Issues started out as the sequel to "Project Quantum Leap" but quickly evolved into something a bit different. Various people from the Half-Life community have worked on this project, both regulars and newcomers, and together we've once again created an incoherent map pack bound together by a strong plot.
It's unlike any other Half-Life mod. Will you be able to resolve all the Issues?
Run, Shoot, Jump, Think, Shoot, and love every minute of it.
Host_error: Ev_Precache: file eventsCrowbar.sc is missing from server.
Oh yeah overall I'd say it is absolutetly amazing and crap at the same time cause the standard of work changes all the way through heavily......
Oh yeah and I also had the problem with the air tank.....but I used god mode for that part
.....and one more annoying buy was the ghost sailor stopped in the middle of walking to his location so I had no idea where to go lol.....so I just ran around exploring till I found a transparent wall :D................oh yeah plus you should of made the ghost soldier not solid so I could walk through him and not hit him :D...........oh yeah one other funny thing about that map was, I was able to smash all the room mates at the start of the map with the crowbar and they had yellow blood and gibs...........and I could beat up the guy doing exercises in the corridor the same way
But i don't think its fair to call maps poor when you can't do better yourself
https://www.moddb.com/mods/issues
Can a vault mod update the download link?
NOTE:
I would caution anyone to judge the whole mod based on a single map, as this mod is made up of several, separate maps all of varying quality and length! (when you enter the first "hub" from the start map, you have a choice of 4 maps to play)
Looking at the map list, there seems to be 12 original maps you can play, all varying levels of quality and length and by different authors:
Arctic Lab(start maps (3))
hug (hub map #1)
hub1 (hub map 2)
Badass1a
Base
Casa
isedits(neat credits map)
legacy
losttime(3 maps)
subzone(4 maps)
xenpit(2 maps)
SPOILERS BELOW
VV VV
START MAP:
By Arbron Issarooth
+I Like the splash! =)
!no splash music =(
+Mod title with trigger_cam is nicely done
!nice begininng if not a little blocky/simple it is(2004 the age of this shows.. =))
!no autosaves is fail.
+gametexts of authors at beginning is a nice touch
-doors are only set to trigger once, so if you miss a door you have to start the whole mod over again. =(
-overuse of env_sounds are deafening me =)
+wow, crystalline thing in the test chamber looks really cool =)
!I wish the top of the chamber was transparent so you could see what was happening
SUBZONE:
By Kol
The first map i happened to start with (and also appears to be the biggest) is Subzone (though you may end up with a different first map, depending on which door the player enters...).
+LOVE the momentary doors in subzone
+Nice timed expolsions/events with debris and sound
+sequence with the pipe breaking out of the wall, but i have to say i was expecting more, like an indiana jones flood or something come down the ramp to get me, but i'm sure it will make sense after i play on. =)
+fun gameplay and thoughtful scripting so far
!when you walk into by the rotary room and here the scientist saying he "can't hold on" i can finally see he was up top (i could never figure out where he was with no cue to look up..)
+even though things are a bit blocky and the texturing is pretty basic in general, there is still some very nice detail and props in the subzone areas
+Nice use of sprites, sounds, and other effects so far
+Nice use of origianl HL tracks
!got stuck on one of the doors spinning the control valves... noclip saves the day =)
+nice touch with cycling the switchable texture buttons in the control room. (timing lights to go along or switchable texlights would have completed the effect)
!k flooding the whole place causes the blast door to open for you.. doesn't make a lot of sense, but whatevev, still lots of nice work so far.
+"On a rail" portion neat!(you can get to the same area 2 ways..
+love the multi-stage door into the main combat room
+elevator shaft looks superb!
+combat up to this point seems pretty hard, i wouldn't have survived without godmode on (at least not the first 5 tries =))
+some really great destroyed stuff and scripted sequences.
+neat combat sequences, though i think your strategy to survive most all the time is to "run away" =)
+"crazy" barney funny
+Epic combat sequence at the end, which eventually leads you to a portal and back to the original "hub" map
A lot of work went into this first series of maps, plus a lot of effort and skill. Kudos to the author Kol for an epic mini map pack, in the spirit of the original black mesa. My only complaint was maybe some haphazard gameplay at points and perhaps a little too long/drawn out. Still, amazing stuff and an amazing amount of work!
5 stars for Subzone by Kol alone, though i'm sure there is still many good stuff to find in this mod!
=)
Faith
By SEThorian
+jump right into gameplay with a labyrinth of turrets =)
+nice, but sad vista of barney getting killed (can you save him?)
+fun combat and decent mapping
+boulders and rock formatinos look great
!would have liked to seen a func_tank to finish off the enemies by the dead grunt and sandbag..
(it's at this point i have to go to work.. will finish later!)
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