It is currently Mon Mar 27, 2023 10:54 am
Deathbagel wrote:...though I do maintain that the ladder *looked* like it could be jumped to...
Riomaki wrote:- So, I see what you're supposed to do with the Magnum now. The gap over the door, yeah? The thing is, you can collect it from the sides of the door as well. I think a standard Clip would resolve that, though I'm not sure if the Gravity Gun can pull/punt through a Clip brush.
replaced with door with breakable padlock
- I think the smoke volume around your toxic goo is a bit too subtle and dark. Something a bit lower to the ground might work better. Don't forget you can join multiple brushes together to form smoke volumes. Doesn't always have to be a box.
increased alpha from 0.2 to 0.3
- I love the new shanty town and the "RESIST" graffiti there.
:D and I was thinking nobody would notice it
- Disable collision on the garbage props with the trash bags. In the area just beyond the shanty town (where the Metrocops use the Manhacks), it's hard to go backward through that grate because you get caught on the collision.
disabled collision + lowered displacement
- In that same area, after the Metrocops deploy the Manhacks, one or both will kind of run off. I'm not sure if they ever come back, but I'd kind of prefer if they kept attacking after deployment. A similar problem happens with the Metrocops who get grenaded by the Zombine. Some Metrocops will survive and not be very focused on the player.
sent kill input to metrocops once player passes certain point
- The Fast Zombie battle is a bit much, I feel. This is a very tight space for all the things that are happening here. The Zombine breaking through the fence also doesn't make a whole lot of sense given that Metrocops have taken cover just on the other side. Plus, the monster infighting wasn't as evident. An alternative setup might be: Player comes up the stairs and finds Metrocops in cover shooting at Zombies (as it previously was). After entering the space (or some death criteria), trigger howl and several Fast Zombies from behind the Metrocops. Some will focus on mauling the Metrocops while the others will go after the player. No fence, no Zombine. For me, in the first version, this was a good demonstration of how the Combine didn't have a strong grasp on this area.
area requires extensive rebalancing, moved zombine way back, reduced overal amount of zombies in the area, cops spawn in cover now
- While crossing into the garage on the tow truck, I got killed by the garage door. I don't think the garage door needs to close as soon as it does - you can let the player touch the floor before doing it.
moved close trigger further away from the gate
- For whatever reason, I still didn't see the point of the Combine generator. On revisit, I can see it powers a forcefield across the catwalk. I'd suggest cloning that forcefield to the player's side of the catwalk as well as adding a Combine camera there. The noise and flashing would draw the player's attention on the way to the garage, and then they could follow the wires or whatnot if they are still confused.
duplicated combine fence to otherside of bridge, camera model clips through bridge when idle, not an option
- I like that the Combine jump into the sniper sequence, but it sure looks silly. They have that one canals animation where they slip over the wall that might look better, if the heights work out. Maybe a rappel option?
that jump animation requires a certain set height, I 'll see if it's usable there.
- The green door that gets opened when the generator is disabled. Couple points - you can hear the Combine door lock if you operate the locked door from the other side, and the door lock prop itself has no backface, so you may not want to use it in the way you are. I don't know if parenting it to the door is an option?
might move lock to the other side of the door and parent it to the door ...
- I like the Sniper Rifle segment! I feel the APC might arrive a bit too early. Also, the way the wall breaks down with the rocket is kind of... implausible? Not sure. The angle is very weird. Do you need the wall there at all? Maybe it's a forcefield that gets "overloaded"/sparks out when the sniper rifle is destroyed?
interesting suggestion, my initial intention was to constrain the player inside that tower untill he killed enough cops with the sniperrifle, the wall exploding does seem a bit hacky.
- There was a Metrocop half-submerged in the floor next to the oil tanker blockage.
weird, I also started noticing this bug, not sure why it's happening, need to investigate!
EDIT: I think it's happening since I made the bridge into displacements
- I still think the APC needs better feedback - especially on the first Hopper Mine. Even if you need to fake this by parenting effects to the APC, it should be done.
the current setup works, not a main priority
- The APCs death works better than it did before. Though I have to admit, I'd still like it to blow up that sign assembly and have it collapse across the gap.
yet, I haven't changed a thing on the apc battle since the previous version :p
- As I followed the rebel to the hideout, I was still getting shot by Metrocops (there was one standing through the gap in the blue fence as we fade to black).
fixed by killing metrocops via kill input
Minor Global Things:
- Combine door locks need red sprite / "deny when used" sound.
noted
Very fun!
Thanks
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