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Hot Topic (More than 10 Replies) Hard Crash Release! (Read 1592 times)
Xer06siX
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Hard Crash Release!
Feb 9th, 2018 at 2:24am
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Hard Crash is done. Dropped, finally. Get some below!

UPDATE!!: Due to unacceptable BPS tears in the first level, (On the main reactor, and hallway sign, and a few other things.) I have amended the first level. if you already downloaded everything else, Please download HCLF, it replaces the first level. Delete HCLF1 Sorry, and thanks!

https://drive.google.com/open?id=1eHtcjn2AoQtX3vL2Fzn50emZxFnxUQM2


==============SERVER OPERATORS==============

Please post files to server rotations! (Delete ANY HCL1 or HCL11...etc from your root files, as these are the old nasty files, boooo, and nobody wants to see them anymore!)

If you have placed the pack on the server, please replace the first level with HCLF, in the link above.

Thanks a lot guys, enjoy!
« Last Edit: Feb 10th, 2018 at 4:21am by Xer06siX »  

Aka -lvrrpnt "^v^"
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strategy-(DOG)-
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Re: Hard Crash Release!
Reply #1 - Feb 9th, 2018 at 1:05pm
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i replaced the old HCL-maps with your remastered versions and added the new HCLF6-8 maps to the rotation of all NEWBIES COOP-Servers.

really great work! thank you!!  Smiley
  
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Hyper
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Re: Hard Crash Release!
Reply #2 - Feb 9th, 2018 at 3:37pm
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Thanks for the release! I updated my custom map server with the new version.

I had to hex-edit the teleporter-destination of the HCLF8 map from "Unreal" to something unique in order to get redirection working, because an other custom map was already redirected from map "Unreal". (Sequence control, JCoopZ)

My server already had a jtex.utx file with a different file size. I skipped this file for this reason.

Edit: I added a mention to my news page.
  
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[]KAOS[]Casey
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Re: Hard Crash Release!
Reply #3 - Feb 9th, 2018 at 5:53pm
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Hyper wrote on Feb 9th, 2018 at 3:37pm:
I had to hex-edit the teleporter-destination of the HCLF8 map from "Unreal" to something unique in order to get redirection working, because an other custom map was already redirected from map "Unreal". (Sequence control, JCoopZ)


Don't a lot of custom map packs use unreal or vortex rikers to finish maps? Seems like a                  huge hack to work around a problem that jcoopz should be able support
  
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Hyper
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Re: Hard Crash Release!
Reply #4 - Feb 9th, 2018 at 9:13pm
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[]KAOS[]Casey wrote on Feb 9th, 2018 at 5:53pm:
Hyper wrote on Feb 9th, 2018 at 3:37pm:
I had to hex-edit the teleporter-destination of the HCLF8 map from "Unreal" to something unique in order to get redirection working, because an other custom map was already redirected from map "Unreal". (Sequence control, JCoopZ)


Don't a lot of custom map packs use unreal or vortex rikers to finish maps? Seems like a huge hack to work around a problem that jcoopz should be able support


Indeed, but I work with the tools I have.

By the way: Only the .unr file on my server has been edited. The download at my site is still virgin as is the .uz redirect file.
  
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Xer06siX
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Re: Hard Crash Release!
Reply #5 - Feb 9th, 2018 at 11:27pm
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strategy-(DOG)- wrote on Feb 9th, 2018 at 1:05pm:
i replaced the old HCL-maps with your remastered versions and added the new HCLF6-8 maps to the rotation of all NEWBIES COOP-Servers.

really great work! thank you!! Smiley


Thank you very much!! I'm excited to do some run throughs with you guys online one of these days. I'm in newbies every time I play unreal. I love it.
  

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Xer06siX
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Re: Hard Crash Release!
Reply #6 - Feb 9th, 2018 at 11:28pm
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Hyper wrote on Feb 9th, 2018 at 3:37pm:
Thanks for the release! I updated my custom map server with the new version.

I had to hex-edit the teleporter-destination of the HCLF8 map from "Unreal" to something unique in order to get redirection working, because an other custom map was already redirected from map "Unreal". (Sequence control, JCoopZ)

My server already had a jtex.utx file with a different file size. I skipped this file for this reason.

Edit: I added a mention to my news page.


Thank you! I hope it doesn't cause too many conflicts down the road. i'm really glad you guys enjoy it!!
  

Aka -lvrrpnt "^v^"
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Hyper
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Re: Hard Crash Release!
Reply #7 - Feb 11th, 2018 at 2:55am
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Thanks for the (partial) playthrough at HyperCoop. I hope the chaos and tentacles did not bother you too much. Cheesy
  
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Xer06siX
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Re: Hard Crash Release!
Reply #8 - Feb 25th, 2018 at 5:26am
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Hyper wrote on Feb 11th, 2018 at 2:55am:
Thanks for the (partial) playthrough at HyperCoop. I hope the chaos and tentacles did not bother you too much. Cheesy



Yes that was fun! You talking about level 3? Yea I died a lot there to the tentacles.There were two DeathTentacles really close together in the nali castle, so it got a bit tricky, and the long respawn walk didn't help. But I felt that added some incentive not to die.
  

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x21
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Re: Hard Crash Release!
Reply #9 - Feb 27th, 2018 at 5:28am
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This looks interesting. I will add it to my coop server.

EDIT: The maps are all loaded up. Smiley
« Last Edit: Feb 27th, 2018 at 4:29pm by x21 »  
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Xer06siX
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Re: Hard Crash Release!
Reply #10 - Mar 14th, 2018 at 12:17am
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*I'm just gonna bury this post here for the adventurous souls to find*

The new yet to be named pack started in earnest last week!

I went ahead and started putting together an index level to use as a level break between each map coming up. I'ts split into four quadrants. Each passage area beyond the gates being themed towards the level you will enter. Think of Banjo and Kazooie the Four seasons area.

How this (should) work:

Arrive into first level (Index) via aircraft or the cliche old spaceship crash into a poor Nali's living room (or whatever) and choose the first out of four gates leading to four levels. (Only the first gate will be open, obviously) Completing the first level dumps you back into a modified index level with the next gate being open....etc

When all the gates are open something will happen when you return to the index for the final time, a boss fight ending the pack or maybe even a fifth level that contains the boss fight.

(Pending planning/may or may not happen this way - till the end portal opens up into the fifth and final level if I want to take it that far.)


As always I wish to pay homage to some of my favorite games out there and leave some traces (If not out right reconstruction of areas) of those games in the design of the levels.

-Unreal (Obviously) (Featured in Hard Crash Level 3, most of the level aesthetics, some buildings)
-Jurassic Park: Trespasser (Already featured in Hard Crash level 2, the level was largely based on the last level of the game on top of Mt. Watson, think building design, placement, textures and especially the wind farm)
-The Elder Scrolls Series
-Crysis Series (Maybe not)
-Diablo Series
-Serious Sam series
-Metro 2033
-Hawken (R.I.P Hawken PC btw...Already featured in Hard Crash Level 8, the central pyramid structure is almost an exact replica of the pyramid from The Bunker level)
-Duke Nukem 3D (Featured in Hard Crash Level 5, aesthetics)

If you are already familiar with those games (You should be damnit, how dare you not!) You may find some of the above in a replay of Hard Crash and they should become more obvious.

Cheers!
  

Aka -lvrrpnt "^v^"
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Re: Hard Crash Release!
Reply #11 - Mar 15th, 2018 at 6:53pm
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Sounds awesome. I look forward to it  Smiley
  
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