Thanks, DrGlass, for playtesting it.
The turret in the confrence room shoots at you throught the glass when you first escape.
Actually, I've made the ceiling glass bulletproof. Even though
the turret below is firing, the player doesn't get hurt by it.
This is fair to the player because there is no good way to disable the
turret from that location, but it gives the alert player a heads up
about the turret when he/she reaches the conference room.
I had some proplems with troops spawning infront of me in some areas,
I'd say that you should have a drop ship bring them in or somthing.
Really? I'd like to know exactly where you encountered this
problem. I took great pain at preventing this from happening.
If you go to the roof you can not only jump around up there but there
is too much AR1 ammo...
That's intentional. I was always running out of ammo at first
before I placed the huge box of ammo there. Even with the ammo
boost, I occasionally find myself running low on AR1 ammo. Maybe
I'm just a bad aim. :smile: I plan to leave the ammo there
though.
It is way too dark, work on the lighting.
I guess this is a matter of personal taste. Someone else did
comment on this issue previously, and I did add quite a few lights in
the map since. I want to keep certain rooms dark on purpose to
hide the Combines. This way, all you can see is their little blue
eyes glowing in the dark and perhaps an arch of red light when they lob
a grenade at you. Too much light can reveal their positions too
easily and take the fun out of sniping at them in the shadow.
Toss some auto save spots in there. Place them after helth packs
so you know the player is gonna have some good hp and before big groups
of bad guys.
I'll look into this. But I am afraid to add auto_save triggers
because it might save over a game that the player has from the
commercial game. They'll be really pissed off at me if that
happens and they lose their place in the game.
mix up the combine, there is only the one type.
This can be easily done.
The ant gaurds can run into one side of the prison and they kill
everyone. Then you can kill the ant lions by stanging on the roof
or onto of that generator.
This is actually part of the gameplay by design. That's why I
provided a rocket launcher and some ammos. And if you're good
(apparently you are), you can set up the antlion guards against the
Combines to save you some trouble.
The few zombies seem out of place.
Yeah, I know it's strange to have zombies in the basement of a
courthouse. Most courthouses I've been to aren't haunted.
But then again, it's the world of Half-Life, and strange things happen
there.
Add some more detail to the map, and work on VIS blocking. The
fps seemed to suffer a bit but I think you could make that map run very
smooth.
I've tried hard on this task, but it's very challenging to block VIS
with the Source engine. It usually insists on rendering almost
everything in the vicinity. I've tried func_areaportal_window and
hint brushes, but without much improvement in frame rates.
Actually, the most taxing aspect of the map are the models. I
have many occluders set up in the map already, but some of them cannot
be blocked (otherwise they look very strange when they disappear right
in front of your eyes). I've also set up max_dist on most of
them, so they won't be rendered when they're out of sight.
When I run through the map on my slow machine, it actually has decent
frame rates at most places. The frame rates are about the same as
the official SP maps from Valve, so I assume they're acceptable for
most people playing HL2.
Thanks again for all the suggestions.