Base Defense is a single/cooperative modification based on horde-style and RPG systems. It's awesome, you should try it ;)

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Adachi1924
Adachi1924 - - 63 comments

I know this is asked alot but do you have an estimated ETA on when this will be up for download? I'm pretty hyped '3'

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PLut_RU Author
PLut_RU - - 655 comments

I have no defined time for release, because every time I say some date something goes wrong. I just want you to know a lot of things depend on future multiplayer test. I hope it'll go well.

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CyborgParrot
CyborgParrot - - 1,733 comments

"Potato is my favorite color of the alphabet."

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Biomechannibal
Biomechannibal - - 66 comments

Damn, this is looking polished and shiny. It'll be great to finally have a proper in-game key-binding options menu. I notice that the Steam Logo is in the upper-left corner. Do you intend on releasing on Steam for Half-Life Source as well?

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PLut_RU Author
PLut_RU - - 655 comments

Thank you!
For Source - no. Try to get greenlit as community-made HL1 mod - yes.

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Biomechannibal
Biomechannibal - - 66 comments

Nice! I have a Steam account, so let me know when you put it up and I'll make sure to vote for it!. =D

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PLut_RU Author
PLut_RU - - 655 comments

I learned more information about posting products in steam. Unfortunately, it can be posted now only as a concept, so it'll never get on the store even as free community-made mod.

That's the bad news. I don't think there's a reason to post it as a concept, so I'll find better ways to spread information about Base Defense.

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Biomechannibal
Biomechannibal - - 66 comments

I found this in the Greenlight Section of the Steam Marketplace:

"Concepts:
If you have an early game or software concept that you'd like to get in front of potential customers, you can post them here to get feedback and reaction. Posting in the concept section allows you to create a page that supports the same features as normal Greenlight items such as discussions and comments. The voting here serves only to give the developer data and reactions and doesn't work toward getting the game distributed on Steam.

To post in this section, you simply need a non-limited Steam account.

You do not need to pay the Greenlight submission fee to submit a concept."

So you COULD use Greenlight to spread news about Base Defense without actually putting it up as a Greenlight Submission, I think? I've only ever posted Workshop Items myself, I could be mistaken...

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PLut_RU Author
PLut_RU - - 655 comments

Will see after release ;)

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Biomechannibal
Biomechannibal - - 66 comments

I just noticed this in the upper corner:

"Also I made a FGD, so it'll be available as soon as new version released." - PLutRUS

Easily the announcement I've been waiting the longest for, and am the most excited about! In the last two years so many other mappers have asked you about this, and I'm sure they'll be happy to have a definite answer.

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PLut_RU Author
PLut_RU - - 655 comments

I'm thinking about writing "How to use wave system" tutorial, it will include how to use new entities and descriptions of their settings.

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Biomechannibal
Biomechannibal - - 66 comments

That would be fantastic! I reverse-engineered the old wave system for my map and to this day, I still don't really understand it. Which reminds me; did you add the "cost" parameter to the 'func_button' entity?

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PLut_RU Author
PLut_RU - - 655 comments

Old wave system was a mess without any sense, I never thought of custom maps for my mod then.
Yes, sure! If the button has price it will show a tip "Activate for $N", if it's free then just "Activate", if it's activating a trap it will be like "Activate a trap" and if trap button has a price it will show you "Activate a trap for $N" message. Trap decal was added to standard ones and you can mark button as trap activator.

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Biomechannibal
Biomechannibal - - 66 comments

Dude, that's so comprehensive. I can't wait to finally have drop-down menu options instead of having to edit the entities' info myself. The other question on my mind is about the 'func_recharge' entity; does it recharge the player's Mana Score now?

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PLut_RU Author
PLut_RU - - 655 comments

I can make similar entity, it's not a problem. I have a lot of time now before the test, I'm finishing old plans. You can remember hit indicator from HL showing from what direction you were attacked, now it's new and looks like red fades at the corners of the screen. Never thought how helpful could this be.

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Biomechannibal
Biomechannibal - - 66 comments

Totally, the red triangles flashing on-screen were meant to be a way of warning the player, but the original HL didn't really utilize them well. And thank you so much once again. In my map, if you survive 30 waves, two secret chambers open with health and armor chargers (except they're giant goblets of magic liquid), and the mana-refill liquid doesn't work.

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PLut_RU Author
PLut_RU - - 655 comments

HEV chargers won't work, Base Defense has its own protection system with items like helmets and armor. To increase damage reduction just increase defense rate and survivability (now toughness) stat.

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PLut_RU Author
PLut_RU - - 655 comments

Done. Now HEV charger charging mana, if it's full it will play "deny" sound. Since there's no "skill" option, chargers always contain 50 points of hp/mp.

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Biomechannibal
Biomechannibal - - 66 comments

Perfect! That's exactly what I had in mind. Gaining access to the rechargers in my map is solely based on surviving waves; there is no way to unlock them early. This keeps the players from abusing them, since they're meant to be a reward for surviving for the first 30 waves. Though that number may change depending on how difficult the new version is. You know how testing goes. :)

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PLut_RU Author
PLut_RU - - 655 comments

How do you detect the number of wave?

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Biomechannibal
Biomechannibal - - 66 comments

I used a 'game_counter' with the name "multimanager" so that it would count once per wave, and set it to trigger after it had counted 30. Kind of a cheap work around, but it works...with the old system. Don't know if that will still work with the new one though.

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PLut_RU Author
PLut_RU - - 655 comments

Hmm... Don't remember how it all worked. I will check if there's a method to make map events depending on wave number with new wave system.

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PLut_RU Author
PLut_RU - - 655 comments

So, do you know about game_playerdie, game_playerkill, game_playerjoin, game_playerspawn, game_playerleave names for catching events above? I made two more special names for catching wave beginning and ending. It's game_wavebegin, game_waveend, now you can create multimanager with name "game_wavebegin" and it will call all its targets when new wave starts. The same thing with "game_waveend" name.

Will include this information in my tutorial.

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Biomechannibal
Biomechannibal - - 66 comments

Woah, that's way better. 'Cause yeah previously I could only get things the happen on wave beginnings using the method I was. This will make things way easier. Thanks a bundle!

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SoundPulserino
SoundPulserino - - 1 comments

Oh man, i feel so hyped for this. but i also have alot of questions, Feel free to ignore the ones you want to.
1: Why use Half Life and not just make something like a SMOD for Half Life 2?
2:Do you have a planned release date?
3:Would this possibly be multiplayer?
4:Would you plan on selling this on steam once greenlit?

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PLut_RU Author
PLut_RU - - 655 comments

1. Hmm... You mean as mod-setting over the original game? This is nice a idea if think of this as a co-op support for original story, maybe someday. Base Defense has its own story though.
2. No, trying to fix all bugs to make really good game experience without crashes and game restarts. Server part looks stable, but client one not so.
3. This IS multiplayer.
4. If it will be greenlit, then it will be posted as a concept, it means no distribution to steam.

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Description

It's easier to setup controls and hotkeys.
Instead of model selection part of settings there's a nice pic of all classes :P

Also I made a FGD, so it'll be available as soon as new version released.