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It's fine! Thanks for the feedback. I really appreciate it, as I rarely get it.
The slow movement speed was quite annoying. Having to hold a button to run isn't such a great idea for a fast-paced shooter. I think it's interesting how you managed to implement it, but it's also easy to break when changing keyboard bindings.
Yeah, you can break it. I don't know how to fix it, but you can change the autoexec file to remove that. You also can type sv_hl_settings_on to disable the running. I prefer having to run, as it makes the gameplay feel different from Half-Life 1.
The doors are frustrating: their keycard locks often collide with the player, causing them to close again immediately, and it takes a long time before they open again.
I don't know how did that get past me, I am an idiot. I will fix this in the actual maps by adding a NULL which will function as a clip.
The tripmine doesn't get triggered by the houndeyes - that looks like a bug. However, I do like how you can use the houndeyes to blow up the mine with their sonic attack, and how a quick-thinking player can use the explosive crate to their advantage.
The tripmine is a bug. The houndeyes never trigger it for some reason. The explosive crate is placed there because I have played Half-Life 2, and decided to add that.
In the concrete alley, having a grunt launch contact grenades from a high place around a corner... I'm not sure I would classify that as 'fun'.
I accidentally made the HECU grunt a AR+GL one, not an AR+GR. My mistake.
The gap between the sandbag walls looks passable, but the player is blocked by an invisible wall. If something is impassable then it should clearly look impassable to prevent frustration.
I wanted to keep the player from being stuck. I'll add some pieces of debris next time this comes up, so that it's not frustrating.
The download contains a lot of models and sound files. Are all of these custom? If not, you may want to remove them to reduce download size.
All viewmodels are custom, the world model for the grenades, satchel charge and crowbar, scientists, HECU grunts are custom. I'll definitely reduce the download size.
The same goes for the screenshots, there's no need to include them. But if you do want to, then save them as jpg or png files to reduce filesize.
I placed them there as most mod makers do that. I'll save them all as .png next time I'll take some.
Again, thanks for the feedback! Based on your feedback, I'll rework the uplink demo when Demo 3 will appear. For now, I won't as I need to work on the first map.
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I'm gonna look at it. What kind of error are you experiencing while compiling the map?
Edit: Your map has a lot of coplanar planes. Press ALT+P or try to fix them by merging some of the planes that are on a single side by using the vertex manipulator tool. You can press ALT+P and press Fix All Errors, but that may break a lot of stuff. It is faster, though.
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Posted 3 years ago2021-05-16 08:55:58 UTC
in Mod folder Post #345615
For Half-Life 1, you will have to put it in the Half-Life folder. Not in the /valve folder, as that will cause nothing.
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Newbie at mod making here! So, I've been working on a mod called "Space Dynamic Escapee". I have uploaded it on GameBanana as a WIP and I have attached a demo to get feedback, but it doesn't seem I get any, which is a common pattern for me; I never seem to get any feedback no matter what. The demo features the t0a0 (introductory tape) level, a 3-minute demo to show off gameplay features and the gameplay changes that are be in the mod. I am hoping to get some feedback on the Introductory Tape level and the Gameplay from the Uplink. I suggest also trying playing normal Half-Life maps (type map c1a0 in the console) to get the feel for the gameplay before you start with the mod; or maybe even custom maps! Just remember that any sort of feedback helps, and thanks to everyone!
Download link for Uplink + Demo 2
GameBanana submission link
In case you're wondered, here's some screenshots from the Uplink.
User posted image
User posted image
User posted image
If you don't know where to start giving feedback, please rate Story Telling, Map Design, and other things, thanks again!
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