AI from "Citadel Station" witch had plugged herself into the VonBraun, Hacked Xerxes mainframe and took control of the ship. :excited:
The Xirox are the alien race that destroyed the sun or our solarsystem (my name and backstory) and has nothing to do with xerxes because I have never heard of them until now,E.M.N.I.S.I.A. is completely shadowsand inspired aswell...I think,no,wait,it was alex.

Edit:

The commercial is up?You guys promised I could help...Woot,I just realised, I'M FAMOUS
 Post #29
 2nd October 2007
lazermaniac's Avatar
January 2005
1,034 Posts
A few parts of this map have great promise. For instance, the buttresses in the cafeteria spot look pretty damn nice. On the contrary, even HL1 could support better levels of detail than the rest of the map. Honestly, who the hell uses 8-sided cylinders anymore, especially for oval tabletops? Don't be afraid to bump that up to 16 sides, it'll look much nicer. Also don't neglect the good old prop_static/dynamic. Brushwork is nice to start with, but models used creatively are what really makes a map shine.
 Post #30
 2nd October 2007
jayboy2k7's Avatar
February 2007
100 Posts
I can't get my inf one to work
 Post #31
 2nd October 2007
ShadowSand's Avatar
May 2007
621 Posts
lazermaniac posted:
A few parts of this map have great promise. For instance, the buttresses in the cafeteria spot look pretty damn nice. On the contrary, even HL1 could support better levels of detail than the rest of the map. Honestly, who the hell uses 8-sided cylinders anymore, especially for oval tabletops? Don't be afraid to bump that up to 16 sides, it'll look much nicer. Also don't neglect the good old prop_static/dynamic. Brushwork is nice to start with, but models used creatively are what really makes a map shine.
The 16-sides thing is a very good point. I have been informed of a few bugs which need sorting, so that will be added in v1.1. As for the models, I'm afraid that that would be a bad idea. I'm not entirely sure how it works, but my high number of complex entities means that the Source engine limits the number of props that can be used. This is an example of the result:

Code:
Warning:  Table modelprecache is full, can't add models/gibs\furniture_gibs\furnituredrawer002a_gib03.mdl
couldn't exec listenserver.cfg
couldn't exec listenserver.cfg

Host_Error: CVEngineServer::PrecacheModel: 'models/gibs\furniture_gibs\furnituredrawer002a_gib03.mdl' overflow, too many models
Adding more props of my own would only compound the problem, preventing even more people from loading the map. Personally, I would rather have a complex map without many props than a pretty generic map with high-detail. It has way more replay value. Still, thanks for the advice.

I can't get my inf one to work
After the map fails to load, is there something like the code above in you're console? If so, then there are only 2 ways to solve it:

1) Keep deleting you're garrysmod addons/scripts/models until it works.
2) Try joining a server. I know that there aren't many, but if you go here:

http://steamcommunity.com/groups/Planetfall

And talk to one of the people in the group then one of them will probably host for you, or at least know someone who will. Ask Alex if he's online - he always wants to play Cerberus at the moment :).
 Post #32
 2nd October 2007
jayboy2k7's Avatar
February 2007
100 Posts
I've seen a bug the keypad hacker in the deck 1 storge the teleporter keypad its sicks on it funny and gets trap making all teles beam randomly

I'll keep you posted on more bugs

p.s wot are the colour rods/bars for?
 Post #33
 2nd October 2007
Gold Member
Cuel's Avatar
January 2005
6,648 Posts
You could use a modeller :)
 Post #34
 2nd October 2007
jayboy2k7's Avatar
February 2007
100 Posts
I think the map needs a big check I can't tell if it's a bug or wot I know that the gaget making room the secend the doors closed it stays closed it can't reopen and you can't tell if you got the code right I've made codes for the teleports but again no thing happends when I type the code in this map needs a big update.

(Oh and poeple who read this plesae still download it)
 Post #35
 2nd October 2007
Gold Member
LPine's Avatar
April 2007
2,469 Posts
Hell, I'll drop all my addons just to play this, but can you look at fixing it please? :(
 Post #36
 2nd October 2007
jayboy2k7's Avatar
February 2007
100 Posts
NOTE: ALL WHO LIKE TO PLAY THE INF ONE BUT CAN'T PLAY MAKE A BACKFILE OF STUFF FROM MODELS AND REMOVE THE REAL ONE DON'T DETELE THE BACKUP.
 Post #37
 2nd October 2007
jessem3's Avatar
December 2005
301 Posts
Is there a server up, because i would love to join it.
 Post #38
 2nd October 2007
BIGBITCH!'s Avatar
September 2006
1,042 Posts
ShadowSand, Thankyou for adding me to the credits. AND THANKYOU FOR MAKING AN AWESOME 2nd map. :D
 Post #39
 3rd October 2007
Burning Grey's Avatar
May 2006
704 Posts
Heh, funny thing happened to me when I loaded this map up the first time, you see I was playing this map on the lowest graphics setting which made me loath the map for a bit (For some Reason fullbright was on when in low setting almost ruined it for me) Then I turned my settings to full Now I love this map, Also I can hose fast well running Listen Servers thanks to Cox High Speed Interwebz.
 Post #40
 3rd October 2007
Gold Member
Dennab
December 2005
2,457 Posts
Tried playing this on my own again. It didn't go so well. I saw two servers today both with passwords. *Sigh* Why is it always the cool maps that get unnoticed or un played.
 Post #41
 3rd October 2007
Burning Grey's Avatar
May 2006
704 Posts
Well I was having a private match with a friend, tommorrow after school (PST time) I might host a public or something like that :)
 Post #42
 3rd October 2007
the gamer's Avatar
September 2005
677 Posts
I have been playing single player [it's scary by myself ] and I can't plug in the 3 red power cells to that big machine on "floor 1" with the "convert" button on the side. what do I do now?
 Post #43
 3rd October 2007
ShadowSand's Avatar
May 2007
621 Posts
I've seen a bug the keypad hacker in the deck 1 storge the teleporter keypad its sicks on it funny and gets trap making all teles beam randomly

I'll keep you posted on more bugs

p.s wot are the colour rods/bars for?
The only problem there is that the code breaker doesn't stop trying to hack the keypad. The rings beaming randomly is the result of the green crystal. If you want to know what something is, check in the guide before coming to ask me here, it has a lot of stuff in.

Cuel posted:
You could use a modeller
Are you offering? :D

I think the map needs a big check I can't tell if it's a bug or wot I know that the gaget making room the secend the doors closed it stays closed it can't reopen and you can't tell if you got the code right I've made codes for the teleports but again no thing happends when I type the code in this map needs a big update.

(Oh and poeple who read this plesae still download it)
Well, thanks for the bit you added on the end... But as far as I can see, the other things are not bugs. To open the workshop door you have to enter the right code. You can change said code from inside the little storage cupboard. As for the rings, you have to use the crystals. As I said, check in the guide and I think you may be able to figure it out for yourself.

LPine posted:
Hell, I'll drop all my addons just to play this, but can you look at fixing it please?
I assume you mean fixing the 'not loading' part of it? That is not a bug, that is me putting too many entities into the map. If you want me to fix it then I will have to remove some more entities. I must admit that I did consider removing the Teleport mine machine... It's not certain to work for everyone, but it would help.

Is there a server up, because i would love to join it.
Talk to the people on here: http://steamcommunity.com/groups/Planetfall

One of them will probably help. Unless I'm online, and then I will sort it out for you, but I probably won't host because I will either be fixing Cerberus or getting to work on the Cerberus prelude.

I have been playing single player [it's scary by myself ] and I can't plug in the 3 red power cells to that big machine on "floor 1" with the "convert" button on the side. what do I do now?
I must admit, I didn't put this into the guide. You have to have a certain number of the power cells plugged into the core before you can use the ERBMC. I will probably add an FAQ section to the next guide... Not that many people seem to read it :(.
 Post #44
 3rd October 2007
Gold Member
LPine's Avatar
April 2007
2,469 Posts
Just a question? Can you shut down enigma? Or is the map basically done when you reactivate everything? And what's going to happen in planetfall 2? (Come on, just a hint)

PS: Loved the poetry bit, first nerotic computer that reads poetry that I've meet.

Edit:

I can't find the last 3 power cells. :(
 Post #45
 3rd October 2007
ShadowSand's Avatar
May 2007
621 Posts
Well, it's Emnisia, not enigma, you can't shut her down, the map is 'basically' done when you activate everything, but you can still RP on it in a similar way to Planetfall. I would rather say nothing about Planetfall 2, because at the moment, it's more likely that I will make a Planetfall map which comes earlier in the storyline (before it's stranded in the planet's atmosphere).

I don't know why everyone thinks that it's poetry, but it is the sound from the System Shock 2 intro (if it's the bit which I think it is).

Which last 3? You can collect them in many different orders.
 Post #46
 3rd October 2007
carcargo's Avatar
August 2007
262 Posts
Hey shadow it's me zombie

Glad it's finally out
 Post #47
 3rd October 2007
Kjakings's Avatar
August 2007
44 Posts
LPine posted:
Just a question? Can you shut down enigma? :(
Not engigma,E.M.N.I.S.I.A./Emnisia lol,and there is no way to shut her down or take out the fuel rods,if you could take out the fuel rods then the entire power system would collapse.
 Post #48
 3rd October 2007
Kaffo's Avatar
September 2007
236 Posts
Sound like this map has really taken off *good now you will all die FOOLS!* whoops you heard that well. . . . . bye.
 Post #49
 3rd October 2007
Gold Member
themodtester's Avatar
November 2006
8,998 Posts
If you want server ask me !
I only do roleplaying.
Not normal BUT hardcore rp..
Name is Escape of the prisoners!
 Post #50
 4th October 2007
ShadowSand's Avatar
May 2007
621 Posts
Tomorrow, the Planetfall group (specifically CarHeadButt & Kaffo) will be running an event from 6pm until 11pm GMT. The event will be a series of 30 minute games set in both Planetfall and Cerberus. I'm not sure about the details, but it will include RP'ing and zombie survival type games on both maps, as well as map specific games such as a race to see who can destroy the Planetfall core first, while a team of marines defends.

Everyone is invited, so feel free to just turn up on the server tomorrow night. IP is:

141.161.110.129:27015

If you want more info, then check here:

http://steamcommunity.com/groups/Planetfall

Or talk to CarHeadButt or Kaffo.
 Post #51
 4th October 2007
DeepRedCee's Avatar
October 2005
624 Posts
Ooh so you finally released it?! Boid.

[spoiler]Pete...there's some person talking to me in my head called Shodan and i don't know whats shes doing here come help :( [/spoiler]
 Post #52
 4th October 2007
Dennab
November 2006
1,221 Posts
ShadowSand posted:
Tomorrow, the Planetfall group (specifically CarHeadButt & Kaffo) will be running an event from 6pm until 11pm GMT. The event will be a series of 30 minute games set in both Planetfall and Cerberus. I'm not sure about the details, but it will include RP'ing and zombie survival type games on both maps, as well as map specific games such as a race to see who can destroy the Planetfall core first, while a team of marines defends.

Everyone is invited, so feel free to just turn up on the server tomorrow night. IP is:

141.161.110.129:27015

If you want more info, then check here:

http://steamcommunity.com/groups/Planetfall

Or talk to CarHeadButt or Kaffo.
See you there!
 Post #53
 4th October 2007
BIGBITCH!'s Avatar
September 2006
1,042 Posts
I'll be there there too
 Post #54
 5th October 2007
Carheadbutt's Avatar
December 2006
22 Posts
Everyone is invited, PM or Steam Msg me for more info. Currents schedule of events for FRIDAY 5 OCTOBER (all times GMT) is as follows:

1800 - Planetfall: Human's Revenge
(Exclusive gamemode just for this event!!!)
1830 - Planetfall RP
1900 - Cerberus: Infestation
1930 - Cerberus RP
2000 - Planetfall Construction Challenge

Great fun and prizes awarded to the best participants!
 Post #55
 5th October 2007
ShadowSand's Avatar
May 2007
621 Posts
Ok. 2 GREAT pieces of news. Well, 1 GREAT piece and 1 kinda awesome piece :D.

First, the kinda awesome one:

I have finished v1.1 of Cerberus: Infestation, just in time for the event. Here is a link and partial changelog (I'm keeping some things to myself :)):

This link includes all resources needed for the map:



If you already downloaded v1, then you only need to download this for v1.1:

http://files.filefront.com/inf+cerbe.../fileinfo.html

Deck 4 -> 2 access ladder can now be climbed.
Ringing between the bridge and Storage 2 prevents any other rings activating until the sequence is complete.
The hanger interface should animate correctly.
The environmental control window displays correctly.
The mess-hall has been 'tweaked'.
The teleporer mine machine has been 'sealed shut'. There is NO way to create teleport mines. This was mainly to save on entity memory.
I moved around a few of the crucial items (fuel rods and control crystals). Some of them are harder to find, others are easier.

Keypads (This is workshop door & rings):
The codes must now be entered in the correct order (thanks to Gat3rZ for telling me how).
The ring destination select button resets quicker.
You cannot use a code to enter the workshop without ringing into it and setting a new code.

And now for the GREAT news. I finally discovered what caused the lighting in Planetfall to stop working. I messed up the v1.4 vmf file, so I had to decompile v1.4 to make v1.5. I kind of did a similar thing to the Cerberus v1 vmf, and after decompiling and changing it to v1.1, it wouldn't compile lights any more. I then went back to v1b3 (the last one before v1) and re-did all the changes up to v1.1. It worked fine. This means that I MAY be able to re-release Planetfall v1.6 with lighting.
 Post #56
 5th October 2007
Carheadbutt's Avatar
December 2006
22 Posts
ShadowSand posted:
And now for the GREAT news. I finally discovered what caused the lighting in Planetfall to stop working. I messed up the v1.4 vmf file, so I had to decompile v1.4 to make v1.5. I kind of did a similar thing to the Cerberus v1 vmf, and after decompiling and changing it to v1.1, it wouldn't compile lights any more. I then went back to v1b3 (the last one before v1) and re-did all the changes up to v1.1. It worked fine. This means that I MAY be able to re-release Planetfall v1.6 with lighting.
WOOT! The return of flashing red lights! Awesome!

Edit:

Just so everyone knows due to time constraints between our US East and UK Players we are pushing up the event schedule by 2 hours. The games will now begin at 4 PM US East, and 9 PM GMT accordingly.
 Post #57
 5th October 2007
Peaches410's Avatar
September 2007
11 Posts
i love your maps man, there needs to be dedicated servers for this
 Post #58
 5th October 2007
cyborgste's Avatar
April 2007
84 Posts
Is there a bug of some sort because i can not turn off the core how do i do it.
 Post #59
 5th October 2007
bobsagget's Avatar
March 2007
1,041 Posts
looks like a win.
 Post #60
 5th October 2007
ShadowSand's Avatar
May 2007
621 Posts
You can't turn off the core. Originally you could, but once I put in the fuel-rod system, it would have been WAY more complicated if I had allowed for people shutting down the core... Well, perhaps not, but I would have had to put a lot of thought into it.

Just so that you all know, pretty soon I will start work on the next one in the series, which will actually be a Prequel to Cerberus. Normally I wouldn't tell you this, but it is in the guide, so here is the outline of the map:

Cerberus: Emnisia's Awakening. You, as the crew, will start on Cerberus. There may/may not be a series of sound clips or something giving you the intro, or I might just make a movie. Most of the areas and complex systems will be off limits. For instance, you will not be able to affect the power systems in any way. This will reduce the entities used by Cerberus itself to almost nothing.

Once you have been given the storyline, you will be able to wander the ship freely. However, you're main objectives will be to go to the Armoury and load up on weapons, then go to the hanger and take the ship there. You will have to fly across to a nearby freighter, and will also be able to see the fighter which is in the Cerberus Hanger in Infestation.

Once on board the freighter, there will be many tasks to do. It will be in a similar style to Infestation, but I will try to make it more scary, and more like Emnisia is actually trying to kill you rather than talk you out of doing stuff. It may also include NPC's with half a brain (They are told where they can hide behind cover, where to go and such things), but that will be secondary to the creepy death and objectives.
 Post #61
 6th October 2007
Gold Member
themodtester's Avatar
November 2006
8,998 Posts
Wooohoo! It is beta time after this is done,thank you ,shadowsand :D.
First post!
 Post #62
 6th October 2007
cokonaut's Avatar
March 2007
3 Posts
I got a problem when I try to load the map v1,v1.1 and rp version,I checked the console and it showed that there errors that there were too many entities so I deleted the map and and materials for Cerberus and deleted all my addons added the v1 and 1.1 and it still won't load
 Post #63
 6th October 2007
BIGBITCH!'s Avatar
September 2006
1,042 Posts
cokonaut posted:
I got a problem when I try to load the map v1,v1.1 and rp version,I checked the console and it showed that there errors that there were too many entities so I deleted the map and and materials for Cerberus and deleted all my addons added the v1 and 1.1 and it still won't load

Oh your options for the server can affect the map too! Like, in example, if your prop limit is too high, the map won't load. Simply lower the proplimit until the map loads.


I had my proplimit for the server set at 90,000 props. Once I loaded it 1,000 props. It finally loaded :D
 Post #64
 6th October 2007
keeshonddog2's Avatar
October 2007
9 Posts
this was a great map once i got it working!
 Post #65
 6th October 2007
Gold Member
themodtester's Avatar
November 2006
8,998 Posts
Wait..Was??
You mean.. Is!
It is a zing!
Whoever gave me a dissagree, you made baby cry,don't make baby cry .
 Post #66
 6th October 2007
Gold Member
Nutnoze's Avatar
April 2006
2,233 Posts
YES! I loved planetfall. I'm giddy with exitement. :D

Major spoilers in this feedback here!

[spoiler]Ok, I liked the startup, and I was scared shitless in the beginning before I realised it wasn't one of those maps that has stalkers appear in front of you etc. The atmosphere and crazed AI were perfect, (What's the flesh in the security room, does it do anything? Also, the first time I saw it I was like: Doom textures!

Well, even though it wasn't stalkers, the giant pile of humans falling out of the closet still scared me shitless. Should have seen that one coming, having played planetfall (Hatch, old section, you know the drill.)

Running around and finding power cores was awesome, the only problem was that I couldn't find one regular and one "super" power core. Oh well.

Making things in the factory just plain wins.

Brush objects that aren't ugly as hell! Yay!

The ring transporters are cool, but if you stand one inch from the center the rings crush you, it takes some getting used to, I guess.

When I finally got to the bridge I was expecting some epic maneuver where you got to rip the plugs out of the AI, or destroy the computer or something, but I was disappointed in that aspect. Some sort of thing almost out of the movie "2001, a space odyssey" was what I was expecting, with you running around and defying the computer so much, I just feel that i've been left hanging.

The whole puzzle solving element to this map was REALLY well done.

The bridge didn't feal like it had enough things to do on it. But it doesn't really matter. Only problem is that I put my code breaker thingy on the keypad, and it went on sideways so it kept triggering teleports to every place on the map. D:

I totally saw the cargo bay trap coming. Actually, when the computer first said "Enter that room, insect, and it will become your graveeeee..." all I could think of is when (In halo 3) Cortana says "This place will become your home, this place will become your grave."
Anyways, I cautiously walked in there, fully expecting the door to slam shut, and when I heard it start to close I whipped around and bolted back. I opened up the door on the other side. That was nicely done, I only have a couple complaints here.
A: No lighting. I understand it's suppossed to be dark, but even when you turn the lights on nothing happens.
B: The exit you would have to take if you WERE trapped in there is so inodvious I had to use cheats to find it. I'm assuming that you were expecting some people to pull the same thing I did, but what about the others?

The armory was awesome, hands down. The spinning gun was majorly cool.

Fetching cores kicked ass, except for the afore mentioned not being able to find a couple. HOWEVER! When I locked down deck 4 on accident, I removed the lockdown, but the door to engineering wouldn't unlock

The workshop kicked major ass, my only question is that, if there's a small and a medeum bomb, shouldn't there be a large too?

Overall this map has incredible interactability, crawling through vents was fun even if slightly tedius, and the atmosphere is great. 10/10, a must-download. Also, if you haven't read the storyline in the guide please do so, it's really cool if you ask me. The spoilers are clearly labeled where they start after the background, so you can read the story without ruining the experiance.[/spoiler]
 Post #67
 6th October 2007
linko's Avatar
January 2006
91 Posts
Oh, neat map.
 Post #68
 7th October 2007
ShadowSand's Avatar
May 2007
621 Posts
I have been told that I forgot to update the first post, so I will go and do that once I finish typing.

Nutnoze posted:
Major spoilers in this feedback here!

[spoiler]Ok, I liked the startup, and I was scared shitless in the beginning before I realised it wasn't one of those maps that has stalkers appear in front of you etc. The atmosphere and crazed AI were perfect, (What's the flesh in the security room, does it do anything? Also, the first time I saw it I was like: Doom textures!

Well, even though it wasn't stalkers, the giant pile of humans falling out of the closet still scared me shitless. Should have seen that one coming, having played planetfall (Hatch, old section, you know the drill.)

Running around and finding power cores was awesome, the only problem was that I couldn't find one regular and one "super" power core. Oh well.

Making things in the factory just plain wins.

Brush objects that aren't ugly as hell! Yay!

The ring transporters are cool, but if you stand one inch from the center the rings crush you, it takes some getting used to, I guess.

When I finally got to the bridge I was expecting some epic maneuver where you got to rip the plugs out of the AI, or destroy the computer or something, but I was disappointed in that aspect. Some sort of thing almost out of the movie "2001, a space odyssey" was what I was expecting, with you running around and defying the computer so much, I just feel that i've been left hanging.

The whole puzzle solving element to this map was REALLY well done.

The bridge didn't feal like it had enough things to do on it. But it doesn't really matter. Only problem is that I put my code breaker thingy on the keypad, and it went on sideways so it kept triggering teleports to every place on the map. D:

I totally saw the cargo bay trap coming. Actually, when the computer first said "Enter that room, insect, and it will become your graveeeee..." all I could think of is when (In halo 3) Cortana says "This place will become your home, this place will become your grave."
Anyways, I cautiously walked in there, fully expecting the door to slam shut, and when I heard it start to close I whipped around and bolted back. I opened up the door on the other side. That was nicely done, I only have a couple complaints here.
A: No lighting. I understand it's suppossed to be dark, but even when you turn the lights on nothing happens.
B: The exit you would have to take if you WERE trapped in there is so inodvious I had to use cheats to find it. I'm assuming that you were expecting some people to pull the same thing I did, but what about the others?

The armory was awesome, hands down. The spinning gun was majorly cool.

Fetching cores kicked ass, except for the afore mentioned not being able to find a couple. HOWEVER! When I locked down deck 4 on accident, I removed the lockdown, but the door to engineering wouldn't unlock

The workshop kicked major ass, my only question is that, if there's a small and a medeum bomb, shouldn't there be a large too?

Overall this map has incredible interactability, crawling through vents was fun even if slightly tedius, and the atmosphere is great. 10/10, a must-download. Also, if you haven't read the storyline in the guide please do so, it's really cool if you ask me. The spoilers are clearly labeled where they start after the background, so you can read the story without ruining the experiance.[/spoiler]
Well, due to the major spoilers in the feedback, here are some major spoilers in response:

[spoiler]The flesh in the security room is Emnisia's attempt to recreate the infestation/virus which basically the Planetfall crew her slaves. Luckily for the player, she failed, but instead made the crew go insane and paranoid. I will admit that I kinda put it in as a last-minute thing, so I wasn't looking at the texture itself too much.

I have considered writing a list saying roughly where each power core is, but it's so much more fun to run around finding them...

The ring transporters are very sensitive, but in the past we (as in the beta testers and I) managed to transport 3 power cores and 2 people at once. We did try 3 people once, but it ended with 2 of use dead.

As for the cliff-hanger, I'm going to leave this until after the spoiler part because I think everyone should hear it. Although, as for the state of the bridge... I knew it was really badly done, and that there wasn't much to do, but I couldn't think of many other things to do.

I have heard of a few people having the problem with the code breaker where it gets stuck, but I have looked through the system 3 times and still can't find the problem.

I would like to point out that I haven't played halo 3, so I didn't know anything about that trap which Cortana set for you. I guess that I assumed that most people would be playing it multi-player, and that there would be at least 2 groups of people. Then, 1 of them could have gone up to Deck 2 behind them and let them out.

As for the lighting, there ARE lights on Deck 2, but they are about the brightness of the lights in the tunnels. This is because Emnisia was trying to access something in the cargo bays, so the captain cut some of the power cables.

The lockdown system is a lot more complex than the one in Planetfall. I had already picked out a few bugs in v1.1, but I will have a look if I make a v1.2.

As you will see in Emnisia's Awakening, the workshop was a new addition to the Cerberus, as were the ring platforms. And apart from that barely acceptable storyline excuse, there's also the facts that it would have used up a load more entities, and that a large bomb would theoretically be powerful enough to blast a hole in the side of the ship.[/spoiler]

I think that addresses all of the negative points. As for the positive ones, Thanks :D.

Slight spoilers in this part, but it concerns the future of Cerberus

As you already know, I intend to make a Prequel to Cerberus. What you don't know (I don't think) is that I also intend to make a Sequel. The storyline of the sequel may/may not satisfy you're annoyance about not being able to destroy Emnisia at the end of Infestation. In the sequel, Emnisia has nearly been destroyed by the escaped prisoners, but before they can totally erase her program, she activates the self-destruct. The new crew manage to shut it down before the ship is destroyed, but the engines have already over-heated. At the time, they had been passing by a planet which had once been a Human outpost, but was abandoned a few years ago. With the engines offline, the planets gravity pulled the ship in, causing it to crash land on the surface. Although most of the systems have been badly damaged, the sensors are still barely functioning. They detect some sort of underground facility nearby...

Although this one will start on Cerberus, with most systems offline, maybe a few decks crushed or underwater, it won't take too long to find a route to an exit... or maybe it will, but it will be a fun route. Once outside, you can either head for the base or try to find another entrance; Try to survive or find out what happened to Emnisia. It's up to you. Of course, both options will be possible and interesting. You won't run across the planet then through some tunnels just to find out that you can't enter the base or anything like that.
 Post #69
 7th October 2007
masterchief2's Avatar
July 2006
84 Posts
Nice map.
 Post #70
 8th October 2007
Gold Member
Nutnoze's Avatar
April 2006
2,233 Posts
I got all of the fuel rods (Even the upgraded ones) except for this one:



Is this actually missing, or am I just really bad at finding fuel rods? (I put it on fullbright so you could see it better)
 Post #71
 8th October 2007
Mubaryus's Avatar
July 2007
2 Posts
hey shadow, nice map i played it online and it's an astownding rp experience. all those gizmos you can interact with ... just too cool for words. i was wondering though ... if you ever do a 1.1 version for the rp_cerberus, could you remove the fleshy stuff from the security room, and make it into a functional room? that way the space is not wasted there. Just my two cents, anyway keep up the awesome work :-)
 Post #72
 8th October 2007
ShadowSand's Avatar
May 2007
621 Posts
Nutzone:

I can't remember exactly which one that one is, but I will send you a PM in a second saying which one I think it is.


Mubaryus:

I probably will make an RP v1.1, but it will be equivalent to the infestation v1.2. 1.2 will be a graphics update mostly, but I may include a couple of other things since my brother wrote a program which compresses the entity memory size by shortening their names to be as short as possible. We're not sure how much more entity memory this will give me, but I will have a look.

As for the flesh in security... I will consider removing. One of the great things about having it there was that I didn't have to think of a way to fill the room with stuff, but I if I can think of things then I will put them in.
 Post #73
 8th October 2007
Gold Member
Nutnoze's Avatar
April 2006
2,233 Posts
Actually that was exactly what I was thinking when I saw it. "Wow, now that's a good excuse for not filling the security room with anything"



But the power core does exist, I just can't find it, right?
 Post #74
 8th October 2007
ShadowSand's Avatar
May 2007
621 Posts
Sorry, I forgot to send you that PM before I left for college :(. But yes, it does exist, and I am sending you the PM RIGHT NOW.
 Post #75
 8th October 2007
Gold Member
Dennab
December 2005
2,457 Posts
Nutnoze posted:
Actually that was exactly what I was thinking when I saw it. "Wow, now that's a good excuse for not filling the security room with anything"



But the power core does exist, I just can't find it, right?
It Exist in Engineering (Deck 4)
 Post #76
 9th October 2007
ShadowSand's Avatar
May 2007
621 Posts
He means a power core as in one of the 16 fuel rods which he couldn't find.

Just so you guys know, I am in the process of making RP v1-1. As I said, this will be equivalent to inf v1-2. In other words, it will have some more detail, a bit of fancy brushwork etc. I haven't made the security room yet, but I probably will eventually.
 Post #77
 9th October 2007
Gold Member
themodtester's Avatar
November 2006
8,998 Posts
The name amnesia comes to me and i found that name on youtube ( movie) and that came from a site and :excited: too bored to say all things .
But i loved this map!
I liked the workshop ( Was my suggestion,i am right ,shadow?)
For others who added me to*cough*not*cough* friends I am dfm pfc alex....
 Post #78
 9th October 2007
sgtclegacy's Avatar
October 2007
33 Posts
Nice :) !
 Post #79
 9th October 2007
the_phear's Avatar
September 2005
458 Posts
Well, I've played the RP version (since my singleplayer is broken, I haven't seen the Infection) but anyways, Either the workshop room starts locked and with no way in or someone got in, locked it, and died. But, if there is a way in, can someone pm me? Or possibly the rings code or the door code? Sorry for this request X_X

Great map! More servers should have it...
*pulls out a magnum*

Server hunt!!

*releases the hounds*
 Post #80
 10th October 2007
ShadowSand's Avatar
May 2007
621 Posts
I am almost completely certain that I made the workshop start open... but not 100% sure. The rings code and the door code can both be changed, but in RP v1 the code starts as 943275 in any order, so you could try that. The ring code starts as:

_____
|x|x|
| |x|
|x| |

In case you can't figure it out (thought I expect you can), that is a 3 by 2 grid, and each x is a button you have to press for the code. And an easier way to write that would be 'TL, TR, MR, BL'.

As for the third entrance, there is a back door which leads to the Deck 5 -> Deck 4 maintenance tunnels. It can only be opened from inside, but someone may have left it open.
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