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Even if there is no counter on how many Items and ribbons you collected I will say I found the Ink ribbon system to be very cool. Overall a very cool map considering its a HL2 mod. Would be cool if there was a side B map.
I'm not intending this to be a "defense of the map" or a debate, it's just my thoughts in regards to what points you brought up.
I really appreciate that, because that was my primary goal when uploading this to the workshop. I wasn't expecting HL2 to get a workshop, so when I saw it, I dropped what I was doing and set out to see if I could make it work, because I wanted it to be something you could just click a button on and play with barely any effort required. And while it took some finagling with the workshop system to get there - they didn't provide much documentation - I'm very happy I was able to get everything to "just work" right out of the box like that.
Granted, there were some hiccups, like a few issues people had with reflections not working so they'd have to turn their settings down to compensate. But nothing too major.
As it turns out, Half Life 2 does something neat with Workshop content. If you bundle custom assets together with maps and upload it as a "Campaign", then you don't have to worry about it overwriting other maps! For example, this mod has the pistol ammo reskinned to look like ammo boxes from Resident Evil. If you have the mod in your list but load another map or go into the regular Half Life 2 maps, you won't see those. That's because the custom content doesn't load unless you're playing one of the campaign maps that they shipped with. This is super handy because it means mappers can be free to modify whatever textures/models/sounds they want, and keep it to only modify their maps and not other people's!
Of course, you can instead choose "Content" instead of "Campaign" which goes on its own separate ordered list, and those DO modify any and all maps you run.
If you were looking at my RE2S collection of items, I tried my best to make it plain - if your only goal is to play the RE2 maps, the first main item is the only thing you need, full stop, nothing else. The other items - the weapons and zombie - are not meant for the RE2 maps, they're uploaded as "Content" so you can use them in other maps if you want to. I was mainly encouraged by a couple comments early on of people asking if I could make one of the weapons available to play in other maps, so I made the pack for that purpose. But with just the main package, you get the custom guns when playing RE2 but not on any other map.
It's also worth noting that "Content" overwrites "Campaign" assets, so it's possible to overwrite one of the RE2 guns with a custom one from the Workshop if you want to.
I certainly feel you on this one. The skill setting file lets you change what damage the various ammo types do, and how much of it you can carry, so there's some control there. But strangely, the amount of ammo you get per item pickup is more determined by the difficulty you have on than a config file. For example, you mentioned how 20 shells in a box is overkill. According to the Valve developer wiki, this value does actually change with the difficulty - if you were playing on Hard, you'd only get 12. So the difficulty does change some things, though I can't find any actual comprehensive information on everything it alters, so... it's a bit weird!
It does explain why shotgun ammo goes so hard, because the only real way he could have reduced it further (apart from max carry amount) is place less of them. And that ties into item placement in drawers and hidden spots, because you have to assume that the average player isn't going to find every single box of ammo there is on the map. A meticulous player will find nearly all of it, but others won't. And it's not a great feeling if you get to the minibosses or the last boss right after you save the game and find out you're not carrying enough ammo to take them out. It's a delicate balance. If it came down to placing too much ammo down VS not enough ammo, I think the former is more preferable. But I understand how it can feel strange to have so much ammo in a Resident Evil map, when those games are known for their strategic ammo and resource management.
Don't forget the final boss, either. It's not a complicated fight since it reuses the Antlion Guard, which is a simple "shoot him and don't let him get close enough to claw you". So if you enter that fight with not enough ammo, you're pretty much screwed because killing him with the knife is pure frustration. You could feasibly do it by getting him to charge, then running in and getting a few swings when he's stunned from hitting the wall. But that would take a long, long time, and wouldn't be very fun. So making sure the player can find enough ammo to defeat it without having to scour the entire map for every pickup is important.
Fairly accurate, yes. Source doesn't do much for "puzzles", at least in terms of interactive elements. Most interactions in the game that aren't shooting things are either pressing E (Use) on them or walking into them to push it. Otherwise it's mainly physics and platforming, neither of which was a thing you could do in RE2. So a lot of those puzzles did have to be simplified as a result. It's certainly possible to do cool puzzles, the mod "Research and Development" is an excellent example. But again, it's often physics puzzles using the Source engine's primary strength, and RE2 just didn't feature anything like that at the time, as it was before physics in games really became a feature.
Definitely an unfortunate limitation of the Source engine. It's possible to code in inventory panels, other sourcemods have done it, but it wouldn't be compatible with the workshop if he had done that anyway. The other possibility would be to make each of these items a physics object you can move around with, but that wouldn't be very feasible here because you're often walking with multiple keys and items, while you can only carry one physics object at a time. Juggling several would be a pain. I honestly don't know what would be the best way to improve this.
A fair point. It would be possible to have the door have several "alternate skins" and choose the one that matches which key it needs. Or use separate models if the markings are meant to be more "3D". I think that's how the RE2 RPD map in "No More Room In Hell" did it. I do think the text helps though, as checking which key the door needs is a simple press of one keybind. Being able to tell at a glance would be nice, though, that's true.
Like the guns, custom enemy models are a complicated thing. It's not enough to just replace the model - you have to make sure the new model has proper animations for everything like moving around, attacking, getting stunned, et cetera. It's not easy, and I haven't learned how to do it myself. Also, even if you give them a custom look, they're still going to behave like the original Half Life 2 enemy - even if they were modded to act differently, that wouldn't work here in the workshop as such changes aren't supported.
He did quite well with what he had to work with. Could more have been done? Sure, I'd imagine so. At the same time, I don't blame him for keeping it simple and staying with the Half Life 2 aesthetics. I certainly wouldn't have been able to do any better either, lol.
The gameplay flow definitely impacts playtime by a large margin. In the original game your movement was much more careful and measured, while in first person you can be much more nimble. Rooms that normally would take 15 to 20 seconds to navigate can now be sprinted through in about 2 or 3 seconds. This extends to enemies too, as you can get very good at parkouring around zombies and avoiding combat with some to save ammo.
Though to be fair, the OG RE2 is not a long game when you get familiar with it. You can easily beat that game in a couple hours. There's even a randomizer mod for it called BioRand where you have the items shuffled around, and you can still beat the entire game in one sitting without much trouble. So this mod being in First Person just makes it even faster. Not much can be done there. Even if you did try to, for example, slow down the player's movement or make their jumps shorter, that's going to annoy a lot of people who like Half Life 2's controls and don't want to be crippled.
Anyway, I probably went way overboard with this reply and bored 99% of the people trying to read it, so I'm done. I hope I could at least give a little insight into why certain parts of the map were designed the way they were - not that I'm speaking for Blood-Wraith or his decisions on making the map, more just observations on what you can or can't easily do with the Half-Life 2 engine and Hammer mapmaker.
Cheers.
Would be cool to see random healing items, inc ribbons, ammo, enemies, and maybe expanded weaponry? Even if its will be same gun, but with different model. It will be cool anyways.
As i know, different paths wasn't developed in HL2 until Left 4 Dead 2 released. So i'm guess that making different paths for game sessions will be limited for availability of puzzle elements on different points of map.