But since i've found a copy of the repository on my local machine and it is fun to play in hardcore so i'll leave this here as the scmapdb's version is outdated asf and sucks ass.
I ain't touching this unless i really want to fix something for kale's server. Though you are completely free to fork this repository, modify and do a pull request, i will be actively accepting.
graph TD
classDef CLobby fill:#f9f,stroke:#333,stroke-width:2,color:#fff;
subgraph "Lobby"
rp_c00_lobby:::CLobby
end
classDef CInbound fill:#80c1ff,stroke:#0366d6,stroke-width:2,color:#fff;
subgraph "Black Mesa Inbound"
rp_c00_lobby --> rp_c00_m1:::CInbound
rp_c00_m1:::CInbound --> rp_c00_m2:::CInbound
rp_c00_m2:::CInbound --> rp_c00_m3:::CInbound
rp_c00_m3:::CInbound --> rp_c00_m4:::CInbound
rp_c00_m4:::CInbound --> rp_c00_m5:::CInbound
end
classDef CSecurity fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "In Security"
rp_c00_m5 --> rp_c01:::CSecurity
end
classDef CIncoming fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Incoming"
rp_c01 --> rp_c02:::CIncoming
end
classDef CAmongTheRuins fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Among The Ruins"
rp_c02 --> rp_c03_m1:::CAmongTheRuins
rp_c03_m1:::CAmongTheRuins --> rp_c03_m2:::CAmongTheRuins
end
classDef COfficeFacility fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Office Facility"
rp_c03_m2 --> rp_c04:::COfficeFacility
end
classDef CObscureTrue fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Obscure True"
rp_c04 --> rp_c05:::CObscureTrue
end
classDef CResiduePit fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Residue Pit"
rp_c05 --> rp_c06:::CResiduePit
rp_c06:::CResiduePit <--> rp_c06_pump:::CResiduePit
end
classDef CBombingSurface fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Bombing Surface"
rp_c06 --> rp_c07_m1:::CBombingSurface
rp_c07_m1:::CBombingSurface --> rp_c07_m2sewer:::CBombingSurface
rp_c07_m1:::CBombingSurface --> rp_c07_m2surface:::CBombingSurface
end
classDef CRecession fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Recession"
rp_c07_m2surface --> rp_c08_m1surface:::CRecession
rp_c08_m1surface:::CRecession --> rp_c08_m2surface:::CRecession
rp_c08_m1sewer:::CRecession --> #sewer:::CRecession
#sewer:::CRecession --> rp_c08_m1surface:::CRecession
rp_c07_m2sewer --> rp_c08_m1sewer:::CRecession
rp_c08_m1surface:::CRecession --> #sewer2:::CRecession
#sewer2:::CRecession --> rp_c08_m3surface:::CRecession
rp_c08_m2surface:::CRecession --> rp_c08_m3surface:::CRecession
rp_c08_m1sewer:::CRecession --> rp_c08_m2sewer:::CRecession
rp_c08_m2sewer:::CRecession --> rp_c08_m3:::CRecession
rp_c08_m3surface:::CRecession --> rp_c08_m4:::CRecession
rp_c08_m3:::CRecession --> rp_c08_m4:::CRecession
end
classDef CDistortion fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Distortion"
rp_c08_m4 --> rp_c09:::CDistortion
rp_c09:::CDistortion --> rp_c09_m1:::CDistortion
rp_c09_m1:::CDistortion --> rp_c09_m2:::CDistortion
rp_c09_m2:::CDistortion --> rp_c09_m3:::CDistortion
end
classDef CUpperYard fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Upper Yard"
rp_c09_m3 --> rp_c10_m1:::CUpperYard
rp_c10_m1:::CUpperYard --> rp_c10_m2:::CUpperYard
rp_c10_m2:::CUpperYard --> rp_c10_m3:::CUpperYard
end
classDef CCurseToLambda fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Course to Lambda"
rp_c10_m3 --> rp_c11:::CCurseToLambda
end
classDef CIntoThePortal fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Into the portal"
rp_c11 --> rp_c12_m1:::CIntoThePortal
rp_c12_m1:::CIntoThePortal --> rp_c12_m2:::CIntoThePortal
rp_c12_m2:::CIntoThePortal --> rp_c12_m3:::CIntoThePortal
end
classDef CDreadPlot fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "Dread Plot"
rp_c12_m3 --> rp_c13_m1a:::CDreadPlot
rp_c13_m1a:::CDreadPlot --> rp_c13_m2bc:::CDreadPlot
rp_c13_m1a:::CDreadPlot --> rp_c13_m2a:::CDreadPlot
rp_c13_m2a:::CDreadPlot --> rp_c13_m3a:::CDreadPlot
rp_c13_m2bc:::CDreadPlot --> rp_c13_m3b:::CDreadPlot
rp_c13_m3a:::CDreadPlot --> rp_c13_m4:::CDreadPlot
rp_c13_m3b:::CDreadPlot --> rp_c13_m4:::CDreadPlot
rp_c13_m4:::CDreadPlot --> rp_c00_lobby:::CLobby
end
classDef CTheLostMap fill:#80c1ff,stroke:#3c763d,stroke-width:2,color:#fff;
subgraph "The lost map"
rp_c13_m4 --> rp_c14:::CTheLostMap
rp_c14:::CTheLostMap --> rp_c00_lobby:::CLobby
end
List of tasks to complete in order to receive unlockables at Residual point lobby.
Mostly made for me so i don't really forgot how the system works. but you're free to get spoiler instead of find them by yourself. since i even didn't a system for tell people about them until they're seen on the lobby x[
ACHIEVEMETS
map name | achievement | description | custom key |
---|---|---|---|
rp_c00 | secret hunter | pick up 1 secret item | $s_secrethunter_01 |
rp_c01 | secret hunter | pick up 1 secret item | $s_secrethunter_02 |
rp_c02 | secret hunter | pick up 1 secret item | $s_secrethunter_03 |
rp_c03_m1 | secret hunter | pick up 1 secret item | $s_secrethunter_04 |
rp_c03_m1 | secret hunter | pick up 1 secret item | $s_secrethunter_05 |
rp_c03_m1 | bodyguard | protect 1 otis npc | $s_bodyguard_03 |
rp_c03_m2 | secret hunter | pick up 1 secret item | $s_secrethunter_06 |
rp_c04 | bodyguard | protect 2 scientist and 1 otis npc | $s_bodyguard_02 |
rp_c05 | bodyguard | -REMOVED- still present in map but not available. | $s_bodyguard_01 |
rp_c05 | fisherman | kill 5 ichktyosaurs | $s_fishdiver01 |
rp_c07_m1 | bodyguard | protect 2 scientist, 1 barney npc | $s_bodyguard_04 |
rp_c07_m2sewer | explorer | reach the map | $s_explorer01 |
rp_c07_m2surface | explorer | reach the map | $s_explorer02 |
rp_c08_m1sewer | bodyguard | protect 1 cleansuit scientist | $s_bodyguard_05 |
rp_c08_m2surface | bodyguard | protect 2 scientist | $s_bodyguard_07 |
rp_c08_m1surface | bodyguard | protect 1 cleansuit scientist | $s_bodyguard_06 |
rp_c08_m2sewer | fisherman | kill 6 ichktyosaurs | $s_fishdiver02 |
rp_c08_m3 | fisherman | kill 18 ichktyosaurs | $s_fishdiver03 |
rp_c08_m3surface | explorer | reach the map FROM sewer | $s_explorer03 |
rp_c08_m3surface | bodyguard | protect 1 scientist or cleansuit | $s_bodyguard_08 |
rp_c08_m4 | bodyguard | protect 1 barney npc | $s_bodyguard_09 |
rp_c09_m1 | bodyguard | protect 1 barney npc | $s_bodyguard_10 |
rp_c10_m1 | bodyguard | protect 1 barney, 1 scientist npc | $s_bodyguard_11 |
rp_c11 | bodyguard | protect 1 barney npc | $s_bodyguard_12 |
rp_c12_m1 | bodyguard | protect 1 scientist npc | $s_bodyguard_13 |
rp_c13_m2a | explorer | reach the map | $s_explorer04 |
rp_c13_m2b | explorer | reach the map | $s_explorer05 |
rp_c13_m4 | unlock hardcore | reach the map | $s_hardcore |
rp_c13_m4 | Limitless Potential | beat the campaign on the hardcore difficulty | $s_hardcore2 |
rp_c14 | explorer | finish the map | $s_explorer06 |
rp_c14 | teleporter | find a secret item | $s_displacer |
rp_c14 | bodyguard | protect 1 otis npc | $s_bodyguard_14 |
NOTE: some achievements will be permanently saved while others such as "Body guard" will not. since they change when a npc die. i.e "secret hunter" will change to true once someone pick ups the item. then it'll be always on. but "body guard" IS always ON but when a npc specified die it'll change to false.