Garry's Mod

Garry's Mod

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EVAC (Fixed CO-OP Campaign with CSM support)
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Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Roleplay, Scenic
File Size
Posted
Updated
451.496 MB
30 Mar @ 10:59am
5 Apr @ 8:06pm
4 Change Notes ( view )

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EVAC (Fixed CO-OP Campaign with CSM support)

Description
coop_evac_fix
You can either play this by yourself, or with friends!
A big patching up of the fabulous original, with permission from the original author, perfect_buddy.
This version has a ton of bug fixes, additions, optimizations, and can now be played in Sandbox! There's too many changes to fit in the description.
Click here to view the list of changes.
TOO DIFFICULT / EASY?
Your first option is to adjust coop_evac_zombie_hp_multiplier. Set it to 0.5 to half all zombie health. For the masochists out there, you can also set this higher - try beating the campaign with health set to 2x!
If you'd rather make it GMod's default difficulty, type coop_evac_changes_enabled 0 into console. This'll remove ammo limits, reduce zombie health, and damage.
Warning, this WILL nerf the HL2 weapons back to default damage. Use custom SWEPs!
DEPENDS ON LUA_RUN!
This campaign uses lua_run to power map transitions. Don't override it or you'll break the campaign.


BRIEFING
There's zombies everywhere and you, with or without friends, need to get from Florida to Pennsylvania in under 24 hours for the last EVAC. You must travel across four different maps. Well over a thousand zombies stand and shamble between you and your goal... can you make it to Pennsylvania in time?


RECOMMENDED ADD-ONS
  • EVAC Zombie Sounds - How zombies sounded in the original add-on. Highly suggested install! WARNING: Overrides zombie sounds outside of this campaign!
  • Real CSM - The intended way to play this campaign is with Real CSM. Bright, sharp shadows that update in realtime, making this campaign loads easier to roleplay yourself into.
  • Headcrab Takeover - Gives zombies much more believable AI, and makes headcrabs far, far deadlier. (Turn down health threshold for headcrab takeovers to 50 HP for intended difficulty.)
  • Sabre-aN's Headcrab Zombie Mod - Adds plenty of zombie variety - you'll see citizens, rebels, and even metropolice as zombies, merging with the crowd.
  • Weapon: Setup, Transfer And Restore - Automatically transfer between maps with your weapons and ammo count. Works in multiplayer! Great with Weapon Editor & Replacer, if you want to use your own SWEPs!
  • Weapon Editor & Replacer - With this add-on, you can disable HL2 weapons from actually giving you the weapon, and instead give ammo. Perfect with Weapon: Setup, Transfer And Restore, if you want to use your own SWEPs!
  • [TFA] Killing Floor 2 - Off-Perk Weapons - This campaign was balanced around the KF2 TFA SWEPs. Try playing this using the 9mm Pistol!
  • [TFA] Killing Floor 2 - SWAT Weapons - This campaign was balanced around the KF2 TFA SWEPs. Try using the UMP later on!
  • [VManip] Manual Pickup - Stop yourself and your friends from vaccuming up all the weapons and ammo instantly, and instead work to collect your rightful ammunition. Requires VManip.
  • NPC Kill / Frag Counter (Scoreboard) - Track how many zombies you've killed with ease, by holding TAB and looking at the scoreboard.


CREDITS
  • perfect_buddy: The original author. Made EVAC in the first place, as well as voicing every survivor you run across. Without him, this add-on wouldn't have existed.
  • bepsy27: Remaking the original add-on's icon, used for this upload. Thanks!
ORIGINAL TESTERS
Popular Discussions View All (2)
5
20 Jul @ 10:32pm
PINNED: Bug Reports
Global
102 Comments
Global  [author] 4 Aug @ 10:31am 
I'm currently planning on fixing up the Abducted campaign, but very little progress has been made on it the past few months
Slav 4 Aug @ 9:50am 
Would be cool if there will be other ports from perfect_buddy COOP maps
Oh my bad! Sorry for not seeing that earlier
Global  [author] 3 Jul @ 2:04am 
Check the description to see how to remove the ammo limit.
Or just set gmod_max_ammo to 9999
Maybe make a separate addon or configuration in the map to REMOVE ammo limit?
Lunneth Arc 20 Jun @ 9:01pm 
Dumb bastard thought he could outgun a Repbulic Commando and get away with ****.
He wasn't prepared for the ACP Shotgun. XD
Global  [author] 15 Jun @ 10:25am 
Thanks for the feedback! As for why certain things are what they are:

The shotgun guys were actually way too easy in my testing - try keeping a distance and using your revolver. You could also have an add-on that's changing their accuracy.

The zombie count is high because that's what I find the most fun. I play using TFA weapons (check the description) and they work wonderfully with the campaign, with ammo economy to match the high zombie count.
If the zombies are simply too tough to deal with, you can always adjust the difficulty via the coop_evac_zombie_hp_multiplier console command.

The end sequence is how it was in the original campaign, and I don't want to change the story.
MR.NOOB 15 Jun @ 10:03am 
there is a significant amount of effort here, but zero thought was put into gameplay. good enough story, but not very fun to play. things that could be improved:

* nerfing the people with shotguns, they deal far to much damage for their accuracy.

*get rid of ~70% of the zombies, there are simply way too many.

*perhaps make the end sequence a fight. it doesn't make sense that you can defeat hoards of zombies without issue, but it only takes one guy to take you down.
编个名字真滴难 30 May @ 6:24am 
This is the best map I've ever played on:steamthumbsup:
Average Gmod Player 7 May @ 11:01pm 
What's the FIRST song that played in Fort Myers called because I can't find it