Sebastian

Half-Life 2: Episode 1 EP1
Sebastian by Kyouryuu
Posted 13 years ago2011-01-01 21:43:53 UTC • Completed • Half-Life 2: Episode 1
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Name
Sebastian
By
Kyouryuu Kyouryuu
Type
Mod
Engine
Source
Game
Half-Life 2: Episode 1
Category
Completed
Created
13 years ago2011-01-01 21:43:53 UTC
Updated
13 years ago2011-01-01 21:43:53 UTC
Views
1410
Downloads
408
Comments
3
Rating
5.00 (1)
Reviews
0
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With the Citadel on the verge of a catastrophic meltdown, Barney and Gordon Freeman are trying to escape City 17 when their plans take an unexpected detour.

This mod features:
  • Two new levels for Half-Life 2: Episode One!
  • Custom voice acting and choreography!
  • A unique final encounter that uses the Gravity Gun in a new way!

3 Comments

Commented 13 years ago2011-01-02 18:12:55 UTC Comment #18701
Wow, this mod is a definite "must play". There is little to complain about. Heh, after I finished it, my first question that came in mind was "Is this guy working for valve?". You really succeded in keeping that hl2 story atmosphere.
The voice acting was good, I can say that barney's voice doesn't sound odd at all(even though we are all used to the original, this voice was an excelent replacement).
The only thing that bothers me is that in some areas the lighting is a bit too bright.
Probably the most negative comment I'd have to say is that it's too short. I am craving for more! Though it's understandable, you are not gaming team.
The level of detail is splendid, really and it blends very well with the gameplay. Good puzzles, too.

Excellent work! 5 fully merited stars!

Now I have a question, how do you make a light prop glow like this? screenshot lost

One more thing. It's sad if you registered just to post this here so you can get more downloads. This is a wonderful mapping community ;).
Commented 13 years ago2011-01-03 00:04:25 UTC Comment #18702
Thank you for your feedback! ^_^

That prop has an alternate skin where the light is on. You just put the right number in the Skins field. I think this is skin1, so 1 is the number. You can change what Skin is used in I/O as well using the "Skin" input.

Most light fixtures have alternate skins, but I actually didn't know that one did until pretty late in the project when I was trying to get the darned thing to glow. It's used incorrectly in so many maps that I didn't think an "on" version existed. XD It's supplemented with an env_sprite too, I think.
Commented 13 years ago2011-01-03 04:39:32 UTC Comment #18703
Thanks for the info :).

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