Gordon has fallen into a Combine trap. He was walking through some alleyways of the city until he realised something wasn't quite right. The Combine had sectioned off a part of an abandoned courtyard which he was walking through. Fellow miltia men received forward intelligence of the plan but by this time it was too late and the trap was set. Barney is joging (he can't run due to an injured leg) to catch up with him, although he will not be there in time to help. The Combine soldiers have dumped several explosive barrels in the courtyard from other parts of the city where there has been heavy fighting. It would seem that for whatever reason they have not removed them. Use this to your advantage, every piece of ammunition will count. They have also hidden ammunition and batteries on a certain building ledge and behind general trash deposits. The Combine are desperate to exterminate Gordon and are therefore deploying heavy machines and creatures in their bid to exterminate the doctor. 



Installation instructions:

Place the "Barneywave.vcd" file in C:\program files\valve\steam\steamapps\yoursteamusername\half-life 2\hl2\scenes

Place the "Courtyard.bsp" file in C:\program files\valve\steam\steamapps\yoursteamusername\half-life 2\hl2\maps

Place the "Courtyard.ain" file in C:\program files\valve\steam\steamapps\yoursteamusername\half-life 2\hl2\maps\graphs



Trivia(contains spoilers)


-When the troops rappel from the chopper, their ropes aren't [i]actually[/i] attached to the helicopter. The reason being is that to make them that low it would mean the troops wouldn't rappel at all, and that, my friends, is what none of us want. Also I dunno why, but the chopper insists on turning when it reaches the path_tracks, even though it does a 360 and ends up the same way around it was before. So this is also an oddity to look out for.

-Barney was originally meant to walk from the left side of the Combine barrier to the right side, but, for some strange reason unbeknown to man, he walked approximately halfway, then, and I'm not joking...stopped. I tried removing everything. I tried moving it out of the barrier's bounding box (clipping issues might have caused it). But no. I even tried steps! A ramp! No! All three ways didn't work. So an alternative method was coined.

-For some reason when I set up the dropship, I had to have the path_tracks in a very specific place or it simply wouldn't follow them. It was not a clipping issue because the dropship quite happily clipped through world geometry and models, so I have no idea what the hell that was all about. I wish entities were sort of "black and white" if you know what I mean, but no, there are alot of variables which can go wrong with them, which is very off-putting to a new mapper(not that I'm new).

-Architecture and prop entities took all of three days, whereas entities took me a couple of months to sort out! It just shouldn't be this way, the frustrating thing is that I didn't find out why things weren't working. To this day I have no idea about alot of things that have hindered me concerning entities which is not satisfying.

-I did try my upmost best to zip the files into the .bsp file using PakRat. I clicked "add" then I saved the .bsp and nothing happened. So I clicked "auto" then save, and again, nothing. So then I clicked "scan" and "add selected" with the path as "half-life 2\hl2" and it just said "saved to disk" instead of "In Pak". So then I changed the "scan" path to "half-life 2\hl2\maps\courtyard.bsp" and it would have none of it. The "add selected" button was greyed out.

-A complaint I got from my playtesters was that the Strider did not enter the main area. This was never my intention, however I did test it quickly (so I could say that I tried) and in many cases the Strider's corpse stopped the dropship from landing. I even ticked "fade corpse" but it didn't fade for some reason. So the Strider stays on it's side of the barricade 8=]