10th Anniversary Teaser Release
Demo 1 comment==UN-UPDATED prototype release== Prison Dusk Variant (interval 22) Reverting to int 22 due to critical bug with the revised gas puzzle. Will upload a...
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5/8/21
UPDATE: Time has been extremely short for working on the mod, but Prison looks damn near final now. However, I've been having issues troubleshooting bugs in Source's sound system that suddenly showed up and wrecked my shit. However, due to financial issues and work schedule, I've been working 6-7 days a week for the last month with no end in sight. I'll keep working when I can, but unfortunately real life has been taking a bigger priority than my creative work, to my chagrin.
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==UN-UPDATED prototype release== Prison Dusk Variant (interval 22) Reverting to int 22 due to critical bug with the revised gas puzzle. Will upload a...
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вы топывыи мод крутой
Where's the downloadable file?
I just re-downloaded it from the site, it should be working. Weird.
Outstanding map; complex, 3-dimensional, very atmospheric. You are obviously quite talented and very ambitious. I look forward to additional maps in this series. Well done.
Thanks very much for your feedback! It still needs work, mostly on signposting, puzzle clarity, and the skybox, but I'm glad you enjoyed it! How was the difficulty level? Many people I have test the level say it's too hard for a first level, and granted despite it being a third or fourth level, the difficulty can be overwhelming for someone coming in from vanilla.
Did you take the map offline?
The map is still there. I really should do a re-release, since the EA map has progressed some since, but I've been trying to hold back until I have more to release. I'd like to get four maps out in the wild with the next release, but the earlier maps have been somehow even more ambitious and difficult to work on, particularly in the limited amount of time I have available to work.
Difficulty level was no worse than moderate. Just had to keep in mind every time I got hung up, keep looking, he's put in some way past this blockage. Resist the temptation to make it more difficult by throwing larger and larger crowds of enemies at the player. I get upset with developers who have no more imagination than that.
Agreed. I tried to pace the level so that there's something always happening and some variance, but the placement of the Combine is supposed to be leading the player towards the fortification to open the exit. They're concentrated on defending a specific point, but in a way that they're spread out enough to only have to worry about 4-5 at a time. However, the navmesh is complex enough for them to flank at some very interesting angles.
is this it?
There will be more. Just a matter of getting it running standalone without bugs and finishing up the maps before this one as well as finishing the polish.