[HL2 Map] Beta Testers Wanted

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AlphaKennyOne
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[HL2 Map] Beta Testers Wanted

Post by AlphaKennyOne » Fri Sep 08, 2006 12:00 am

I'm not sure if this is exactly the right place to put this, but here it is.

For the past two weeks i've been working on a single player project for Half-Life 2. I'm calling it "Wanted".

Super quick story summary:
You = criminal to combine. You hurt them many times. They control water treatment plant. You find out. You try to stop them, but are discovered. You must sabotage their plant and escape.
This was originally going to be a single-map project dealing with a massive fight against soldiers, striders, gunships and helicopters, but then I added a story and included another map in the beginning.

Alls I need are 4 beta testers from this community. (I already have Archenemy and HomicidalApe). What they will be doing is playing the map a few times, looking for improvements, bugs, things that don't seem like they should happen. If you are interested in being a beta tester, leave an email address and i'll email you the .bsp and a set of instructions similar to the ones above. Here are 20 screenshots of what I have so far, thumbnailed for easy access:

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So again, if anyone is willing to beta test and provide some helpful feedback, leave an email address for me to contact you with.
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Realism
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Post by Realism » Fri Sep 08, 2006 8:34 pm

I am definately, email is

njd2006[at]gmail[dot]com
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AlphaKennyOne
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Post by AlphaKennyOne » Fri Sep 08, 2006 8:56 pm

Alright, cool. You've been added to the list, and that makes 1. You will recieve your email shortly.
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Post by Posts » Fri Sep 08, 2006 9:00 pm

sure, email address pmed.
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Yusuke
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Post by Yusuke » Fri Sep 08, 2006 10:06 pm

I'm up for it, my email is
yusuke308 AT gmail DOT com
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Yusuke
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Post by Yusuke » Fri Sep 08, 2006 11:34 pm

I'll post a full review sometime tomorrow, but here are my two biggest gripes so far: you overuse the shotgun combine, which can lead to many cheap deaths. Squads should consist of no more than 2 shotgunners, otherwise it becomes insanely hard to survive the smoke settling. 2nd: No autosaves/ quicksaves are impossible. You probably set it so that when the map loads, the opening sequence is executed. Do NOT do that. When I made a quicksave, I had to start again.
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Post by ayeyah » Fri Sep 08, 2006 11:35 pm

If it's not on a busy day, I'll do it.
ayeyah at gmail dot cawm
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AlphaKennyOne
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Post by AlphaKennyOne » Fri Sep 08, 2006 11:50 pm

I didn't put autosave triggers because they might erase over someone's regular Half-Life 2 save files, and i'd hate for that to happen. Of course this can easily be changed. I'm not sure why quicksaves aren't working, but I don't believe it's something I did.

I put the shotgunners there knowing that it could cause some problems, but there are other rooms you can run into to avoid them. They are easier to deal with if you stay in the storage room and kill them as they appear from the wall.

I'll see what I can do about the opening sequence. Thanks.

Also, any reviews/comments/feedback you have should be emailed to me.
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Post by Pr0stSh0cKeR » Sun Sep 10, 2006 4:24 am

USE KEY IS IN ON IT? K, maybe me too. Just send me everything I need whenever.
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Post by AlphaKennyOne » Sun Sep 10, 2006 4:21 pm

Yep, Yusuke gave me some pretty good change suggestions, most of which I have already implemented.
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Post by ayeyah » Mon Sep 11, 2006 12:17 am

If you don't mind, could you post your changelog so we won't have repetitive comments (seeing as Yusuke already did half the work, curse you usekey arr)?
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Post by AlphaKennyOne » Mon Sep 11, 2006 1:00 am

Sure. Here's as many as I can remember (I don't have hammer open right now):

- Added various changes to opening sequence, including trees in front of Terminal Hotel, extra buildings in skybox, decreased size for ruined building, etc.
- Switched logic_auto enabling opening sequence to a logic_relay triggered only once, when loading the map from the console.
- Added 4 autosave points so players no longer start from the beginning when killed. (and having to re-visit the opening sequence).
- Added audio warnings before unexpected combine attacks. (Beeping before explosions, and radio commands for police/soldiers).
- Switched padlocks that can't be broken for indestructible wooden planks, so not to cause confusion for the padlocks that CAN be broken at the end of the map.
- Decreased amount of shotgun soldiers in a single squad to 2 (Except for the squad that blows through the double doors).
- SLIGHTLY decreased zombie amount in final section. 2 fast headcrabs removed, 1 fast zombie removed and 1 regular zombie removed.
- Added extra health in zombie area for those running low on health before entering area. (I experienced this while playing on Hard mode with only 13 health remaining. Closest health was the one after the cannister drops).

There have been several more alterations, but the ones listed above are the most important.
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