I really hope we will see good-old Mr. Friendly in the mod!
I really hope we will see good-old Mr. Friendly in the mod!
Well, that was rather unexpected to see THIS photo on the credentials.
The idea is very cool. But I've got a question. Will this new AI work with the original maps?
All this sounds veeeery ambitious and interesting. I hope you can successfully finish the development.
That's interesting. Looks like the maps evolved from the classic vanilla HL style into a new modern one.
That's interesting. But aren't the decompiled maps a complete mess, especially some complex brushes?
And even more important question: will you bring back the toilet in the Freeman's room?
A new HUD and actual explanation of its existence? That's better than GearBox did in BS.
Thank you! But isn't it too radical to flee into the borderworld?
Of course. VR is just an option.
The towers have doors now! It's really cool to see such details! And BTW who exactly from Vinesauce mentioned your mod, Joel maybe?
Пожалуй тоже поинтересусь, как там идут дела? Можно ли назвать хотя бы приблизительную дату выхода?
I see. So you dealt with the problem, that's cool.
Even if this place is abandoned GoldSrc makes it look cozy anyway.
The high-res textures look cool in HL, yes, but don't you get "Block alloc: full" message from time to time, when the engine runs out of space for allocating lightmaps?
Thank you! But I don't think I'll return to this map, I've done with it. Maybe I'll come up with something new in future.
I like your attention to details. It's a shame Valve cut most of the satellite stuff, like scientists' explanations and the online hologlobe.
Wow, this is an interesting technique. And definitely looks more professional than using sprites.
Looks absolutely gorgeous! That's the visuals interesting to look at and the atmosphere feels just right, something modern AAA-games had lost long time ago.
BTW how did you manage to implement that road under the powerlines so seamlessly and smoothly? Could it be composed of oriented sprites?
Nice mapping! But there are a couple of things looking not so good: pitch black polygons and pipes textures mismatch. I'd recommend to read this article on Sven Manor, dedicated to advanced lighting: Sites.google.com.
And for the textures thing: try to select a pipe side with LKM (while in texture editing) and then apply the texture on the next side by ALT + RMB, that will do the trick.
This is a pretty interesting idea! Have you seen lms_bath or Pubg maps for Sven Coop? Would you add a danger zone (forcing the players to move to the center of the map) or transport? Will you keep the default textures or make new ones?
So let's criticize first, the very beginning is too hard in my opinion: it's dark, you don't know where to go, constantly being attacked and there are almost no places to hide and think where to go or watch where the butterflies go.
Next, the keycard is almost impossible to notice. It blends with the ground and partially blocked by the crystal and its glowing sprite. I had to check the walkthrough to find it.
The good ending: I've played the First EP so I thought I knew what to do to escape stasis, but it didn't work! There's only one vortigaunt who saves us and I've managed to save ONE vortigaunt, but nope it didn't work, so again had to check the walkthrough (still managed to find the pink barrel by myself though).
But despite of these minor flaws the mod is great: it's non-linear, the maps are cozy, really well made and have the right GoldSource atmosphere. The good ending is unbelievably great! The map is gorgeous! I really enjoyed playing it, thank you!
Actually there's an icon in the corner at the very beginning showing you the module.
GoldSourceFreeman
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