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So I found a map in the prologue's mall section, I don't know if this has any relevance to the game or if this is just some random map that was used but it has locations written on it such as "Roselle Park" and "West Elizabeth" when I searched those places on google it showed this: Rome2rio.com
Which is the exact same area that was detailed on the map, so I guess it's safe to say that Underhell's prologue takes place in NYC.
I know it's the mood your going for but i'm still having trouble seeing what's on screen, such as towards the end of the video. I'm sure the atmosphere won't be lost if a little more lighting was added.
Needs more flying car
So I've been using someone else's PC to finally play this game at a good framerate, but for some reason the options has no high shadow detail option on this person's newer, more powerful PC as opposed to me older, less powerful PC which does have the option. Can someone explain why this PC doesn't have a high shadow option? It's making stealth parts harder than they should be.
In my opinion it depends on how long each release is, will each one be about 5 hours long like Underhell, or under 2 hours. If each chapter is long and each one tells their own story then I think long episodic releases are better, but if the releases will be short if their episodic then I think you should develop the whole thing before releasing it.
I'm sure they're making a new model for every borrowed character model, not sure about which ones are the borrowed ones if they're not all borrowed.
I guess you could try putting HL2 maps into Underhell's map folder, although they'll most likely be completely broken like they were when I tried playing them in the prologue version.
*1 year and 4 months
You're a wizard, Chris
Jake Hawkfield's new model
The only problem I have with this is that his wrists look tiny, like he has large hands and large arms but tiny wrists.
Did you restart steam?
On the topic of glitches in the prologue, can I point out two others?
On the first map there is a dumpster on the opposite side of the street from the building you're supposed to enter, if you climb onto the dumpster you will be able to see out of the map and see the skybox.
After chasing the assassin, on the roof there is a tiny ledge that you can shimmy accross, from there you can drop onto an electrical post, you will take damage but in this version of the prologue you have medkits so you can patch yourself up and drop down to a part of the street you're not supposed to be in without dying, from there you can see where the map ends and you will be trapped in this area until you use a grenade on yourself to restart.
Are you still working on this?
I'm posting an image of the WIP Hermit remodel Swaggletooth has done because not many of you seem to have seen this, so it might be something to admire while waiting for another update.
I can't see anything other than the exit sign
So what did cause any of my complaints? Without any examples it is hard to believe you.
Now in regards to your other comment, yes at first I tried to run past the hundreds of zombies, but there were so many of them it slowed down my computer and made it damn annoying to navigate with so many enemies chasing you and as the mod description says "you have to master the crowbar to beat it". Also I don't see how you're trying to be different, the maps sure aren't new and the combat is the same it's just that there are added zombies which only serve to extend the game time.
Now there is a difference between difficult and downright frustratingly dull, a good example of a difficult game would be Jak 2 or dark souls, rarely does any game send 50 enemies after you that can't be easily dispatched, and for good reason. Most of the fights in this mod consist of a long as slog of hitting an enemy twice with the crowbar, backing off, returning to crowbarring that is tedious and monotonous and like I said, why use a mod that implements improved combat if you're not gonna use it?
None of the ways I cheated caused any of my complaints as far as i'm aware, in fact they solved most of my complaints. So I don't see what this is gonna do to improve the mod.
But Underhell was last year
*what a cool mod
It looks so good
At the top of the apartments you're met with a room with a car battery in the corner, if I hadn't broken the previous map I would never have given it a second's notice because its receiver is LITERALLY 2 WHOLE MAPS AWAY, next thing you know is the floor falls beneath your feet and you're thrown into a room which is pitch-black, small and full of zombies (that you'd be facing your back to if you're playing blind). Meaning that there's nowhere to run, grenades will either blow you up or crash the game and you can't properly see your enemies because they're so close to you your flashlight won't illuminate them properly. Now I don't know what happens after this because of no checkpoints and the game sending me back 5 minutes of "gameplay" I said "**** this" and quit, judging by the fact that there aren't any chapters after this point I assume i'm not missing much if anything at all.
TL;DR: Ripping HL2 maps, adding basic brushwork, spamming zombies and not giving a clear example of what to do does not make it fun, more like frustratingly annoying.
My advice would be to scrap the ripped maps and make something original out of this.
Onto the next map and it's a driving section, you're faced against so many zombies that it's almost physically impossible for you to get the car through it without getting stopped, surrounded and absolutely destroyed by zombies in seconds, after exiting the tunnel you're faced with the coastline map with the crane, I saw the bridge with a thin walkplank first so I naturally went there first, the plank is so thin to get across that you can fall off, managed to fall off, survive and walk around the sandy beach, it took me a while to realize that this wasn't supposed to be a place the player was supposed to reach when I went into the water and there were no leaches to kill me so I could get out of the map and see missing geometry what do you have against death barriers? They're easy and stop the player getting out of your maps. It was lucky that I also noticed that there was a car battery receiver when I was breaking the map because I would've been lost without it a few maps on.
The next map is a mix of two trainstation maps and it gets into the uncanny valley of weird to see so many environments in the same place. It was at this point I had low health due to lack of medkits throughout the mod so I died so many times on this map, it was lucky I had a gravity gun or else I would've died more than I already was, it was then at this point that I realized that there were pratically no checkpoints throughout the mod, only at the starts of maps. So much so that I started to quicksave, but quicksaving on this map crashes the game so it's pretty much useless.
Someone downvoted my comment. He's getting a surprise visit pretty soon.
If Source 2 adds HL2 support before you start the 2013 version, will you make it in that version instead?
I have very little knowledge on what rules are for voting but as there has been very little news on upcoming content and no major releases this year would it count for a MOTY?