SamCom Posted May 21, 2012 Report Posted May 21, 2012 A level for Half-Life 2: Episode 2, about 10-15 minutes of fast paced running and gunning. DOWNLOAD HERE! If Dropbox doesn't work for you, it's also up on Snarkpit: http://snarkpit.net/index.php?s=maps&map=3475 Combine forces are closing in on your rooftop observation post, fight your way out and escape! I tried to expand on lessons learned from my other HL2: EP2 level and numerous other small projects since then. More open combat arenas, with multiple lanes and room to maneuver with plenty of cover. Visually, I tried for more complex/realistic brushwork, and a more cohesive theme. Please do let me know your thoughts if you give it a try. (Thanks to insta for the feedback, it was really helpful!) DOWNLOAD HERE! Quote
Gambini Posted May 23, 2012 Report Posted May 23, 2012 Nobody? I have played this map. People here are not aware of how much they´re missing Quote
Puddy Posted May 23, 2012 Report Posted May 23, 2012 Chill, the zip file is on mah desktop. Tonight is the night! Quote
Puddy Posted May 23, 2012 Report Posted May 23, 2012 Just finished it; excellent work! Demo can be found here: https://docs.google.com/open?id=0BxQPUZ ... DVDRHdLZUU Here's my feedback: The intro is good, it's very minimal but quickly gives the player some context and a goal. A bad thing I noticed during the startup was the "rebuilding path nodes"-message or what the devil it's called. You should include the path files in the .zip (there are path files, right? I remember it so!). Looking out through the spawn window I noticed the skybox fog settings where a bit steep, which made the 2D-sky contrast heavily with the 3D-buildings in the background; that could be tweaked. Interior lighting is very solid, using a good variation of color, brightness and "tone". Outdoor lighting isn't as spot on though; it's very hard to get right with the EP2 engine and assets tbh. Brushwork, model- and overlay placement is really good all around though. I loved all the supports, trims and other details that make the structures come alive. They look haphazardly built (in a good way) and no areas feel naked. You've used the stock assets to good effect! The screenshots posted don't really do the environments justice imho. The gameplay is good overall. I really, really liked one of the first combat areas where the player was allowed a lot of room manouvre, both horizontally and vertically. However, in that encounter, along with a few others, I got the sense that the enemy could've moved into and around the combat area with better timing and variation. For example, in the mentioned area it would be good if they reached the front lines earlier, as to put more pressure on the player. In some other cases the combine almost lined up for butchering, which isn't very challenging. But I'm nitpicking here. I would put more of an exclamation mark at the ending. It's ok to end abruptly but it should be accentuated with something, like bursting through a barrier of wood planks into the bright wilderness after going through a dark tunnel. You should have a snap to black instead of a slow and steady fade imho! These are just some thoughts. Again, I thought the level was really good, my feedback just focuses on the parts I found not-as-good as the rest. Quote
SamCom Posted May 26, 2012 Author Report Posted May 26, 2012 Thanks for the feedback, Puddy! Noted on the fog and exterior lighting. The lining up for slaughter and just being able to hide in a corner seem to be common complaints I've heard. It's valid, but I'm not sure what to do about it, beside design a space that doesn't have only one entrance, so the NPCs can flank the player. Even then, the NPCs have a disturbing tendency to run directly into the player's crosshairs. I guess this is solved through the rally/assault point system? Still not sure. Good point on the ending as well, I do think I'll actually follow it up with something, so there might be a redux version combined with that second one, with some tweaks to the end. One other big thing I've seen is that having the heli battle before the hunters was a mistake, since the heli battle gives players the rocket launcher, where they make short work of the hunters, makes for a lame battle. Really wish I'd thought of that earlier, as there doesn't seem to be an easy way to take those rockets from the player short of another battle in between that uses them up, or reordering the spaces, which is a tall order this late in the game. Thanks again for playing! Cool to read feedback, good or bad. And thanks for the advertising, Gambini! And here's a playthrough of it, if you aren't up to downloading and installing or don't have HL2:EP2 installed. Skip to the 2 minute mark for the playthrough. Quote
captain0terror Posted May 27, 2012 Report Posted May 27, 2012 This looks amazing can't wait to try it! =) Quote
Drakeee Posted July 7, 2012 Report Posted July 7, 2012 posted in the other thread but heres my demo http://www.15eleven.com/playthrough.rar Quote
captain0terror Posted July 7, 2012 Report Posted July 7, 2012 oh shi... but whence may we download? Quote
2d-chris Posted July 8, 2012 Report Posted July 8, 2012 This is a serious undertaking, well done, looks solid Quote
SamCom Posted July 8, 2012 Author Report Posted July 8, 2012 Thanks, guys! PlanetPhillip just decided to close today out of the blue (!), and all my stuff's hosted on there. I hope Phillip figures things out. But I also have it up on Snarkpit, so you can download it here: http://snarkpit.net/index.php?s=maps&map=3475 I've also been working on some improvements, I'm out of town until Wednesday and away from the computer, but I think I'll post the updated version. Made a lot of little changes to add a little more combat and tweak some areas. I haven't released that version yet, but it should be coming soon. I made my own playthrough video with the improved version, which can be seen here. This video might be a little slow, I'm thinking of just having a highlight reel for people who don't want to sit through the whole thing and ruin any surprises. Currently working on the second part (Station 52?), trying to figure out how to keep players from blowing through my content on an airboat. Looking like lots of gates and barriers. Quote
captain0terror Posted July 9, 2012 Report Posted July 9, 2012 thanks! and ya i just read that about planet phillip too, i hope he decides to put the site back up! Quote
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