Half-Life 2

Half-Life 2

Crash Landing [WIP]
19 kommentarer
Billy336  [ophavsmand] 25. okt. kl. 14:22 
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 25. okt. kl. 14:12 
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⛧ 19. aug. kl. 22:12 
chill with the manhacks, hopefully that third map gets finished tho. this was really challenging
TNT 6. mar. kl. 20:50 
не советую я застрял и не понял что делать дальше dont load thos im stuck and dont know what to do next
Billy336  [ophavsmand] 29. nov. 2024 kl. 22:08 
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 29. nov. 2024 kl. 22:04 
Overall, what is here is actually quite interesting and enjoyable as is, and i'm interested to see how this progresses
Cpt.Haxray 29. nov. 2024 kl. 21:42 
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 29. nov. 2024 kl. 21:41 
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 29. nov. 2024 kl. 21:36 
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 29. nov. 2024 kl. 21:19 
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.
Cpt.Haxray 29. nov. 2024 kl. 21:18 
During the elevator holdout bit, adding a green glow to the elevator button would make it stand out more as the way to progress. Generally, the sparking on the power panel and cables leading to the other one makes the player think they need to do something with those first before they can use the elevator. Green light on the button would make it more obvious it is powered, + switching it to red when the power is cut would also make it clearer to go back and flip the panel.

Additionally, the combine shotgunner is very easy to see spawn in when they ambush the player in the sparking power room currently. Might need a wider doorway or consider getting rid of him.

The Same applies to the third zombie spawn in the fence gate area, where it is very obvious they're just spawning in from no clear source. Some more visual clutter here such as holes in the roof to imply they're dropping down would be nice.
Cpt.Haxray 29. nov. 2024 kl. 21:00 
Glass in the sewer area makes metal clanging sounds when hit which looks and sounds weird. Seems like there was a bug with the material properties.
Cpt.Haxray 29. nov. 2024 kl. 20:57 
During the first zombine bit, players generally think they're supposed to stand and fight, even with only a crowbar, if you have a zombie slowly getting up from the ground. I think moving it behind a door or barrier and having it burst through in a more dynamic way would help sell the "Run for it!'. Have the room with the other zombies in it wake up a bit faster as well. (Perhaps make the zombine burst through when the player opens the door so they have a clear path of where to go?)
Cpt.Haxray 29. nov. 2024 kl. 20:54 
Adding a small light of some kind to the upper vent opening would make it a bit easier to notice.
Cpt.Haxray 29. nov. 2024 kl. 20:51 
Currently playing through this. Im only on first part and im liking what im seeing visually, but I got a recommendation:

Move the crowbar near the dead rebel or near the combine control panel. Hiding it under a metal basket makes it very annoying to find as its not the first thing people think to check when looking for the crowbar which can ruin the pacing a little. Alternatively, if you want people to look around a bit first, have some kind of scripted rumbling where the crowbar drops down back into the first area after a period of time.
Billy336  [ophavsmand] 28. nov. 2024 kl. 22:37 
Thanks for the feedback. I was a bit aware of those issues, i am slowly fixing the issues before adding more maps to it.
MR Quavers 28. nov. 2024 kl. 14:33 
yea you should split this map up in smaller levels and also its a bit confusing in where im meant to go in certain places
Billy336  [ophavsmand] 26. nov. 2024 kl. 23:56 
I belive it is fixed now
Cpt.Haxray 26. nov. 2024 kl. 14:40 
Doesn't load when launching via the workshop selector.