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CSS and Episodic 1 & 2. Currently working on minimizing extra game mounting needed.
Next update I'm going to try and pack all the content within, increasing file size, but minimizing other games/mounts needed.
Try playing with certain commands to see. mat_fullbright 0 or 1, maybe the bloom settings? The issue is everyone has different settings so I tried to be reasonable, but naturally, sometimes, extremes happen.
No AI nodes as far as I'm aware to a full compile. This was made for DarkRP and was not tested with any other stuff in mind beyond exploration. You can spawn a bunch of combines and other enemies on the map, but they're not like to start running up and down stairs/ladders.
CSS and Episodic 1 & 2. Currently working on minimizing extra game mounting needed.
@INF-ScannerMan
Yeah, kind of the vibe I was going for, but might make it more open if I expand the map later in a V3.
The arrows on the security camera system make a noise but don't seem to do anything.
There's the same both rise problem with the security windows at the larger health clinic.
The double doors of the gas box thing at that clinic open outwards into the walls.
Some of the arch roof sewer tunnels, most noticeably the upper subway entrance on the disco building side, have model gaps.
Not sure if they are meant to, but none of the stations in the secret combine tech area do anything. It could be cool to have one of the stations in the room overlooking the grate walkway to have the ability to do a deathrun-esque trap of pulling the grate away and dumping intruders into the abyss below.
All in all, a really fun and interactive map to a singleplayer map explorer like myself and assuredly extremely fun multiplayer experiences to be had here. Good job!
Also, the only vent that has worked so far for me was the one entering the tower's elevator shaft from the stairs.