This mod clearly needed playtesters to release in a proper state.
Something I learned in modding is that you can't playtest your creations by yourself because you are obviously biased towards your own creation.
This mod clearly needed playtesters to release in a proper state.
Something I learned in modding is that you can't playtest your creations by yourself because you are obviously biased towards your own creation.
The thing simply did not want to extract, winrar kept giving me error everytime.
Couldn't even extract the zip bomb of this mod, So I could've not even play it, I also wished it was a standalone mod, not needing to overwrite hl2 files.
From What I saw from screenshots and videos, its just cinematic mod 2, just with stuff removed.
Update for 26/03/2024
D/M/Y
-Music fixed, with the help of payro.
-Music tracks use the unused "natural" preset in the flow graph.
Not until now, you gave me an idea of a dialogue between two metrocops, Shouldn't be too stressful, it won't need to do lip sync.
I removed both of them in our version, the original purpose was to avoid the player being able to save "chad07". But now the player can't save him, so the triggers is not necessary anymore.
You need to direct him to the combine panel, so he can open the door.
This is indicated better in our version.
Hi, have you read the new article? Because the driving section has been made easier!
Update for 06/01/2024
D/M/Y
-Added holes below Proto, so you aren't technically walking on mud.
-Added signs directions to proto and vehicle factory on NK Base, so NK players don't got straight to vehicle factory without knowing.
-You can't capture proto bunker while being behind the fence.
-Removed APC and Amphibious APC from vehicle factory.
-Added light tank to vehicle factory.
These last two changes were made to experiment to see if Infantry has a better chance against armor. As APCs are incredibly efficient at killing infantry.
Hey man, Add some ambient_generic to get some mood going on the maps! Its too quiet!
poor place to ask.
But I never intended it to be a larger project, or to have sequels.
That recovery remake had ideas of the alpha but wasn't intended to be a alpha recreation.
If you want any other news related to crysis, I have a idea for a map pack containing a new plot. But first I need to make way more progress into this mod.
Reminder that the only developers of Crysis Coop is razor-fin and fudsine. Anyone else claiming to be working on it, is lying.
May I ask why gold in the name?
Sorry, just doing some housekeeping by updating the screenshots.
Sorry, just doing some housekeeping by updating the screenshots.
Sorry, just doing some housekeeping by updating the screenshots.
change the mod status, its set to released
Forgot to mention, the music usage on your mod, was odd. Like I think you didn't use the music logic control. Also the motivation music kept playing in loop that I felt it was anti-climatic, use a music logic trigger to disable the looping.
Updated! Changed a bit the values, most obvious change was that recovery should look less blue, also for every sunny level, I've made the shadows blueish so it matches with the sky color.
10/06/2023 update
D/M/Y
-Improved AI behaviours, Alien Scouts now won't take forever to come to the airfield. (Thanks roadie!)
-KPA tank attacks the hunter instead of player.
-VTOL trigger activates when door opens now.
-Changed spawn positions of US LTV and KPA TANK on the airfield to avoid the player noticing it spawning from thin air.
the white flash that spawns the US jeep is caused by some alien explosion, should've added more of them so its less unnoticeable.
I have some ideas to try to interpret some of the early screenshots, but for now this was only a side project, now I need to focus back on New Times.
hard life purpose is not the same as mmod
Chapter 2 and the rest of the chapters will be released some time in the year. But don't discard any possibilities of delay, because anything can happen.
Redbr34
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