Half-Life 2

Half-Life 2

Warehouse Assault
29 条留言
Suqidwadr 11 月 27 日 上午 7:26 
Also, it gave me nostalgic reminisce about Halo beach landing, which I presume was your primary inspiration both for map and audio
Suqidwadr 11 月 27 日 上午 7:24 
Whenever it is a sauntering coast-like explorative map design, or a dilapidated and vacuous bellows of what this hollow planet used to be, before the nonce and usurpation of the ironic fate that is a human individual usurping an alien reckoning force and bestowing humanity to suffering, the community has contrived every map and modification. Im always inclined to play-test maps every year and this is another ubiquitous maps. My only implication of the nuisances that seemed to fash, is the somewhat stationary gunship. However, you have immense fondness of map designs, enemy layouts and game functionality, so whenever it has nagged me is not of concern... One of the most novel maps that I've subscribed to, which feature that fast-paced combat and environmental maneuvering :steamhappy:
Saul Goodman  [作者] 10 月 29 日 上午 12:01 
I see, I'll keep this in mind and make the objective more clear when i do my next maps. perhaps i should have used a rope, connecting the door to the room with the button
RudyK 10 月 28 日 下午 8:22 
Oh, right, I did find the crossbow, but I completely missed the button

I think it might be helpful for you to know what was going through my mind at that moment, so you can consider it for future designs. I thought the room with the crossbow was just a secret area, because I noticed the lambda symbol on the wall. For me, that symbol is subconsciously linked to "there's something valuable here, try to reach it" So, I climbed onto a pipe and jumped up to get there (by the way, I only noticed later that there was actually a ladder for normal people!). When I grabbed the crossbow, I felt that satisfying feeling of having found a secret, and happily went on my way, haha

After that, I started running around the warehouse, trying to remember what to do next. I even killed all the enemies and backtracked to the beginning to check if I had missed anyone
Saul Goodman  [作者] 10 月 28 日 下午 6:58 
i appreciate your message a lot man, i'm happy you enjoyed it. about the warehouse, there was a button lit by red light. you can see it by looking to the left of the door. you also get a crossbow in that spot. once again ty for the comment it's nice
RudyK 10 月 28 日 下午 6:03 
Towards the end, during the battle at the warehouse (?), the gates to the village wouldn’t open for me :( I don’t know what the condition for opening these gates was, but I couldn’t find it, so I used noclip to progress. The appearance of the maps didn’t bother me; what was more important was how they played, and they played very well. Overall, I liked it, keep up the great work, author! I’ve been hungry for community maps for HL2, so I devoured this one with great appetite. Good luck with your future projects!
RudyK 10 月 28 日 下午 6:02 
I enjoyed it, especially the beginning where I felt the spirit of embarking on an adventure. Gathering scattered individual supplies on the mountain even gave me a sense of survival and searching for limited resources, which was engaging. The AI of the soldiers and their placement, and the changing distance between me and the enemies, pleasantly varied from one encounter to the next, keeping things quite diverse and never boring. The author also clearly has a fondness for the core mechanics of Half-Life 2, so dealing with enemies could be done in various ways – throwing a barrel, or shooting from cover – and this was very enjoyable.
Benry 10 月 26 日 上午 9:48 
nice map dude this is actually pretty cool.
завоеватель 10 月 25 日 下午 8:36 
not bad at all for the 1 time keep it up :steamthumbsup:
Jolly Klaus 10 月 25 日 下午 3:14 
had fun playing on hard, definitely got a kick out of the halo music :MCCHELMET:
Leader Marabout Staline 10 月 25 日 上午 5:06 
Warehouse Assault : Campaign Evolved when. !! Let's pray there will be an update where the Faceposer-y actually works. Also look mom I'm credited :steamhappy:
Saul Goodman  [作者] 10 月 24 日 上午 11:53 
thank you wingus, yes halo is a huge inspiration for me all around
wingus 10 月 24 日 上午 7:25 
Pretty decent campaign, the level design really reminded me of halo, pretty hard too, feel like it could use some more HealthKits
Saul Goodman  [作者] 10 月 24 日 上午 1:51 
yeah the thumbnail isn't the greatest there's definitely more that can be done
Saul Goodman  [作者] 10 月 24 日 上午 1:51 
@ahmadsyar halo is awesome indeed
MaliKala 10 月 24 日 上午 1:22 
I am pretty sure that thumbnail image of Warehouse Assault has some problems:

1.Nothing burger location
-Like really you could a find a better looking location/spot for a thumbnail image of your half-life 2 map

2.Ugly font
-There are a lot of fonts that look better than the standard font you use for name text for
your thumbnail image. I used NSimSun for the thumbnail image of my hl2 map

3.Why it has to be a 16:9 screenshot scaled down to 1:1 aspect ratio
-Better way to do this, is to cut/crop the image to 1:1 aspect ratio
I think you can use Edit Mode in the Windows Photos to do this

Like 16:9 screenshot forced into 1:1 aspect ratio looks super ugly

Never scale/stretch the image to the aspect ratio you need

Instead crop/cut the image to the aspect ratio you need.

4.Why do you need "20 Minutes 4 Maps" text
-Lowkey looks useless since people can read the description for your map.
ahmadsyar 10 月 24 日 上午 12:58 
"Master Chief? Do you mind telling me what you are doing on that ship?"
"Sir, finishing the combine
Zapizard 10 月 23 日 下午 8:41 
pretty solid but there's definitely much to be desired visually
Saul Goodman  [作者] 10 月 23 日 下午 4:47 
thanks for the comment uziguzi, i assume the part that confused you was at the end of the third map?
unbakedrhyme575 10 月 23 日 下午 3:06 
great map, some of the spawns and enemy placement feels a bit unnatural, but its still quite fun to kill them. sometimes its a little unclear on where to go, but other than that this mod is really fun to play!
Saul Goodman  [作者] 10 月 23 日 上午 8:51 
thank you for the very detailed feedback! i had this laying around for a while so my map design is slightly better than before, i agree with basically all your points. i do have an autosave at the very end in case you die to a gunship but that's about it. audio design is very important and i'll try to make it more detailed in my next uploads. thanks again!
MaliKala 10 月 23 日 上午 8:50 
I enjoyed this map. This map is a great start is for your map making career
Keep making more maps

It has some things that my map doesn't have:
1.Enviromental Storytelling
2.Custom Music
3.Gameplay Variety
4.Enviromental Diversity
5.Balanced Gameplay (Atleast more balanced than my hl2 map)
MaliKala 10 月 23 日 上午 8:48 
Warehouse Assault has some parts that are weak and underdeveloped

I think on the next map project you should work on these parts:
MaliKala 10 月 23 日 上午 8:40 
4.Thumbnail/Screenshots
Yes your map will get more popular from having good thumbnail image
and a lot of screenshots.

You simply can not avoid this part

Everything in the world is marketing/advertisement
You need to make people click on your map
If they don't click they will never know how amazing your map is.
MaliKala 10 月 23 日 上午 8:40 
3.Enviromental Detail
-I think you also need to put more work into making your map look more nicer and
more realistic.
There are countless examples of hl2 mods and garry's mod maps
that look detailed and realistic.

Hell even HEDG Discord Server has examples of detailed enviroments

Your map will simply have a big upgrade from having a better enviromental detail
Places from your map will feel more real and nice to look at,
Plus you will have better looking screenshots.
MaliKala 10 月 23 日 上午 8:39 
2.Autosaves/Playtesting
-You should definitely call for playtesters to play your map
More playtesters more information you have about gameplay design of your map
You should learn how to make playtester call messages,
After you get the information from playtesters you can decide to design your map for
whatever group of people

Your map will simply feel better to play from better gameplay design

And one more thing i have to say is that:

Not everyone has the same skill or the ability to play the game properly
Not everyone uses quicksaves
Not everyone plays the game on "Medium" Difficulty

-Yes i understand that it is impossible to design a game for everyone.
The thing is that game developers design the game for widest group of people,

Cool thing about indie game dev space is that you can decide for whatever group of people
you want to design your game around.
MaliKala 10 月 23 日 上午 8:38 
1.Global Sound Design/Background Sounds
-I am talking about the sounds that play when the player is doing nothing
or nothing is happening.
You should definitely have sounds that happen outside of the music and main events or
when player is not fighting anything/not doing anything

These sounds will make your map feel more like a real place with life.
Saul Goodman  [作者] 10 月 23 日 上午 6:58 
thank you swaggerwoof! glad you enjoyed, would be cool if you rated it in case you didn't since I'm hoping this map grows a little!
swaggowoof 10 月 23 日 上午 6:02 
What a great map! very well done!!! I have no criticism! hope to see more from you