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WGH Updates
Posted: Thu Apr 26, 2007 2:58 pm
by The fox
Posted: Thu Apr 26, 2007 5:41 pm
by Lark
add contollars and a few GOOD GUY hgrunts.
Posted: Thu Apr 26, 2007 8:03 pm
by Power-Mad
This is showing a prefab I got from a friend, it's really handy for xen teleport-ins. I don't wanna control your map but it would look a lot nicer than just spawning them on a sprite and is really easy to use.
Posted: Thu Apr 26, 2007 8:58 pm
by DaMaN
Power-Mad wrote:
This is showing a prefab I got from a friend, it's really handy for xen teleport-ins. I don't wanna control your map but it would look a lot nicer than just spawning them on a sprite and is really easy to use.
Could you post up that prefab? I'd certainly like to use it in a map or two.
Posted: Thu Apr 26, 2007 10:43 pm
by The fox
Power-Mad wrote:
This is showing a prefab I got from a friend, it's really handy for xen teleport-ins. I don't wanna control your map but it would look a lot nicer than just spawning them on a sprite and is really easy to use.
I have been looking throught on how to make similiar effects when NPCs spawns. Mind PMing me a download link to it or post a download link here please?
Posted: Thu Apr 26, 2007 11:06 pm
by Power-Mad
I'll post it when I'm done with a correction for this one version of it. See, this is mainly a point template, so I can't control the number of it that spawns. I'm gonna make a second version of it which will essessentially act like an npc maker in that it will deactivate itself when it reaches a certain number of them on the feild.
Posted: Thu Apr 26, 2007 11:25 pm
by skidz
The map really needs a lot of the lighting re-done. Good updates so far.
Posted: Fri Apr 27, 2007 1:16 am
by Power-Mad
Check the release forums for that xen thingy.
Posted: Mon Apr 30, 2007 1:30 am
by The fox
Some updates. Not too much to see yet but some things that are currently working in this version is:
*Smarter combine and combine gunships
*Fire doors like in the original HL that can be closed and opened
- They will all start closed so youll have to re-open them to advance.
*Light changes
*Bug fixes
*Soldiers now have human grunts model instead of combine ones
Some changes I hope to accomplish is giving the underground a whole darker and scarier enviroment. My first attempt at it is shown in the first screenshot but it was my first try and I can promise it will be alot darker and enviromental once its released. I also bring some more screenshots for you all to view. If you want leave a comment about something you want to be changed and ill look into it.

Posted: Mon Apr 30, 2007 1:35 am
by fug4life
looking good

Posted: Mon Apr 30, 2007 5:25 am
by skidz
Posted: Mon Apr 30, 2007 11:55 am
by destu

Whats with those huge light spots on the wall?
Posted: Mon Apr 30, 2007 12:06 pm
by Shana
Posted: Mon Apr 30, 2007 12:46 pm
by The fox
destu wrote:Whats with those huge light spots on the wall?
Its actually lights but the pillars are covering up the lamp models.
Posted: Mon Apr 30, 2007 7:15 pm
by The fox
I apologize for the double post but I would like to see if anyone would be intrested in beta testing this version with me? A few people say 2-3 would be enough. I have quite the bit of changes to the map and I would like to know other peoples opinion on how it currently is. Ill mention I have currently added a mounted machinegun to the top surface and im currently considering wether to make it have infinite ammo or about a thousand rounds or so. More updates have been made obviously dont have any new screenshots at the moment tho.