Second release of ver.3 vertigo chapter. Vertigo is a cut chapter from 2001 takes place before streetwar. This is a heavy remake of it, includes 4 levels, 30 minutes of gameplay, balanced difficulty, custom weapons... and so on.
This is a Vertigo chapter demo, probably one of the last revisions I will have, still, I need to hear your opinions if you played it. And don't forget about bug reports, it helps.
INSTALLATION
Unpack it and put it in steam/steamapps/sourcemods/
YOU NEED SOURCE SDK BASE 2013 WITH LAUNCH OPTIONS SET TO UPCOMING
CREDITS
Shockwave:101: SMG1 reload sound
The Renegadist: Pistol
Psilocibinum: Cremation mod assets
Sgt.Stacker: Mod assets, terminus vmfs
JosephtheKP: TV model
Rapapa the Pepper: Audio Files
QuakerCraft: v_shotgun, v_oicw, reskins
Gyaku/Jasper: Logo, Audio
TheOneEpicplayer: Zombie,Headcrab
Clatronix: Item models
Jasper Carmack: v_Pistol
Nakelot: v_357
This is the list of people I got provided assets from. Thank you. There's evidence that I got permission to use them.
CLOSURE
Thanks for downloading, or at least taking your time to take interest in this mod. This mod is pushed forward by your kind support.
If you want to get up-to-date content from this mod, visit: Discord.gg
Here's a youtube channel I have which frequently posts content about this mod and other games: Youtube.com
Thanks -Mister.K
these are my altogether thoughts on your most recent content release:
The good:
-atmosphere blew me away. When I walked up the stairs and looked at the smoggy, run-down buildings surrounding city 17, hearing the gunshots and carnage being caused by the street wars below, looking up at the citadel malevolently gazing right back at me, all while the best ambient track in HL2 in my opinion (particle ghost) played in the background made me remember why I've always had a love for HL2 beta concepts. I never knew the blocky building designs primarily used in beta maps could look so good.
-Never got too confused from the level design, though I do see newer players getting a sense of vertigo (Badum tiss) when trying to get around, but it's not too much to make them wander around in circles for half an hour straight.
The bad:
-weapon choice, or the amount of said weapons, needs to be cut down quite a bit. I don't see many people wanting to fawn over the smg 2 or the AK over the smg 1 and the OCIW. unless you plan to use them in a sense of different areas that have different firearms being predominantly used, the weapon choice is a bit full of things that can become redundant. Another major complaint I have is the HMG and just how useless it is at killing people. the spread is further out than butter on toast, it seems to do little damage from what I've used of it and its model looks fugly to boot. (quick suggestion if you want to keep the HMG, have it act as a portable combine turret. Have it be able to be set down on certain areas and have its turret form be much more devastating but still have ammo be more scarce than common sense becomes after trying to explain exactly what the **** the Gman is.)
-The zombie animations were a bit iffy at times, even though they made me feel nostalgic of the old zombie animations from HL1, they were still a bit clunky here and there.
- The streets are quite barren below the building and would make you think the city has already been abandoned as opposed to being in the middle of civil war, but because this is only an early demo, ill let it slide as there are more important things to be done.
Overall I give this beta recreation a 8/10. It would've been a 7, but I'm adding an extra point because I am genuinely excited to see your interpretation of old HL2 concepts that never made the cut :)
Thanks! These types of comments helps me alot!
About zombie animations though, i don't know how to model stuff so i can't improve it.
We dont really know what the wasteland zombie was animated like,so this is what epicplayer had to do. My guess is that the zombie may have used hl1 animations and something else for the half zombie part
Cool!
Why is there bad textures on shinny items/surfaces (like water or metal)?
? So there was missing cubemap on reflective surfaces?
Yes.
I play on AMD Ryzen 3 and I had the same bad textures with this mod : Moddb.com
I don't know, do you have an image to show me where's wrong?
I will send you a private message.
It is done.
In most cases, writing "mat_specular 0" usually solves these kinds of problems
Thanks, but... Already fixed with the last dev Build.
this beta mod actually did surprise me more than raising the bar:redux
waiting for full mod !
Wow thanks!
Great Job Mister K, really suprised me with all the maps and stuff you put in it
10/10
also this was god
Thanks!
Good stuff so far
The combine in this build seem a bit weird, I have the feeling that they either don't communicate with eachother or atleast don't all trigger when one of them sees me, most noticeable when I was 1v1ing a guy and another combine was just patrolling right next to me haha
Maybe place one or two more pistol ammo at the headcrab sections
Ill make sure to improve ai
Hello,lam a Chinese person who uses a translator so there may be errors in some areas.However,this module is definittely a masterpiece and i hope the anthor can do better in the future