Half-Life 2

Half-Life 2

31 个评价
Crash Landing [WIP]
   
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type: campaigns
contains: maps
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50.741 MB
2024 年 11 月 21 日 下午 1:00
2024 年 11 月 29 日 上午 6:47
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Crash Landing [WIP]

描述
btr_c1a - btr_c1a3 [WIP]

My old Half Life 2 maps that i made during the pandemic to mainly practice scripted sequences and triggers. It was part of a alternate story mod idea that takes place after Nova Prospekt / Entanglement, in which events happen differently and you get captured and on your way to be transported to the citadel few days later. And then G-Man causes the dropship to crash and breaks you out.

Feel free to give feedback because i'm not very experienced in HL2 maps.
19 条留言
Billy336  [作者] 10 月 25 日 下午 2:22 
Dont know which one you refer to but, in first elevator shaft section you just need to jump to the platform infront. In second one outside, you need to climb the bushes and use a prop to climb to the next section. However maps end short after there sadly, as i didnt complete them yet
thes_102 10 月 25 日 下午 2:12 
SO far this is a very good map. The combination door is a little annoying. Instead of making the user tap the code, once it is received and the user returns to that door, allow it to open with a single event. Also, on map btr_c1a2, how do you get up to the top of the metal tower?
⛧MegaloManiaC⛧ 8 月 19 日 下午 10:12 
chill with the manhacks, hopefully that third map gets finished tho. this was really challenging
TNT 3 月 6 日 下午 8:50 
не советую я застрял и не понял что делать дальше dont load thos im stuck and dont know what to do next
Billy336  [作者] 2024 年 11 月 29 日 下午 10:08 
Wow, thanks for all the feedback. I agree with you almost all of them, but it will take a lot to fix/change xD
Cpt.Haxray 2024 年 11 月 29 日 下午 10:04 
Overall, what is here is actually quite interesting and enjoyable as is, and i'm interested to see how this progresses
Cpt.Haxray 2024 年 11 月 29 日 下午 9:42 
Instead of a code over the panel, there can be a button on the panel with cables leading to it, implying its the button to open the locked combine door. Have some Alarms blare, and then have the metal door slide down. Add a secondary button over where the emplacement turret is that disables the lockdown and then truly opens up the previously locked door.

Also, consider either moving the grenade box over to the main emplacement area, and replacing it with SMG grenades.
Cpt.Haxray 2024 年 11 月 29 日 下午 9:41 
I would consider replacing the full combine troops waiting at the elevator with some metrocops. Have some rebels in the visual area shooting at them, but make it a quick and easy breather fight after the chaotic elevator fight.

Bit of my own suggestion for a visual redesign of the Sewer APC bit:

Replace the weird keypad locked door with a Door locked by a combine lock (those black things with the orange lights), and have some wires leading from it into the roof to imply you can turn it off.

Giving a clear reason why the rebels are in this small sewer room shooting at a combine emplacement, perhaps instead of a brick wall its a underground APC garage. Replace the closed combine door with what looks like a wide elevator meant for the APCs, and have the rebels set up some kind of makeshift barricade over the smaller door.
Cpt.Haxray 2024 年 11 月 29 日 下午 9:36 
Sewer bit with the APC and locked door is cool in concept, but the execution visually could use some work, as well as pacing wise.

Having the code for the door being found near instantly written on the wall is just very goofy. The APC bursting through the wall, while cool, also looks goofy due to the fact there is no clear indication of how it got there, minus for the world's most confusing combine door(What is even the point of the room the APC was in, realistically speaking). Having to throw grenades at the APC is also awkward, as it takes a while before its clear they're doing any damage, and walking back and forth changes the feeling/pacing of the fight a lot.

Additionally, the player is thrown from the end of the elevator holdout instantly into a gunfight with combine on the roof and ground as soon as they step out of the elevator, which can feel a bit much.
Cpt.Haxray 2024 年 11 月 29 日 下午 9:19 
This segment is also a massive difficulty spike due to the narrow hallway to get back out from the first power panel making it easy to get trapped in there due to zombies and get killed by a nearly unavoidable zombine grenade. Might be a good idea to wait a bit before spawning in the zombine to prevent this.