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Whoopservatory - HL2 EP2 singleplayer

  • insta
  • July 21, 2011 at 12:31 AM
  • Skjalg
    • July 23, 2011 at 12:54 AM
    • #21

    Short and sweet indeed. I'm starting to recognize your style insta, and I like it

  • insta
    • July 24, 2011 at 7:26 PM
    • #22

    Glad to see you guys are enjoying it!!

    Quote from bokeh

    looking at the blog post on your i/o work & use of scripted sequences, i'm rusty on source mapping but would it be possible instead to spawn path tracks at the player position ...

    Sadly path_tracks can't be parented to a moving object, I tried it out earlier

    A guy over at interlopers said that instead of a human NPC following the scripted_sequences I should have had an flying NPC (manhack or scanner), that would have solved the jumping problem. Seems so obvious in retrospect!

    Quote from HP

    Just curious insta, did you had beta-testers before releasing this, or it's 100% a one man army thingie?

    Several testers in the various phases of development! Skdr, Evert, Pericolos0, Generalvivi, Campaignjunkie, Minotauro etc. I have a group of guys I keep using as testers, and I gradually introduce them to the testing cycle, so for each new version of the map there's atleast one pair of fresh eyes on the map, along with the people that tested the earlier versions.

  • Chimeray
    • July 24, 2011 at 10:01 PM
    • #23

    You took your time insta

    Gotta download HL again as well!

  • Rick_D
    • July 26, 2011 at 3:28 PM
    • #24

    magnaaaaaaaaaaaaaaar

  • Serenius
    • July 26, 2011 at 7:26 PM
    • #25

    Had a lot of fun with this one. Would have loved to see more of the cloning mechanic.

  • Mr. Happy
    • July 31, 2011 at 12:22 AM
    • #26

    That was fun and dripping with immersion. I liked all the little touches in the scripting, the birds sitting there or the light that drops when

    Quote

    you return to the lobby.

    I was very disappointed that

    Quote

    there were only two puzzles using the cloning and that it was heavy focused on combat, but that's just because I thought the map was focused on cloning...I don't think the map was focused on cloning!

    Quote

    I liked how you go backwards through the map and then also at the end see the destruction, I really liked it in fact. Reusing spaces for different purposes is awesome.

    I think you had very good control over what the player does/experiences. For example, when walking down a hallway I hit a healthkit right when I needed it, also when crawling through the crawlspace I saw the dead guy in the machine when the music picked up, also there was the nook to hide in when fighting the roof guys. I didn't miss out on any 'moments' or 'opportunities.'

    Combat wise, the stair battle seemed excessive, four guys ran out of a single door all in a line while I was above them. Maybe it could have been 1-2 guys and the rest when you got to the bottom of the stair. Also I think you missed an opportunity to have a battle in the courtyard after fighting the roof guys. That was a really cool area layout/architecture wise and you could have done some combat or a puzzle there.

    Overall: more puzzles, and possibly you could have had a puzzle-combat part where you use the cloning to kill the enemies.

    It was quite fun.

  • PaulH
    • July 31, 2011 at 1:02 PM
    • #27

    I liked it, quite short though! I did have an issue with

    Quote

    the second of the two puzzles though, this one:

    http://img594.imageshack.us/img594/7540/whoopsc.jpg

    After entering the cloning machine i stood on the first pad for a few seconds, then moved to the second one. When my movements were replayed the first pad opened up the door behind the wall, and the second one activated the switch which opened the door at the end of the main room. This door then stayed open, which made me wonder what the point of the area behind the wall was as all i had to do was walk out of the room without going into that area...or did i break something?

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