Mario Keys - a single player modification for Half-Life. Concept: Find color coded keys to open color coded doors. The game is set in a mario-styled world. Fun for all ages.
This is for Half-Life goldsource. It was developed with the young gamer in mind. I built it when my son was 12. He is listed as one of the beta testers.
There is not a lot of gun use in this mod. Mostly it is exploration through mario themed maps. The idea is to find different colored keys to open or find the same color door/exit. There is only one weapon in the whole mod, and that comes quite a way in. You will need to use the longjump module pretty often.
Young players really enjoy the mario sounds and mario-themed locations. The maps are small and easy to maneuver through.
How do I patch this?
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I downloaded this but cant quite figure out how to install it.
Put it in your steam/steamapps/email/half-life folder.
Then restart steam.
Then it will show up in your Library in steam.
** edit ** Put it in your steam/steamapps/common/half-life folder.
Then restart steam.
Then it will show up in your Library in steam.
Umm
Just put it into the half life folder
start half life press change game
click the mod
Profit
End of the Help comment from random guest
hope this helped
The end in mod is "map 15" but in maps folder have 20 maps. Why?
Be patient at the end....
I've played it using Xash3D without significant problems. The only bug I've seen it's a yellow ladder, which was on the k11 map in a scripted camera sequence (yet before you get the yellow key). Also it's strange, that elevators (in k11 & k19) are going to work before you step on them, taking into account that they moving down only once. And I missed about Mario's background soundtrack, it's a very important fun part ;) .
Ten or so puzzle type maps with a 3D mario theme looking for giant rotating coloured keys. There were alot of bugs, particularly the 'only server can changelevel' fail to load next map ones. Mostly fun jumping puzzles in a fun setting. Erratic autosaves. Hard to figure out what can be 'used' sometimes. I think this was an early mapping project eh? Also we got some 'timed' sequences where you must rush to keep up with a platform before the fall damage becomes too great, but none of these events become obvious to the player until it's too late. I was able to skip some areas by abusing longjump and going over the castle wall and right into the next map. Overall, mario fans with some inclination for puzzle types can jump for joy a bit here. But there some bugs that can make the mod difficult to get thru.
also, good luck with challenger deep