[beta] A Brief Detour - HL2:EP2 SP Map

Reveal what you have made so far and get feedback on development.

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby jgoodroad on Wed Feb 17, 2010 4:45 am

you need to adjust the barriers so that the headcrabs can crawl under, but you cannot. and you need a bit more cover around the first battle, otherwise people are inclined to backtrack around the ben to camp them as they charge around the corner. maybe some gunfire sounds in the distance, and a loud slam at the begining, as if the gate shut violently...SLAM!

my only other regret is that you sometimes get ammo after you kill the last combine. I was a bit pissed that I had an smg grenade left over... so I used it on my friends. and perhaps space the pillars out a bit more, at the end.
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby UncleSam on Wed Feb 17, 2010 5:01 am

jgoodroad wrote:you need to adjust the barriers so that the headcrabs can crawl under, but you cannot.

I tried that, and the headcrabs could only make it through if it was high enough for the player to get under, and the whole reason the barriers are there is to slow the player down a bit to get the headcrabs a chance. I don't think it's all that important that they can get through, since the player has to break down the boards to proceed anyway.
jgoodroad wrote:and you need a bit more cover around the first battle, otherwise people are inclined to backtrack around the ben to camp them as they charge around the corner.

That's a good point, but I think there's enough cover from the pillars/crates that the player can duck back and reload. But do you have any recommendations on how to add more cover to that room? I want the player to have a clear line of sight to the doors as they enter the room, and I don't think that'd be possible with more cover, at least without redesigning the room to be a little broader, maybe?
jgoodroad wrote:and maybe some gunfire sounds, and a loud slam at the begining, as if the gate shut violently...SLAM!

There is a rolling door sound as you load the level, and a Rebel yells out. I wanted something like "Get going, we'll meet you on the other side!", but I couldn't find an audio clip like that that didn't sound out of place.
User avatar
UncleSam
Member
Member
 
Joined: Wed Oct 10, 2007 12:09 am
Location: New Orleans, LA

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby jgoodroad on Wed Feb 17, 2010 11:42 pm

well their is a rolling sound, but no close sound. you can add a metal desk for more cover, or maybe a shelf? or make the prior hallway a less likely retreat, maybe an automated fence that slams shut? or another headcrab canister... if you think it could work...otherwise the hallway before makes no sense. You could also remove the second wall and have the combine force-field reactivate, and if so who turned it back on? combine? Gman? your choice if you so chose to go this way. (mapping wise)
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby jgoodroad on Wed Feb 17, 2010 11:44 pm

oh, and adding custom voice is pretty easy. if you have audasity (free) and pakrat (also free).
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby UncleSam on Sun Feb 21, 2010 8:21 am

Minor updates, I think this will be the final version.

Download!

I added a louder crash and a more appropriate shout. As for the exploding door encounter, I think that's the best I can get without feeling like an artificial solution. If I had to do it again, I think I'd redesign the whole space. A combine shield that turned on as you entered was part of my original design, but it changed into a door that you turned off, so just having it snap back on feels like a deus ex machina. So it's not a bad suggestion, but I think I'm happy enough with it right now.

It just seems like a lot of work for only 5-10 minutes of play time, it certainly makes me appreciate how much effort goes into a complete single player level now. But hopefully my next attempt will go a little faster, now that I have a bit more practice.
Last edited by UncleSam on Sun Feb 21, 2010 8:55 am, edited 2 times in total.
User avatar
UncleSam
Member
Member
 
Joined: Wed Oct 10, 2007 12:09 am
Location: New Orleans, LA

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby jgoodroad on Sun Feb 21, 2010 8:39 am

final link?
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby UncleSam on Sun Feb 21, 2010 8:57 am

Link added, sorry about that. Although the link has stayed the same, just the file has changed.
User avatar
UncleSam
Member
Member
 
Joined: Wed Oct 10, 2007 12:09 am
Location: New Orleans, LA

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby riffraffselbow on Sun Mar 14, 2010 2:05 am

I realized that I have access to recording-studio grade equipment, so I decided to record some attempts at what you seem to want. They're far from perfect; my voice is not particularly interesting or appealing. But here's my attempt, licensed under CC-BY (You don't have to credit me in the release thread, just somewhere in the readme or any other file distributed with the map (even just a .txt file pakratted with the map; It really doesn't matter, apart from being a technical quirk in the license. I won't sue you, so don't worry about it to begin with is my advice.))
http://dl.dropbox.com/u/734502/VOfiles_ ... Detour.rar

Full text of the license is included. You'll need winrar ( http://www.rarlab.com/download.htm ) to unpack the file. 24-bit 44100 hz wav.

Don't feel obliged to use it; I was just bored so I decided to record this for you.
riffraffselbow
Dumpling
Dumpling
 
Joined: Sun Mar 14, 2010 1:57 am

Re: [beta] A Brief Detour - HL2:EP2 SP Map

Postby trcc on Sun Mar 14, 2010 7:02 am

riffraffselbow wrote:I realized that I have access to recording-studio grade equipment, so I decided to record some attempts at what you seem to want. They're far from perfect; my voice is not particularly interesting or appealing. But here's my attempt, licensed under CC-BY (You don't have to credit me in the release thread, just somewhere in the readme or any other file distributed with the map (even just a .txt file pakratted with the map; It really doesn't matter, apart from being a technical quirk in the license. I won't sue you, so don't worry about it to begin with is my advice.))
http://dl.dropbox.com/u/734502/VOfiles_ ... Detour.rar

Full text of the license is included. You'll need winrar ( http://www.rarlab.com/download.htm ) to unpack the file. 24-bit 44100 hz wav.

Don't feel obliged to use it; I was just bored so I decided to record this for you.


Nice :P I listened to it, If i were to make a sp mod, i would hire you :P
trcc
Pheropod
Pheropod
 
Joined: Fri Aug 14, 2009 6:54 pm
Location: Montréal, Canada
Previous

Return to Under Construction

Who is online

Users browsing this forum: No registered users

cron