Yet Another Half-Life Adventure 2

Half-Life HL
Yet Another Half-Life Adventure 2 by LOZ98
Posted 1 month ago2020-02-28 21:54:45 UTC • Completed • Half-Life
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Name
Yet Another Half-Life Adventure 2
By
LOZ98 LOZ98
Type
Mod
Engine
Goldsource
Game
Half-Life
Category
Completed
Included
Mod files
Created
1 month ago2020-02-28 21:54:45 UTC
Updated
1 month ago2020-02-29 18:50:44 UTC
Views
224
Downloads
39
Comments
2
Rating
3.00 (1)
Reviews
0
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My second hl map, sequel to the critically acclaimed "Yet Another Half-Life Adventure" !, I had this sitting on my drive for a while so I figured it's about time I get it off my back and move on to making something new, It features several seprate chunks of levels connected together to form a simple singleplayer level, This is kind of experimental so If it feels random or not connected in a sensical way then that's because it is, I kind of made this without a plan and only added to it as I went along with it.

Thanks to Admer, Solokiller and Penguinboy for helping me figure out how to fix the issue of using entities through walls, the zip file contains a mod folder, so you need to extract it to your main Half-Life folder and restart Steam to see it in your Library, or just launch it with -game. Have fun.

*v1.1 [2/29/2020]:*
  • Fixed some missing faces issues.
  • Made the glass more transparent.
  • The Trash bin now spawns wood instead of glass when broken.
  • Rotated the sitting dead scientist on the slope so he doesn't look like he's floating.
  • The Rusty Door now breaks instead of opening after blowing the gasoline can next to it.
  • Moved a Headcrab a little away from the drop in the vents to give players more time to react to it.
  • Added some air info nodes in the Alien Controllers room to make them move around the room.

2 Comments

Commented 1 month ago2020-02-29 14:16:53 UTC Comment #102561
Pretty solid map and quite lengthy for a single map. I played on hard and wasn't particularly struggling for health or ammo, so the challenge was fair. There were some really cool ideas and for the most part I'd say that the maps looked fine. Maybe lacking finer details to help create a sense of a lived in place/work environment, but nothing that looked terrible either! :D

I've made some notes below on things I spotted throughout, to either watch for in future or to patch in this release if you feel like it. :P
User posted image
This glass is FAR too opaque. You want to use texture for the rendermode and a really low renderFX value like 50 or 75.
User posted image
Missing faces on this armchair. I'm not sure which editor/compile tools you used, but I'm guessing they're not up to date. This can also be avoided by making the item into a func_rot_button and have them rotate as soon as the level loads, rather than rotating them in the editor.
User posted image
User posted image
This bin is made of glass... :P
User posted image
This just looks a little off. There are better ways of doing this kind of sloped hallway by skewing the textures, rather than trying to rotate the texture to fit. Also, the scientist could do with being tilted ever so slightly, his left leg is floating off the ground here.
User posted image
Not sure why this appears the way it does. Again, I have to assume you're using outdated compile tools as this should not have any issues compiling these days. :P
User posted image
More complex brushwork that has been rotated. Update your tools or use a func_rot_button entity to rotate this. There is also a very obvious invisible wall here. Try to avoid that.
User posted image
This would be a great oppurtunity for the player to see the valve that would shut off the steam blocking their path, but again, the glass is WAY too opaque to see into the dark room beyond.
User posted image
Grrr. I know this is only a headcrab, but its waiting right at the bottom of a vent drop, causing unavoidable damage to the player. If a player on hard only had 5 hitpoints here, the map would be unwinnable from this point. Give the player a chance to react, move the crab further away. :)
User posted image
Why exactly does this open the door? I could understand blowing the door open, but it's a sliding door... Just a little odd.
User posted image
Now this I actually REALLY like. The room itself doesn't make a whole lot of sense, but that's common in Valve's own maps. I don't think I've seen this kind of challenge in a map before and it was a really nice addition.
User posted image
At last but not least, these controllers don't move... at all. They need info_node_air entities in order to move around this space. Without them moving around, there is very little challenge here.
Commented 1 month ago2020-02-29 14:46:36 UTC Comment #102562
Thanks for your comment! I'm using Vluzacn's ZHLT v34 compiling tools, I didn't know how to fix the missing faces because I couldn't find guides about it, I'll do as you said and see if it fixes it.

I'll also try to fix the other points you mentioned.

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