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While I said they are a pain in the ass, there's still some ideas I have that I'd like to add. An example is a soldier that can randomly spawn that is immune to gunfire but vulnerable to explosive/fire/energy damage. And I'm interested in that sniper you suggested. I'd rather not use HL2's default sniper but instead I'd like to equip a soldier with a custom swep that uses the sniper rifle you see in EP2[vignette.wikia.nocookie.net]
I definitely love progressive environmental damage, this one will have to be a side project though, making a destructive environement can take a little while since you have to manually create every single piece that gets destroyed. I might dumb this down into larger chunks though, while not as impressive it'd still give you that immersive feeling.
The HL2 assault system is incredibly annoying to work with, this system is only effective on linear maps, this is why a lot of wave based maps are long hallways or are a fort in the middle of the map, that's because that's the most potential you can get out of the hl2 assault system, I have to avoid using this and only relay the player's location to the combine and have their AI do the rest. However besides the assault system, there's the standoff system I've been experimenting with in the map. You can enable it in the spawn room under Tactical AI, it's another side project because I'm still trying to figure out the best way to implement so right now it's tagged as experimental.
It's a lot of work, I don't really want to make any promises, but I still want to make this map fun and immersive.
I'm not exactly sure how that can be changed, I've seen a few AI improvement addons around the workshop but I'm not sure how those would fair with the map currently. Glad to help where I can though, great work on the map!
Look for the running generator.
Although I think I know why they might not be making way for the player, try typing "ent_fire rebelfollow kill" in the console and see if that works.
In my opinion, I suggest adding more cover, be it just normal cover or maybe even breakable like fences or such. Those work well with things like one combine hiding out behind one, and then after it dies, a shotgunner comes out to finish the job. Another thing would be the mounted guns, which have too big of a sightline in my opinion. And also, maybe make the empty ledge behind the combine base and warehouse a bit more interesting. Perhaps some sewer pipes and railing, or a small construction zone to give way to a sort of staircase firefight, if that makes sense?
-Making the storage house in the corner's windows on the roof breakable, perhaps for a combine ambush from the roof if your cooped up in there for too long, or a gunship/hunter chopper/strider gunning from the top.
-Cover on the road, it's hard to move from one building to another when you barely got much to cover you when doing so. But given how there's an APC that can start driving around the road, it's hard, I imagine, but what I suggest is using crates or breakable cover, that will respawn after the APC is down for the count.
-More interesting layouts for the buildings interior. One is the Supermarket, It's mostly just one cover in the checkout table, and the isles. It's hard to cover yourself, and there's only two ways to enter, both of which are doors, one close to your best cover, and both of them don't help if your hiding in the isle. You can't even do much with the freezers with how you can't fit in there. image making it back up a bit so you can enter into a sort of hallway. And also, the alley in the back is bland and mostly just that one burning trash dumpster.
-Option for the NPCs to either follow you like they do now, leaving only the four (3 rebels, 1 medic.) or having them spread out around the map. (Could be more the just the four.) I'd spawn in my own on sandbox to solve this problem, but they all keep shooting the mounted guns on the combine base and corner storage house.
I do like the suggestion to make the glass on the roof breakable, when I get back to working on this map you can expect the next update to have those windows breakable(and perhaps combine dropping in as well).
I also do have plans for the gas station, I plan on putting a small office area inside the building with a window to shoot out of.
Lastly you can toggle another set of rebel spawners that have rebels that will not follow you, but it has to be done through the console:
ent_fire toggletestrebels trigger