you're sent to investigate reports of murder in a facility. You find out xen creatures have killed nearly everybody. Now you have to choose whether you escape or stay and help survivors.

Post news Report RSS TNSM Update log 2023/03/11

. TNSM update log 2 . 2023/03/11 . New map who dis?

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tnsm lgog uplog back

TNSM update log 2

New map who dis?


I've decided to not do weekly update logs (at least not right now). I've been busy with other projects like Bots and my new album that's coming out in a couple months and I don't get much done on Tnsm in a week. I also post weekly updates on other projects/websites so it's a lot to keep track of which update logs I've updated. So for now I'll try and make these biweekly but I won't guaranty it.


Anyway I've spent These past 2 weeks detailing tnsmmap1 and starting on tnsmmap5.

-The updated tnsmmap1


Screenshots

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-Started work on tnsmmap5

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Concept art

tnsm concept art1 car park

Map 5 of the escape section is going to have the player take a shortcut through a car park. After this detour there should only be 2 or 3 maps and then I can get to work on the 2nd half of the mod.

-Updated tnsm.wad

tnsm wad 2023 03 11

-Detailed the sewers in tnsmmap2

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-Updated the title screen

tnsm tit new srn

New


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Old


That's about all for the past 2 weeks. Like I said I've been busy working on Bots and my new album

Thanks everyone for supporting and sharing this mod!

Post comment Comments
FlippedOutKyrii
FlippedOutKyrii - - 3,519 comments

Dope work, my dude!

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FreeSlave
FreeSlave - - 276 comments

Looks good. I love little details like the broom (in the video).
Technical question: do you use regular Half-Life game libraries or Spirit of HL?

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Seacat08 Author
Seacat08 - - 21 comments

I'm using regular HL. I considered spirit of HL but I don't have win rar and those files are packed in a rar :(

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monster_urby
monster_urby - - 3,030 comments

Nice update. :D

Watching the video and I just wanted to point something out as I think it also tripped me up while playing SLUDGE.

Keycards and locked doors: I would consider triggering a sound and an on screen message when you find a door that requires a keycard, as well as when you pick up a keycard. I totally missed this in SLUDGE, having seemingly unlocked a random door somehow. Reviewing my playthrough footage I saw that there was a keycard next to a dead guard which I had completely missed and didn't know I'd picked up.

Also, from a level flow perspective, it's always ideal to have the locked door appear first, before the keycard. This gives the player an objective and they know to look out for a keycard.

Having the player pick up a random keycard for a door they've not even seen yet isn't really a puzzle. In fact it might prompt players to backtrack to see if they missed a locked door somewhere earlier in the level.

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