Nah… Tell him to correct every single thing in his maps, then he will never finish it.
I think you should make the pipes you have to walk on to get into the room with the security guard wider,so that it’s more obvious that youz have to walk on them.
Oh my god, so much sexy.
Since BM has such nice fire particles, it would be awesome to see some of those refinery towers on the higher part of the gasworks building with some flames spurting out the top:
I don’t know if there are any models like that in the BM library or if you’d have to to use a HL2 one.
Agreed!
Yes, this would look great, also with those new particles effects coming up
I’d suggest using broken tiles for where anything grows through the floor
Right now, there’s a bit of a choppy transition from the building to the xen flora, but the idea of using a jump pad is alot more superior than the ladder.
Oh, one last thing… From a gameplay standpoint, this entire level looks like its going to put a toll on the players livelihood. You know that little shack that’s to the right of the tank (from the direction you enter the level from)? That should be open when you come out of the gasworks building, and there should be a health dispenser or even just a few packs.
And a lone soldier or two, to draw the player in, of course.
Agreed!
Also, you should use some of those labelled pipes for the inside of the gasworks, it was quite a nice touch in BM, added that extra bit of realism to the place:
I’m pretty sure theres a “natural gas” label too.
Again I’m waiting to make a large bulk reply to everyone who’s posted here a bit later, but quick question - I currently have a small scripted sequence where a bomb is dropped nearby at the Gasworks, causing the room to shake, the windows (above the pipe, to where Barney is hiding) to break and the light above them to start flickering, as a strong hint as to where the player is going.
What should trigger it? I was thinking it just happens 15 seconds after the player enters the gasworks or something like that. Or should it be more specific, such as the player walking over to where that officey area is?
Just give it a timestamp, cause I would wait and wait to see how realistic it is
I can’t watch the video again right now, i’m on a display laptop at work. But were there hanging lights in the gasworks warehouse? Apologies if this is what you already said, but when you have that explosion, if there are hanging lights, have one break off from one of the supports, and swing down, breaking the window. It should then stay there blinking and hanging a few feet away from the building. Perhaps have it crash and fall all the way down when the player gets to the last, or second to last, jump in the steam puzzle.
That would draw the player’s attention to the window while they are on the ground floor, and again when they get closer, in case they didn’t realize that was where they should be heading.
Oh, and regarding the bomb drop timer? Instead of a bomb, have the shaking caused by the apache crash cause the shaking. And put the apache on the roof or something, it was a bit of a tight fit for an apache to have crashed on that road.
That’s a pretty good idea actually. You could hear the Apache flying in for a few seconds then a loud explosion, followed by the shaking.
[COLOR=‘Red’][i]Guys, I ask you a favor: When quoting images, please swap the [IMG] tag with [URL]… No need to show the same image over-and-over again.
Thx.[/i]
What about when the player enters the main gas works room? And you can have the steam trigger when the bomb goes off, knocks two birds with one stone.
You could never extinguish the fire by closing a valve if gas keeps coming, so the first part of that puzzle is kind of weird. Maybe you must re-think that puzzle.
^wut ? if you cut gas flow it will end when it is burned up…
the only thing unrealistic about the puzzle is that dropping barrles in there will stop the flames
you can cut the air suplie to extinguish any fire
You’re cutting the active flow of gas, then smothering the flame that’s left.