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Tower
Author | Larry |
Date of release | Final - Late 2002 |
.bsp filename | tower1, tower2, tower3, tower4, tower5 |
Description
Get into the building and proceed to the lower levels. Down there are the files you need to download.
STAY ALERT, the whole building is protected by an automatic defense.
Try to knock out these turrets or avoid them.
Good Luck!
"The thing that made tower such a great series was its great range of environments. Features alot of great architecture and general good looks throughout. Then comes the game play, which is nothing short of excellent.." -CreepsWorld
Additional info
- Objectives are updated with each bsp. (the above objective is for the first bsp)
- Ranked #29 in the CreepsWorld Top50 maps list.
- Included in the CreepsWorld Map Pack.
Additional credits
- spy-warrior: Uploading the map in the first place (tower1-5.zip)
- Realbout: Reuploading the maps completely fixed for SC 4.8+
- Garompa: Adding two minifixes. The bug that stopped people from respawning in tower4 and the wrong trigger_changelevel in tower5 that throws you back to tower4
Changelog
Garompa's edit & fix:
Community fix:
Original:
Tags
Rate this map
4 / 5 (7 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
All maps merged into one using the default respawn-everyone level transitions.
I'm big fan of the tower series, so I want to host them on my server. I always used big map-packs wich included it, but this time I'm a bit more specific on picking the maps by themself.
So, I just discovered that when clicking on upload file one can get any file currently linked to the map, not just the one linked when click on download.
I got every archive available, but got many errors in every one. Let me get this pack by pack:
1) only the original 2010 file contain everything - also the sounds wich are missing in every later archive - why?
1b) as the sound files missing in the archive they also missing in the res files but of the original one
2) there're some updates with different file names - but according to triggers (extracted with ripent) the changelevel triggers doesn't match up with actual file names - I guess I can fix them myself, but I'm not sure if it's really as easy as to extract current trigger, fix file name and re-import them
3) I don't know if this is from a HL mod or original SC maps, but why there're still changelevel triggers for going back to the previous map? are they required? if not, is it safe to just remove them?
would really appreciate if someone could give it a final 5.20 refresh with all triggers fixt or at least assist me to do it myself - so maybe I can upload a current working archive contain anything include the sound files
4) the ripents gives out .wad files with somewhat absolute paths - shouldn't it be just like the name of the wad-file without any path at all? as I checked some other maps come with SC it seems there's no real rule - or are just any paths scrapt no matter if there are some? also some maps seem to don't have any .wad references at all
The problem is that multiple people mess with the maps and upload multiple versions - those are abandoned, found again, messed with, re-uploaded, renamed - after a while it just becomes a big muddled mess.
Your safest bet is to get your own copies and sort them out yourself, to be honest.
so - should I try to use the latest *.bsp files (and try to fix them with ripent) and combine them with the sound files from the 2010 archive?
also - does it make sense to keep them named towerX.bsp or should I come up with some other name? as far as I experienced from altered half-life SP maps when maps only differ in entities they still work when client have different version than the server
Regarding point 3: If we know what mappack is the most recent version a proper fix can be done.
Junk files can be removed and missing files can be added/fixed using res tools np
well, as timestamps are preserved by zipping seems the last change to the bsp files were on march 1st this year - so, don't know why there's another file from may - but it seems as the file from march is RAR it's just a re-pack in ZIP format
so I got it to work - although somehow in tower3 the message about the train leaving in 10 sec is triggered at map start and the map change is a bit fast without the waiting time - but it can be played from start to end without issues now
maybe needs some more tweaking until realeased as a fixed version - but i'm not that into - glad i got it working in the end - i dont mind such minor bugs
For maximum backwards compatibility, maps in this file should be renamed to just "tower1.bsp" "tower2.bsp", etc… just like the original files, since they are just ripents!!
I had uploaded these fixed files long ago when I thought renaming the maps would help (of course it doesn't!). I believe it was one of my first tries with ripent so I didn't know that it was safe to keep the maps with the same names (anyways there were several files that contained maps with different names here in this page too).
I suggest to reupload this with the names reverted back. It was a mistake on my part and I apologize.
EDIT 2022: Seems I was wrong and my memory failed me, the one that changed the filenames was someone else (see changelogs), but I didn't change them back
Fixed.
As I suspected, it wasn't completely fixed. The maps' changelevel entity and the .res files still were pointing to the different names by Realbout, as well as different names of _motd and cfg files, creating errors ingame.
I have fixed it all with a quick edit and ripent reverting all names to just "tower1" "tower2" etc as it was originally, and uploaded "tower.rar". Since I can't delete the rest of the files there's a lot of files with these same maps with different names, I'd suggest to delete them. You can obviously check that everything is in order in this final release.
tower4 bug: the second spawn turn ON when the first event triggered it , but few second later , the trigger_respawn triggering spawn#2 and turn OFF it , so you will respawn in the deadly water and no way out.
tower5 bug: a strange area inserted a trigger_changelevel and it will send you back to tower4.bsp……………
Tower4 - the problem is a small but significant error in the use of the entity trigger_respawn.
Multi-manager "multitr" turns off spawn1, turns on spawn2 then calls triggerspawn - which erroneously targets spawn2 turning it *off* again & leaving the player with no available spawn points.
To fix, Ripent the map, find the trigger_respawn ("targetname" "triggerspawn") and completely delete the "target" "spawn2" line. Ripent the change back in and run the map.
Thanks for the fix
Steam: http://steamcommunity.com/id/Cads/
Discord: Cadaver#7565
was this change uploaded already? or someone has to do it?
EDIT: Well, ended up fixing it myself. But I did it on the fixed maps from Realbout that were lost to the community but already uploaded here. The file is updated, enjoy.
Essential map series from 02-03. Incredibly action packed with highly varied locations.