Once again, I apologise. I had my hopes set up and.... anyway, here are my thoughts:
-Loved the bit where you spawn, clear and concise on what you have to do.
-Tram ride was exactly as expected, loved the invisible blocks and the 'cutscenes'
-Wish there were more parts of the speech there, I only saw up to 'not that I wish to imply....'
-Citadel was great, as were the rest of the bits you saw
-The train appeared out of a different place, instead of going straight in, it went in, right, and then in again
-Train station was to narrow, do not remember seats
-Last time I checked, you didn't go downstairs into the eating area
-There were some 'combine' in the eating area for no apparent reason
-I'm pretty sure the door on your right as you go into the eating area isn't there in-game.
-The doors on your right as you leave the area aren't there in-game on the eating area side
-The bit where you are forced to go into an inquisition room could have used some combine, but on the other hand, worked quite well
-I'm no genius with redstone, and I don't know if you are, but maybe you could get someone to set something up, so when you go in and step on a pressure plate, it closes the door behind you and infront of you, and opens the door you have to go through.
-I can't remember exactly, but I thought the room you went into was the last one, not the second to last one, and that there were only 3 doors, as opposed to 4.
-Maybe could have used a small desk thing infront of the screen, about maybe 2 blocks from it.
-The 'pile the boxes to get to the window' area was great, and would have been better if the boxes weren't so hard to destroy.
-Alleyway was great.
-Don't know if there were THAT many doors on the way to the trashcan, though i could easily be wrong.
-Ingenious solution for picking up the trash to open the door, would have been cooler if there was a combine there.
-Loved the train station, though i think the area where the combine were spawning and dropping down was a bit obvious, though i do not have a better solution.
-Loved the trashcans
-The plaza just seemed.. bland. While the Breenscreen was great, it seemed to small and lifeless.
-You went off in the wrong direction to head to kleiner's lab
-The road to go down to the place where you have to climb over the fence, looked completely different.
-So did the apartment block street.
-The apartment block itself just felt wrong, also completely different
-I thought there was another level in the apartment block before you go to the attic.
-The rooftop 'chase' also felt and looked completely different, though recognizable as what it was.
-If you fell down, you were screwed. Unlike in-game, where you died, here you just fell down and were stuck.
-Loved the non-returnable stairs.
-The bit saying 'this is where you go when the cp hits you' was confusing, it would have been more confusing if you hadn't played half-life 2, and was playing this map to see what it was like.
-It also wasn't obvious that that was the end of the map.
--But, i still applaud your efforts.
Hopefully this will help what has the potential to be a brilliant piece of work.
And thanks for the offer of helping with the mapping, I couldn't because:
a) I have my own project
:cool.gif: We both might have completely different ideas on what to do. We might be working on different scales, we might think different things are important.
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Theevilpplz is so fabulous, hetrosexual men turn bi when he passes by.
When I made Unforeseen Consecraft, I was sort of limited by the environment. But your task is more difficult because Half-Life 2 is more open, and requires terraforming and the like. The Hazard Course, is a nice inside area. Also, before I made Unforeseen Consecraft, I never used any third-party programs, but as I was making it, INVedit became my best friend.
Keep up the great work!
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Theevilpplz is so fabulous, hetrosexual men turn bi when he passes by.
VALVE MADE A MISTAKE! There is a place where 2 hallways go through eachother.
Valve makes tonnes of mistakes, there were like 4 times I had to increase the length of a corridor (sometimes extremely noticeably) so it wouldn't go through another part of the map. And 10 times when it looked like I was going to collide, but missed by one or two blocks.
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Theevilpplz is so fabulous, hetrosexual men turn bi when he passes by.
-There were some 'combine' in the eating area for no apparent reason
-Loved the train station, though i think the area where the combine were spawning and dropping down was a bit obvious, though i do not have a better solution.
Mob spawners have a range of five blocks. they can also spawn through walls. so, make sure that the eating area has no mob spawners anywhere within five blocks of any part of the floor. to prevent the pigs from falling from above, just have a mob spawner behind the wall. (i.e., [] where the fire is a mob spawner, and the empty space is the floor.) just a note, mobs cannot spawn on or .
Quote from Theevilpplz »
-If you fell down, you were screwed. Unlike in-game, where you died, here you just fell down and were stuck.
I just downloaded the pack, and I'd like to say one thing: THANK YOU SO MUCH :biggrin.gif:! But there is a problem, sadly. My minecraft.jar isn't working. I can play minecraft, but I can't use Risu's Modloader. I come up with an error, so right now I am going to find out how to fix it. Once I figure out how, this is the first mod I'm downloading. Thanks for giving me credit, but I think you did most of it. Hopefully, I'll be able to help further, just give me something to work on it and I'll get straight to it.
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Proud supporter of SDK Guns:
You can't go wrong with the wrong stuff.
Support 8Bit's mods also:
-Loved the bit where you spawn, clear and concise on what you have to do.
-Tram ride was exactly as expected, loved the invisible blocks and the 'cutscenes'
-Wish there were more parts of the speech there, I only saw up to 'not that I wish to imply....'
-Citadel was great, as were the rest of the bits you saw
-The train appeared out of a different place, instead of going straight in, it went in, right, and then in again
-Train station was to narrow, do not remember seats
-Last time I checked, you didn't go downstairs into the eating area
-There were some 'combine' in the eating area for no apparent reason
-I'm pretty sure the door on your right as you go into the eating area isn't there in-game.
-The doors on your right as you leave the area aren't there in-game on the eating area side
-The bit where you are forced to go into an inquisition room could have used some combine, but on the other hand, worked quite well
-I'm no genius with redstone, and I don't know if you are, but maybe you could get someone to set something up, so when you go in and step on a pressure plate, it closes the door behind you and infront of you, and opens the door you have to go through.
-I can't remember exactly, but I thought the room you went into was the last one, not the second to last one, and that there were only 3 doors, as opposed to 4.
-Maybe could have used a small desk thing infront of the screen, about maybe 2 blocks from it.
-The 'pile the boxes to get to the window' area was great, and would have been better if the boxes weren't so hard to destroy.
-Alleyway was great.
-Don't know if there were THAT many doors on the way to the trashcan, though i could easily be wrong.
-Ingenious solution for picking up the trash to open the door, would have been cooler if there was a combine there.
-Loved the train station, though i think the area where the combine were spawning and dropping down was a bit obvious, though i do not have a better solution.
-Loved the trashcans
-The plaza just seemed.. bland. While the Breenscreen was great, it seemed to small and lifeless.
-You went off in the wrong direction to head to kleiner's lab
-The road to go down to the place where you have to climb over the fence, looked completely different.
-So did the apartment block street.
-The apartment block itself just felt wrong, also completely different
-I thought there was another level in the apartment block before you go to the attic.
-The rooftop 'chase' also felt and looked completely different, though recognizable as what it was.
-If you fell down, you were screwed. Unlike in-game, where you died, here you just fell down and were stuck.
-Loved the non-returnable stairs.
-The bit saying 'this is where you go when the cp hits you' was confusing, it would have been more confusing if you hadn't played half-life 2, and was playing this map to see what it was like.
-It also wasn't obvious that that was the end of the map.
--But, i still applaud your efforts.
Hopefully this will help what has the potential to be a brilliant piece of work.
And thanks for the offer of helping with the mapping, I couldn't because:
a) I have my own project
:cool.gif: We both might have completely different ideas on what to do. We might be working on different scales, we might think different things are important.
Keep up the great work!
Valve makes tonnes of mistakes, there were like 4 times I had to increase the length of a corridor (sometimes extremely noticeably) so it wouldn't go through another part of the map. And 10 times when it looked like I was going to collide, but missed by one or two blocks.
Care to elaborate?
Remember, this is only part 1 of 9. This section is also being rebuilt at a feverish rate for release ASAP.
Mob spawners have a range of five blocks. they can also spawn through walls. so, make sure that the eating area has no mob spawners anywhere within five blocks of any part of the floor. to prevent the pigs from falling from above, just have a mob spawner behind the wall. (i.e., [] where the fire is a mob spawner, and the empty space is the floor.) just a note, mobs cannot spawn on or .
to fix this, there is an instant kill-block:
http://www.minecraftforum.net/viewtopic.php?f=25&t=88885#MobsKiller
unfortunately it requires rigusami's modloader.
hope this helps.
Support 8Bit's mods also: