Half-Life 2

Half-Life 2

Water Hazards Re-Edited (Combine Stations and Warehouses)
Monki  [udvikler] 1. nov. kl. 0:08
More Ideas
Leave yours ideas and opinions for improving the maps, these can be ideas for maps in this mod or for any other map :steamhappy:
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Viser 1-15 af 29 kommentarer
eidonabramm 1. nov. kl. 0:54 
Okay before I go to be bed here a few things i feel to be added to the high way 17 coast maps, more wreck cars, hostile APCs and more overwatch troops and elites overwatch as I feel there just enough overwatch forces on the coast. I notice you added swat vechiales very cool.

And more rebels in the maps be they at strong hold bases or defeated by the combine. maybe add in the cps to the coast.

anyway I will try to proper detail what could be added to these maps on the coast when i get back from work tommorw.
Monki  [udvikler] 1. nov. kl. 0:57 
Oprindeligt skrevet af eidonabramm:
Okay before I go to be bed here a few things i feel to be added to the high way 17 coast maps, more wreck cars, hostile APCs and more overwatch troops and elites overwatch as I feel there just enough overwatch forces on the coast. I notice you added swat vechiales very cool.

And more rebels in the maps be they at strong hold bases or defeated by the combine. maybe add in the cps to the coast.

anyway I will try to proper detail what could be added to these maps on the coast when i get back from work tommorw.

I downloaded a script where the APC chases the player while they're driving the buggy. I'll see where to put it because if the APC falls into the void, the game detects it as if it were our buggy and gives us a game over.

and also another script where the Elites use the SMG's secondary fire :steamhappy:
ceebee 1. nov. kl. 5:28 
idk how to feel about one of the workers attacking freeman, i feel like they should both be trying to avoid him.

as for new maps, maybe there could be a watchtower with a combine soldier on it (or metrocop, whatever you prefer lol) once the airboat gets the pulse cannon?
Worker zombies :steamhappy:
Monki  [udvikler] 1. nov. kl. 7:18 
Oprindeligt skrevet af sharko gaiming:
Worker zombies :steamhappy:

I can set it as a dynamic prop :steamhappy:
Monki  [udvikler] 1. nov. kl. 7:19 
Oprindeligt skrevet af ceebee:
idk how to feel about one of the workers attacking freeman, i feel like they should both be trying to avoid him.

as for new maps, maybe there could be a watchtower with a combine soldier on it (or metrocop, whatever you prefer lol) once the airboat gets the pulse cannon?

I have a model of a watchtower that was going to appear in Nova Prospekt, maybe I can put it to use :steamhappy:
Sharkivan5 1. nov. kl. 7:22 
More buildings (High houses and fabrics) in the background of canals (beginning from map d1_canals_07)
Vortigaunt generators in some of the canals bases yk the generator with a vortigaunt trapped inside of it maybe also some combine soldiers with smgs that replace the metrocops later in the chapter. And also maybe the final map of water hazard can have some more combine and watchtowers in it?
Monki  [udvikler] 1. nov. kl. 8:48 
Oprindeligt skrevet af City 17 Railway Worker:
You should add this :https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3437387395&searchtext=d1_canals

It tells me I don't have access permission .-.
Maybe in the wasteland chapters you could add a Crab Synth or 2? I have an idea that one could be outside the camp where you first fight the antlion guard, with it being dead/destroyed. The 2nd could maybe be seen being deployed from a dropship at the lighthouse, but not actually fightable as a feel that that might be beyond your expertise to add in an entirely new NPC.
Also maybe some wasteland scanners out there too to broaden the enemy pool a bit.
Monki  [udvikler] 1. nov. kl. 10:52 
Oprindeligt skrevet af SuitingBeret297:
Maybe in the wasteland chapters you could add a Crab Synth or 2? I have an idea that one could be outside the camp where you first fight the antlion guard, with it being dead/destroyed. The 2nd could maybe be seen being deployed from a dropship at the lighthouse, but not actually fightable as a feel that that might be beyond your expertise to add in an entirely new NPC.

I had the same idea of putting in a dead crabsynth before fighting the guardian antlion
daniel.88.00 1. nov. kl. 12:53 
Anyways here is some ideas for the final map of canals I made these ideas in garry's mod since its easier to do that then explain it

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3597724967
Crane and some shipping containers here
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3597724927
Maybe a watchtower here near the gate?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3597724878

As you can see I feel like it would be better to have the metrocops here be combine soldiers also maybe some workers that run away here would be cool too

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3597724857

Some more combine soldiers near a supply transport and a combine wagon trailer as well as a watchtower near the dam?
The only thing I don't like about your idea for the soldiers is that they kinda don't get properly introduced like they do in vanilla. Same thing for the elites you were thinking of in the coast chapters. Maybe, instead you could do more Metrocops or even if you can the elite metrocops with the ability to fire SMG grenades and throw grenades.
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