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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=819484603
I'd suggest grabbing a copy it and checking how he did it.
Having a guess some of the combine (Such as the ones dropped by helicopter) haven't had their relationship status set.
But as alternative you could delete the NPC's manually and then use the "Save" function that excists in G'mod. I hope it's not to much trouble and I'm sorry..
[2/2]
info_node_link can be also useful in certain situations. Theoretically it could be used to make NPCs walk into elevators or trains (and then walk out). You can see example of that in my gm_chase_pt1 map, which is part of my Map Pack. I believe you can download the VMF and see how it's done.
[1/2]
-I don't know how much performance projected textures actually use, maybe more than I thought.
-Yeah I noticed the amped up HP is a bit overkill. I wanted to scale it based on [TFA] Weapons, which was a bad Idea after all (and alot of work). The Damage though seemed fine. Lack of cover surely is true. I thought about implementing Barricades and more, but then thought they would ruin the look of the map. Not only that, I've used almost no info_node_hint since I found them confusing to work with. The Overwride Jump Permission hint felt like it worked at random and was really a struggle to get working. I need to experiment more with those.
Cheers mate
I wouldn't say NPCs with more health is a good thing. I did experiment with lowering player health on my maps to make it more challenging. I would say it was a failure, just made it more annoying to play. On top of that, there isn't much cover, especially on the surface. So combat doesn't feel like shooting something to death, it feels like clicking and holding left mouse button while tracking a thing for 2-4 seconds.
I did like some secrets I found and enjoying exploring the map in general. I'm looking forward to what you come up with in the future.