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In general, it’s best to get acquainted with the demo ver. as a training and how the author started with the basics, it’s a pity that the author is NOT going to do the entire OF remake according to his own decision, sometimes it’s intolerable to wait for OBM by Tripmine Studios and it’s not known when it'll realised
Another HECU HUD mod
https://www.youtube.com/watch?v=0sa_xbkBWfA&t=148s
OMG!!
-The first area is the biggest change, as its also different, instead of using the gordon door! You get to be behind gordon like in the original.
-Rebalanced shake on the mod overall
-Displacer gun easter egg
-Added manta on the xen area
-Restored opfor music
-Ending credits teasing crush depth
The only change i plan to make latter is to perfect the gordon scene a little bit. Because compiling this map in final is very long.
I started working on a v1.5 for we are not alone, the biggest change is that im restoring the orignal spawn area. Some other minor change will be made, update should be out tomorrow!
crush depth is out
We Are (Not) Alone
Yes, that is a reference to something.
And to asnwer your last question i also confirm this isnt caused by mod because it dosent replace or change any vanilla maps or textures/models, my guess is that you have another mod installed that mess this up.
Thanks for make this possible
Since you're going to expand to Crush Depth, more appropriate loadout should probably be added, like the RPG, tripmines, a knife reskin of the crowbar (used to be plenty, or again take from from CS: GO). You could even bundle in the AWP by Taras as the 'sniper rifle.' (way too early in the campaign, but would give a fighting chance against things in Crush Depth.)
Based on my own playthroughs of OP4. you'd have barely any .357 cartridges or shotgun shells going in, after fighting the hordes of black ops.
Very excited for Crush Depth.
Shep's recon, so would be bare-armed. Could use CS: GO arms if you're not much of an artist.
BM's 'flashlight' can be easily manipulated to create a nighvision effect.
While there's no easy way to add the displacer weapon to BM (lacking source code and all), a smoking, damage prop of it could be dropped with the scientist, and a semi-secret teleport could maybe take the player to the displacer location appropriate to this map (jump training, ruined and overrun hazard course). I know you've imported both HL1 and HL source stuff, so...
The look at Freeman if you manage the jump is easily missed since it's not right in front of you, and the player falls really, really fast. Maybe start Freeman in his actual BM Xen location, casually walking up the path to the telescope and equipment instead, while Shep ends up on an unstable rock, and falls to his death?