[mod] Transmissions: Element 120 - Teste Created 8 years ago2015-03-26 03:30:38 UTC by Shokunin Shokunin

Created 8 years ago2015-03-26 03:30:38 UTC by Shokunin Shokunin

Posted 8 years ago2015-03-26 03:30:38 UTC Post #325010
Hello everyone,

I've been working on a single player HL mod for two years that is nearly complete. It features custom code, models, maps, shaders, and more.

I'm looking for testers to install and confirm successful completion of the game. :)

What is Transmissions : Element 120?
A short single player experience set in the Half-Life Universe featuring a unique gravity defying weapon that allows you to jump buildings and sustain large falls. The story takes place at a mysterious date & location after the events of Half-Life : Episode 2. Where are you? Why have you been sent? To help bring the Source Engine up to date several new features are included:
-Enhanced dynamic lighting
-Integrated Source Shader Editor 0.5 for enhanced post processing & lighting
-Improved support for complex physics structure
-Support for super massive physics objects
-Improved AI and group behavior on multiple AI types

User posted image
User posted image
User posted image
Hardware Requirements
Processor: Pentium 4 - 3.0 GHz, or AMD equivalent
RAM: 1GB (1024 MB)
Graphics Card: Shader Model 2.0 capable, ATI 9600, NVidia 6600 or better
725MB of free HD space

Software Requirements
TE120 requires the steam client to be installed with the Source SDK Base 2007 installed to run.
To install the Source SDK Base 2007:
1. Go to your steam library
2. Select tools from the menu right next to the search bar which defaults to “games”.
3. Scroll down to Source SDK Base 2007, right click and install.

Mod Installation
1. Close steam.
2. Download and run Setup_TE120.exe or
Download the e120.zip file. http://1drv.ms/1OyARWi
a. If you downloaded the zip file, unzip it in:
3. Open Steam, TE120 should now be listed in your Library under “Games”.

Thanks! Please post here if you have trouble installing. If you run into any strange blockers please e-mail me at shokunin000@gmail.com

Posted 8 years ago2015-03-26 07:08:56 UTC Post #325011
Worth taking a look i guess :)
rufee rufeeSledge fanboy
Posted 8 years ago2015-03-26 20:05:18 UTC Post #325026
So you just want people to make sure it's playable?
Posted 8 years ago2015-03-26 20:56:49 UTC Post #325027
Pretty much :) This is my third beta release, so this is most likely the first press release build, I just want to make sure its as bug free as possible.
Posted 8 years ago2015-03-27 06:52:38 UTC Post #325031
Looks like some damn fine mapping, I'll check it out.

Also, this:
Where are you? Why have you been sent? To help bring the Source Engine up to date
confused me for a second, I thought it was a meta mod where you had to fight to improve the Source Engine from within.
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-03-27 17:11:05 UTC Post #325041
Just gave it a shot and after a first glance the mapping is amazing. Nice use of the light gameplay with turrets and zombies. QR codes are not a bad idea either :)

So far did not see any bugs or anything that would impact gameplay. Have not played a proper mod like this since R&D years ago.

However the fps is quite low, could be because of my laptop. Though in CS:GO i get 70-100 fps and here im sitting at 20-30.

Sound could use some work, especially in the beginning, does not relay ambiance and it feels like everything is happening right next to you.

But all that said great job, the attention to detail is amazing to say the least.
rufee rufeeSledge fanboy
Posted 8 years ago2015-03-28 02:29:26 UTC Post #325059
Thanks! For the most part it should be optimized to 30-40 fps on desktops about 2 years old or less. Heavy use of dynamic lighting & reflections are very demanding, more so than most CS:GO maps I expect.

Laptops, even new ones, are likely to struggle.
Posted 8 years ago2015-03-30 17:55:09 UTC Post #325130
That was fantastic. I'll leave a proper review on Run Think Shoot Live when I get a moment.

And done
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-03-31 01:11:46 UTC Post #325137
The last battle area looked fantastic. A bit like how I imagine the original vision for HL2 would look, all run-down industrial with a very dark atmosphere. The modified Grav Gun made that fight insanely fun too, it had me leaping all over the map in search of RPG ammo, and I ended up finishing off the last Strider by hand-tossing a primed grenade it's way from up on the tower.

Great work, Shokunin. I feel like some of the ideas weren't fleshed out enough for something this length, and the start is definitely the weakest area, but it's a really creative mod regardless.
Strider StriderTuned to a dead channel.
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