I’m not too much of a fan of the placement of the Vortigaunts in the beginning. Specifically the 4 that spawn together in a “square”. It just seems too co-ordinated, not really random
Sorry!
But you have done a wonderful job
I’m not too much of a fan of the placement of the Vortigaunts in the beginning. Specifically the 4 that spawn together in a “square”. It just seems too co-ordinated, not really random
Sorry!
But you have done a wonderful job
Well i played HLDM 9 years ago when i was just “good” player, but i’m definitely NOT pro
Also, when you see this, could you put the download links in the first post and perhaps edit the first post to reflect this?
Where u need to get other those flame, well, the GRUNT did walk into it, but he didn’t burn
U need to attach the wheel, so u can turn it, but quite difficult to turn it sometimes, doesn’t work always
I also noticed some HECU Grunts in outrageous positions, like extremely high up on a roof
It took me ages to figure out he was there, and I’m still wondering how he would have gotten up there anyway
And the Sniper
Is he supposed to be beaten at all or is there some sort of way to correctly angle your grenades towards there?
Ok, I played c2a5g_uncut and c2a5h, I noticed new things :
c2a5g
https://i.imgur.com/hxxgc.jpg
https://i.imgur.com/X6xgQ.jpg
I don’t know if it’s a bug or not, but that’s seems very low def…
https://i.imgur.com/GtPDg.jpg
The plane which is taking off on this airstrip should go very faster (it’s taking off !). The script start when we are outside but it should start when we have killed all soldiers with a loud noise so we can see it. I missed it the two first time I played.
c2a5h
https://i.imgur.com/NOsIQ.jpg
Could it be possible to remove faster the smoke ? We can’t see very well the scene (which is really great !)
https://i.imgur.com/oMbF4.jpg
The gun go through the sandbags. Could it be possible to do not ?
https://i.imgur.com/YxdUg.jpg
That’s a weird position to die… He should have normally folded his legs.
https://i.imgur.com/opgFV.jpg
https://i.imgur.com/ocrNe.jpg
Same problem with the jumping pad. They are too far from the point where you have to go.
https://i.imgur.com/N2rI8.jpg
This should only be fire, you should remove the smoke. It is way less scary than in Half-life 1 because of the color.
https://i.imgur.com/tFpjo.jpg
The ladder is not well placed : it blocks us a bit. You should put it in two pieces in the bottom of the water.
https://i.imgur.com/jeSWC.jpg
https://i.imgur.com/4TNFy.jpg
https://i.imgur.com/s5Sjx.jpg
Missing textures
https://i.imgur.com/P5TiV.jpg
That is not a evidence that you have to jump on the tub. You should place a box or a ramp.
https://i.imgur.com/u0uIT.jpg
The dark tub is too far to jump on, you should put it closer.
https://i.imgur.com/58wmk.jpg
After we meet the guard, this door close behind us and don’t open when we approched it. I let the guard behind it… You should let this open when the guard disables security.
https://i.imgur.com/35RsC.jpg
I think that’s a well place to hide some ammo or health pack.
https://i.imgur.com/y3ZOl.jpg
You should destroy the building a bit (if it’s possible), because it’s like the helicopter just touch down. Maybe put a hole in the floor (the player can’t see) and put the apache in a crash position in this hole.
Voilà !
PS : Sorry for my bad english
found something, it is a pain in the ass to hit that roof sniper with a rpg, they pass right through the tower most of the time.
Aim for the roof above the sniper.
I hope someone else makes a video, that bunnyhopping stuff is no fun to watch to me
And I don’t want to play it until my next playthrough ^^
You’re probably more concerned with tracking down bugs, but I have a couple of small lighting-related suggestions…
For the upper floors of the multi-storey car park area:
I think it’d be more atmospheric and give the player a desire to wanna head outside if the only real illumination came from the holes in the roof/walls. If you removed the lights dotted around the upper floors it’d help stop people nosing around in areas that have nothing to offer since those places would be dark and uninviting.
The collapsed toilet with jump-pad:
Again, I’d like to see the artificial lighting gone. That’d give some areas of shade for the xen plant life to nestle in and a broken light fixture would help sell the fact this place has gone to hell.
Here’s my couple of cents:
When room in garage gets blasted, bits clip through the wall outside,
When you blast the door with TOW one of pieces gets stuck to the wall,
The furnace room grunts usually kill the headcrab/zombies, either thru firepower, or retreating to the open area(to the right of them), maybe add another zombie up there, so they won’t survive? Also, they prioritize you over zombies.
The warehouse with dead grunts is laggy,
The Barney supposed to open doors for you doesn’t do it, he just plays default line regarding you, not doing anything.
The ladder leading to garage is somewhat difficult to climb up on, maybe make it longer.
The pipe bomb scene is difficult due to ladder ususally taking up a lot of space, taking away precious safe spots, after loading it though, it’s positioned perfectly fine. Maybe make it shorter? Or leave as it is, to make the room challenging.
C2A5H manta-tank scene is weird, because instead of blowing up, tank blows up and vanishes.
At the same scene, humans actually survive.
Also, could you give the dead bodies helmet bodygroups? it’s weird to see all the soldiers without helmets, since the grunt-commander ratio is usually 5-1.
Other than that, the maps are great!
That’s all what wasn’t posted, I think.
I’m fucking noob
I put your stuff into my BMS folder (the linked version) and when I try to play the game, I get ‘‘Engine Error: Could not Load Library Client’’ error
anyone know what’s this?
still some bugs here and there: clipping issues, sometimes my figure was stuck (although nothing a reload couldn’t handle).
Reduce the number of Aliens in hecu vs. alien encounters
When they are all dead, usually the Agrunts are those that survived and make your life hell… Or, for example the Agrunts attacked the LAV and destoryed it with their bare hands, a little bit awkward.
Jumping pad navigation can also be improved: either reduce the jump height or place the higher ground nearer or better in reference to the jump pad. I died a few times figuring out how I can jump from the broken Toilet onto the roof.
A further issue for me was the satchel pipe vent: place it a little bit lower or even IN the water, It was a pain in the ass for me to get in there (I use the “old school” half life settings, so always run enabled, I don’t know if this problem is the same with HL2-type movement)
The last valve to shut the gas flow was buggy for me, I wasn’t able to use it (Again, a reload fixed it).
^this!!!
Yup, it destroyed really the wonderful scripted sequence, because you can’t see shit.
And please get rid of the snarks in the part of c2ah when you come out of the first toilet room - 2 zombies are enough to battle, these little critters surprised me really, but it’s really annoying to fight the zombie and avoid the snarks. I guess it’s more rewarding and fun to the players if they are able to blast the zombies without getting hit at all. It’s possible, but not with the snarks in addition.
Sorry, it sounds really like bitchin’, but these are things I consider important enough to fix, because they break the otherwise nice flow and layout of the maps.
Edit:
Is it possible to delay the arrival of Agrunts at the place of the TOW, like in HL ? They are hard to battle right now, because they all come at once. Maybe have 2-3 at the beginning and then after you killed them let 2 others appear (either through the open blasted door or through portals).
well no idea but none of my background maps load now either… If you want it back to normal I suggest re-install
I made a video to show you the issue with the ladder in c2a5g_uncut (unlinked ver)
You should increase the length of the ladder.
https://www.youtube.com/watch?v=fZn_nFKMKDc&feature=youtu.be
^this.
I’d remove them also in c2a5g.
It’s quite impossible to kill them even with a shotgun,you just don’t know where to aim
^it seems as if this is a bug with the ladder entity me thinks (only wild speculation)… I sppose that the ladder and the thingy under the vent are equipped with a func_ladder and you “switch” them, so when you are almost in the vent you go up infinitely. In this case, simply press the Use key and you should “get off”, worked for me at least.
Nope!
I tried everything, to get off from a ladder you should press space(jump key)
-jump
-Crouch Jump
-Crouch jump+strafing
… how is every one having a bug with that ladder, I have played the maps 5 times now and haven’t even had a problem with it… also the battle with the lav needs rebalanced on easy and normal the aliens win out right on hard they heave a few units left…
Uh, you do know that the aliens are supposed to win, right? That’s kind of the point of the missing maps; the aliens are winning and that sets up the military pulling out.
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