Goldsource mapper April 2001 - February 2007 /
Source mapper November 2004 - Present /
Playbus & I have discussed what to do with the maps that would've been RQ2, at the present moment we don't have plans to release this sequel, but the maps themselves might be used in another project.
We'll have more news shortly. Sorry is this is a disappointment, but circumstances in life change.
After a lot of consideration, we have decided to re-release Random Quest as a single mod with everything we planned to have in Random Quest 2 included in it. There will be some changes and improvements to the first maps, and the mod will contain the whole story from start to finish.
Don't freak out if this page disappears at one point or another, and be sure to check the original Random Quest moddb entry for updates etc.
Thanks for the support!
The mod is listed as a HL2 Ep2 mod. I've never tried to play it without Ep2 installed so I'm not sure if there's any way to play without it.
More than ten years after the original release of this map for HL2, I have finally managed to play it with with a mix of Steam VR, Virtual Desktop and an Oculus DK2.
Fallingliquid in virtual reality is certainly a different experience and one I can't recommend enough!
Yes. I had to take a one year break because I was doing a Masters in Videogame Art and Visual Design. Not only is it back on track now, it'll be better than it would've been without this year off.
The main designer was on track to be an architect but switched it for a career in game art after a few years! :)
...\SteamApps\sourcemods\The Citizen Returns
Il n'y a rien d'autre a faire. Peut-être t'as le dossier 'sourcemod' au lieu de 'sourcemods' ?
There was never a "Part 3" planned or advertised as such. The Citizen Returns is exactly what we had planned as a sequel to The Citizen. All of the maps in this release already existed when we released Part II.
I do agree that a boss battle would've been a better conclusion. There just wasn't any point to adding another gunship or strider encounter, let alone use Dr Breen etc.
Currently on hold. But a lot has been done so far.
We put several systems in place to hold back the level transition until the 4 allies are there, but it isn't 100% fail-proof.
However, I'm sure that if you reach the next map with no NPC allies with you, all four of them will spawn.
In fact, all maps that you start with allies by your side can be loaded separately and the NPCs should spawn in all of them.
There are no plans for a continuation of this story. We have a sequel planned for Random Quest, and perhaps another smaller project as well.
We need to distance ourselves from the HL2 themes a little bit. While there's advantages to building inside an established theme and story, it also limits our creativy, both in the narrative and visual sense.
We're glad you enjoyed the mod in any case!
Episode 2 is needed. The mod is listed under the Ep2 category for a reason :)
Depending on when you start shooting, Larry will have a better chance of surviving. If you shoot too soon, you can't really cover him well. The best moment is probably before he actually steps on the platform. The other rebels join in at that point so they should be helping you take of the Combine. Larry also runs and hides in normal conditions.
Still shows up as Fallingliquid in my games list. I know for a fact that some mods just register as "Half-life Ep2" to everyone else when you are playing. But I don't know if that's been fixed.
Verify the game files of Half-life 2 Ep2 (right-click menu on the Steam shortcut for Ep2)
It's possible to drop something like a crate or monitor on top of his head to get rid of him.
It's something worth thinking about. RQ1 pushed the engine limits and our BSP files maxed out on a lot of things. Perhaps an Ep2 version of RQ1 on par with what's coming wouldn't be a bad idea.
I'll see if Playbus can track down the files.
Sorry for replying so late. You probably figured it by now. As for anyone with the same question, just release the pigeon near the window with a hole.
This has sadly been reported before.
-If you restart the level via the game console, all four NPCs will show up (you'll lose ammo and easter eggs that you had up until then)
-If you 'noclip' out of that area, you will miss the briefing (Argento is the one usually missing) but the rest of the map will work fine.
-If you reload your latest saved game in the previous map, chances are the map transition might work properly the next time.
As a side note, do you remember if you went with all of them through the last door or did you wait some time? Knowing that might help solve the issue for a fix.
The Citizen Part II didn't include the maps from The Citizen (except a little chunk of map in the intro).
The Citizen Returns begins exactly where The Citizen Part II began. That is, after the train incident that ended The Citizen.
It has been for quite some time.
Press crouch or jump when you're in the vent. One of them should work.
Moddb user MisterDude made the translation. Obviously there's no way for me to proofread it without learning Russian first.
Since the closecaption_russian.txt file is available in the patch, you are welcome to check it and send me a corrected and improved version :)
Yes. This mod actually replaces Part II entirely and begins with those maps.
That was the end. Next thing you'll see from this team is our mod Random Quest II Moddb.com
Yes. Only four characters call the player soldier.
-One of them you only see in the second and third map.
-One only shows up in the fourth map (the Odessa-type guy).
-The 'commander' only talks to the player in the 9th map.
-As for Larry, you see more of him, and he does refer to the player as soldier. Sorry if it's annoying.
The old Source engine is gone (AppID 215). The Citizen can only be played by tweaking the gameinfo.txt file and having it run in other engine versions. How "playable" it becomes is subject for debate. I think it's unplayable.
Recompiling the maps might be possible, but it's not high on our list when it comes to future mapping plans.
As explained in the Readme pdf, we couldn't fix this issue without coding. Letters work as regular buttons do. You must be looking at them to trigger them, both to read and to stop reading them.
Stack some crates to get over the Combine metal shield and reach the button to deactivate the forcefield.
The only ally NPCs in the yellow building are either dead or die very quickly. You don't need them to proceed to the top.