I see many potential using that content because the maps are not bad and even the office complex could be used partially in such a mod, for example just use the areas that were never used and merge them in, the area where gman is for example, in this version you can go there and one could add the other sections in that area like that recording equipment room etc and revisit te previous areas of office complex but now with the soldiers added to the fray. Maybe someone should add this to a full remake campaign, all the level layout and stuff, but using modern weapons and having the character tie in with half life, for example he could be an agent from government who got into black mesa to investigate and then the incident happens while he is in there, in the beginning he could even meet Gordon before going his way and even see Barney passing by in the train like Actually I like this build's first chapter better than original, but the rest is not so good, i mean the example map of chapter 2 and 3 in particular. One thing I like about the grunts is that they sidestep when shooting at them. I might have to hack them in because there are sounds(ones which even sven coop dont have when using those heavy weapons guy except for the chaingun sound) and they seem to e fully scripted too. dem files seem to be recorded in same version, the trailers are from different ones but the dems seem to be same. Alongside this, the MP5's retail firing noise was overridden by the alpha's MP5 firing sounds, making it sound like some sort of ridiculous laser, and the secondary fire's launch was now that of the alpha's, which I personally enjoy more than the retail's.Īlso, can't find the exact links right now, but someone managed to load the alpha maps successfully in Quake, and someone else managed to load retail Half-Life maps in the alpha GoldSrc/QuakeSrc/whatever it can be called. When swapping in the sounds, I noticed that the retail's Sector C Test Labs, right from the start, used some of the door sounds that are more common in this alpha build. Although these happen, the headcrab, bullsquid, and houndeye from the retail version(s) operate as they were intended for retail, meaning that the headcrabs aren't hard to kill murder machines and both houndeyes and bullsquids actually offer a challenge. All the available maps operate correctly in Half-Life 1.1.1.0, but have obvious differences, with the scientists and guards being completely casual, many enemies missing due to the aforementioned model loading errors, and many other oddities. The collision bounds for all models are in place (I could hit the Tactical Battle Pod thing with the crowbar when it was not displaying, and it also blocked me from moving through its' space), but the actual models, their skeletons and animations need to be converted in the same manner Ivan the Space Biker was many years ago. The model formats for the alpha differ too greatly from the final for the models to actually function in the retail Half-Life. Alright, going to put some info up here from research I did using the first few maps last night (as I can't find a map listing yet- need to make one):
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