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Rapporter et oversættelsesproblem






Another thing, i've still got 3 ss1 older maps that i made and i think i will add them to the update, even if i don't get to finish them, i'll be releasing the vmf's like ive done for this map for anyone who's interested their own edits.
-karnak
-dunes
-suburbs
i might upload some screenshots of them here, see what others think of em
I'll see about enemies, wish there were more in the game, feels a little boring fighting the same ones over and over again.
Check change notes, every time i update this, i'l add the changes to that.
Also here's how my garg battle went: https://youtu.be/wrOJISupAUs
Killed him in like 20 seconds or something lol. If that causes the softlock maybe you want to give him more HP or something
The finale arena doesn't have keys, though i think i'll change that in the future.
When all enemies are killed, you should hear a sound and the doors should open, killing the garg too earlier might've caused the soft lock.
Ai navigation for the obelisk is a little weird due to how big it is, and having to place the ai nodes individually so it's not perfect, i'll see what i can do in the future updates.
Lighting wise, environmental lighting will be fine, though when it comes to the torches and such, due to how big the map is, i had to remove a lot of them because it affected optimisation, so most areas are dark because of that sadly.
For the weird agrunt and controllers doing that, i have no idea what is causing that, it's never happened to me when i've played/tested the map.
But in short: this map really needs some more ammo and overall resources scattered around =)
Also I had a few bugs with ragdolls for AGrunts and controllers, for some reason they were quite dancy whenever they touched the ground. Also it was kinda weird the ground materials uses default sufrace property which doesn't sound right at all: https://youtu.be/Z0znipsXbZ4
I actually wanted to see some kind of static controller in the first fight arena which would throw some new following projectiles like Reptiloid does. Another problem I'd like to be fixed here is the absolute absence of ammo whatsoever. I had to use the hivehand for most of the level just cuz I wasted all the ammo at the first key arena. Even tho it had those rooms with some armor and health, I just couldn't find any ammo even tho I was literally running around every corner of the level. I also had like 10 hp at the end of the level where the Obelisk was setup. And some of the npc's were acting quite weird in that area, probably due to bad AI navigation.
I was gonna write some feedback but it turned out I had too many symbols in that comment so steam said to shut up to me. I'm gonna try to separate it
Plus there'd have to be a change level every 5 steps so the engine doesn't straight up die
But with the limits of Goldsrc, or hell even Xash I don't think it's possible with how big those maps are
I've re updated the description that includes the file number that the map and its contents are in for anyone else who downloads the map, hopefully it's number is the same on every computer, but as long as you search it by date modified and whenever you downloaded the map, it should come up.
I'll be sure to include the workshop content number in the description for the other maps when i get around to patching them up and putting them on the workshop.
As for not finding the map, sorry i forget to write how to load the map in the description, I'll change that now.
https://cdn2.steamgriddb.com/logo/ec04e8ebba7e132043e5b4832e54f070.png