first, I really thank you for taking time !
Mod packaging:
- Make sure you remove the /save and /screenshots folders. Users don't need either of those. You should also remove the /bin and /gfx folders.
[.......]
- Ideally, the name of your mod should match its Steam name (i.e. it should be Climbox, not Duel).
Thanks for remind me all the steps precisely !
- I think the Unreal Tournament-style pick-ups don't fit the Half-Life 2 universe at all, but I can accept it as a author choice.
I totally agree but as you said it's an "author choise" made during the GameJam. ( subject -> duel )
In fact, i think it looks more "Arcade style" which it's totally the point
- Across the board, the way this level unravels feels very random. There is no rhyme [...] . This is something you should avoid.
I also agree, actualy something happen when you kill someone, it's something you have to know before, i suppose... Duel after duel
- You shouldn't put steam behind the basement corridor with the Heart and CASTE graffiti if the player can't interact with that area.
I don't see why.. why ?
- Killing the Hunter with such limited ammo could be very difficult on Hard.
Yes it is
- The Combine forcefield you disable by pulling the plug sits beside a large opening that is a solid window, but it's hard to tell this from the stairway. I tried to throw a grenade through there only to have it bounce back at me. It needs to be more clearly defined as a window.
- Next to this forcefield is a chute you have to punt open with the Gravity Gun. This is not called out very well and the fact that it takes multiple punts to open, with no player feedback, makes it confusing.
This area isn't clear enough, i know. I realize that when i let some friends play it without any hint
- The final battle is ridiculously difficult. As you know, it exists in three stages.
I think ridisculously is the perfect adjective
- The first stage, with the Combine gunner, is difficult to hit. While it is possible to throw Grenades up there, you also littered the area with explosive barrels for gravgunning. Unfortunately, these rarely hit the gunner. They should either by removed, or be given more leeway.
For the first time, i don't agree. You have plenty way to kill him and if you aim right you can kill him with one barrel.
- For the second stage, the Strider, the perimeter fence is an obnoxious obstacle for both you and the Strider. You basically have to wait for the Strider to march to the one gap in the fence you can reliably fire rockets through, and once it gets there, it stands around getting hit, which looks unrealistic. Using a shorter fence would be better for gameplay.
You have to use the "point aiming" of the rpg to kill him. But i agree it's hard if you're not an expert of the Rocket launcher
Also, presumably if you don't kill it in time, the Strider destroys the only health pick-up and cover on the roof, which is bad for what follows next.
Just a way to force the player being faster and more accurate. Maybe a bad idea
- Stage three, a Combine Gunship. Totally unnecessary. There's now no health or cover on the roof and only a handful of rockets inside the building. As a result, the player won't want to stray from the infinite rocket crate on the roof. It's unclear what options the player has at this point. I found nothing useful inside the building and the Gunship would sap my health to almost nothing in one or two volleys with no way to restore it, other than backtracking all the way to the basement.
Unnecessary ? Maybe. Of course if you are not fast enough you have no health left on the roof but i think you have forgot the health near the TVDeadBodyRoom. Once again i agree with you.
- The area housing the infinite rocket crate looks unrealistic. It's basically a 3 foot long garage.
Hahah ! Yes it is ^^ The whole map isn't realistic. It's incoherent as hell.. ( no preproduction )
- On the whole, the map looks pretty good. You get a lot of little details right, like the TV cutting out when you pull it from the wall or stashing grenades in the kitchen shelves. Textures clearly differentiate one area from the next.
Thanks !
- The custom wooden banisters on the stairs render incorrectly and their flatness is very apparent. You'd be better off using the metal texture you used on the other banisters.
I will !
- The mod doesn't kick the user back to the title screen on ending. Use a point_clientcommand entity and give it the input Command with the parameter startupmenu force.
Thanks for this ! I I tried game_end but it was for MP so i assume that everybody will press echap, was i wrong ?
Thanks again ! I do not know if i will fix everything and make an 1.1 version cause i'm already on something else, something real ( Climbox is just a quick project, there is not enough love put into it..
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(English isn't my mother tongue, so if i write bad i'm sorry
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