Re: [map] sp_balcony
Posted by haymaker on Thu Aug 6th at 10:46pm 2009
nice, looking forward to playin' this, gotta find that old hl2 cd though or wait for the mega DL....

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Re: [map] sp_balcony
Posted by reaper47 on Fri Aug 7th at 11:29am 2009
Well thanks for the feedback, everybody! Riven, I love seeing demos, thanks for the recording.
I surely didn't work on this the full amount of time, but tweaking the entity work was harder than I imagined! In the end, I started just throwing a bunch of enemies into the map, then abandoned it for a few weeks not sure how it will turn out, but eventually finished it in quite an intense 2 week marathon. But it's a joy, still, to work on top of finished geometry... gives you time to experiment with the rest.

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Re: [map] sp_balcony
Posted by RedWood on Sat Aug 8th at 10:35pm 2009
Hay Reaper. I had a play through. Sorry to say it didn't go to well. I died once and after that the ai was disabled and i couldn't get it to turn back on. restarting steam didn't help. I'll start it over and see if it works all the way through in a day or to. I was having a blast until it happened though.
I recorded it as a demo. Pm me your email or contact me on steam and ill send it to you. (after being compressed it was 11 meg).

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Re: [map] sp_balcony
Posted by reaper47 on Sun Aug 9th at 10:42am 2009
Hummm... What's with all the people having problems with "AI disabled"? I had it turned on a couple of times for testing, but how can a console command like this "infect" a BSP file? Not to mention, I didn't have it turned on during the final compile and packratting? Strange...
btw, "ai_disable" in console should turn it on again.

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Re: [map] sp_balcony
Posted by Finger on Mon Sep 7th at 3:26pm 2009
Just played this today - really loved the environment. I think you did an admirable job converting it to a singleplayer map. The hold out at the end was good - good use of space. The Vort was almost a non-entity; but I know it's hard working with allies. I hated that one sniper who kept stinging me - I wanted to kill him!
I especially loved the feeling of being on the rooftops. Great job!

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Re: [map] sp_balcony
Posted by Enforcer on Sun Sep 20th at 11:35pm 2009
The map is pretty good, about 90% of what was seen was explorable, which is a good thing; there was realism in that sense.
I also liked the fact it was non-linear, but however, it was also confusing. I found myself not knowing where to stand most of the time.
Although I think that it is far too short to be appreciated as much as it should be.

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Re: [map] sp_balcony
Posted by Flynn on Fri Jul 16th at 9:25am 2010
Fucking great map mate. I actually downloaded this from PlanetPhillip, not realising it was from 'Reaper47' who had helped me with my maps in days gone by. When I got out on the rooftops, I thought I had gone somewhere I wasn't intended to, it didn't take long before I realised it was a feature of the map. I am impressed by the forethought that has gone into this nice little extra. I was also pleasantly surprised to find out that the Combine troops can find their way down from the rooftops, that must have been down to good node placement.
I did get an 'ai_disabled' problem with my saved games, but the map was short enough to load it from the start again from which the problem doesn't arise. The amount of enemies and supplies were balanced as well. Architechure of the map was also good looking.

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