Full Coopable Episode 1 MapAdd Script (Unfinished!)

Misc work in progress screenshots etc...
Gandorques Hikla
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Full Coopable Episode 1 MapAdd Script (Unfinished!)

Post by Gandorques Hikla »

Hi. I´m working on MapAdd Scripts for Episode 1, so it should be playable and beatable without Turning Cheats on, or having big bugs, or doors that close behind you. I also added more Spawnpoints, and on some maps Secondary Spawn Points.

I just finished the Scripts for all the Citadel Maps and need someone to test it with.

Changes that are worth to be mentioned:
-Alyx follows the players, even if someone of them dies.
-Map Reloads when Alyx dies.
-You spawn with Gravity Gun and Medikit
-You cant go back a Level anymore, this prevents repeatly loading a map when someone stays back to much at map Transistion
-All func_areaportals get activated automatically to prevent Graphic Bugs. Uses more Graphic Ressources but is better than Walls of Nothing.
-Some Doors that blocks other players the way to follow get deleted or reopened

Map Related changes:

ep1_citadel_00 (Intro Level):
-The Conversation between Alyx, Kleiner and Eli dont stop when someone dies during it
-The Sequences and Scenes of the First Map dont stop when you jump down the cliff
-New Spanws get activated after one player starts the Van ride. You just need to kill yourself to spawn inside the Citadel

ep1_citadel_01:
-The Rollermine Shieldwall dont get activated again after a Rollermine got Converted
-Changed the Weaponstripper to work on every player

ep1_citadel_02:
-deleted the Fadeout and Block Controls when someone falls down
-deleted the Door at the end of the Level, so you can finish even if Alyx somehow dont follow you

ep1_citadel_02b (The Lift Ride):
-Spawnpoints parented to the lift after it starts
-Map Reloads when Lift brokes
-Spawnpoints after you leave the lift
-Deleted Fadeout and Block Controls when someone falls down

ep1_citadel_03 (the Core)
-Deleted door that blocks the Spawn Room
-Deleted the door that leads into the Core Room
-Added Ladder to the Lift that Leads down to the Core Room
-Reopen doors that block the way to the lift down to the Core Room
-Deleted the Core Beam that kills you when you fall down in the Core Room
-Changed the trigger_look in the Room with the 3 broken Combine Ball Holders to a trigger_once because trigger_looks dont work well in Multiplayer
-Deleted the right door that blocks the way to the Lift where Alyx and the Players drive down to the next Level
-Fixed possible bug with turning Gravity Gun back to normal

ep1_citadel_04 (Entering the Train)
-Deleted the Door that blocks the Spawnroom after leaving it
-Deleted door that leads into the Rollermine Room
-Reopen the door into the Train after it Closes, and reactivate the Teleporter that ports you inside the Driving Train
-Secondary Spawnpoints inside the Train
-Teritary Spawnpoint after the Train crashed

Known (maybe Unfixable) Bugs:
-At the Intro Level a player have to throw away his Gravity gun and take the one from Dog or else Alyx says "Pick the Gravity Gun Gordon." all the Time
-Just Player one can give Alyx a Rollermine to Convert to Friendly
-Just one player can take the Van, all the others have to kill then to spawn at the end of the Van ride.
-In citadel_01 the distance fog turns red after one player entered the Combine Advisor Room
-Maybe Alyx dont follow you sometimes. Move on and see if she follows, if not, push her.
-If you dont run the game on a Dedicated Server, maybe Alyx dont get transported to the next Level. If you want to run it on a Liste, turn progress_enable off
-You should turn mp_playercollide off, because you cant block each other then.

---> Public Test Release <---
Report any Bugs here. And PM me if you want to test it with me sometime
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LinkNEO
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Post by LinkNEO »

Wow this sound nice even to the player that don't have ep1 can now play it. Man playing something for free.
I'm just thinking that Steam might try to stop this.
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Gandorques Hikla
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Post by Gandorques Hikla »

No, this is just for the ones who bought EP1 (or Preloadedt it) so its completly legal.

k, it would maybe work too if you get the Content from somewhere else and unpack it, but thats not my Problem.
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Post by Svanrog »

Great job I say! Keep it going! This'll be a good resource!
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Post by Hell-met »

:rockon:
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Post by Mustang »

Valve is the company Link, not Steam.
Hyperjag3 wrote:God damnit, I can't take anymore of that fag's shit, banned.
skidz wrote:Your account and IP are banned for life, goodbye.
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Post by Tono-Tako »

awesome work
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Post by Steve »

You're doing God's work, man.
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LinkNEO
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Post by LinkNEO »

Ok so i'm good to play it i bought before i got Half life 2.
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destu
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Post by destu »

Damnit I dont have EP1 :cry:

Can you make mapadd scripts to HL2SP too?
Gandorques Hikla
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Post by Gandorques Hikla »

I thought about this, but its harder in some point. Especially the parts from beginning to the end of Red Letter Day, Black Mesa East, Nova Prospekt, Entanglement, some parts in Follow Freeman, and the Citadel Parts would be hard to do.

And Im not sure if this is worth the work, because the Guys from "Half-Life 2 - Follow Freeman Coop" doing a very well Job in Editing the Singleplayer Levels.

After I finished the Scripts for Episode 1, I will start Scripts for Episode 2 (after its released xD) if the OC Team include a Mounting Option for it (I hope you do!)

Im thinking about adding some OC Weapons in the Episode 1 Maps.
What would you think about Uzis in the Underground Chapter or getting a Sniper Rifle after beating the first Sniper with a Rollermine? Or getting some Manhacks in the Combine Storage Rooms.
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Post by Lark »

you should add in some hound eyes and bullsquids and YES to the guns
LinkNEO
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Post by LinkNEO »

I gusee so but we are going need more combines there.
I start playing it and in 5 hours i beat it so we are going need more combines or maybe a heli.
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Gandorques Hikla
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Post by Gandorques Hikla »

I nearly slaughtered every bug in my Scripts for the Citadel maps for the Upcoming version.

Changes in the Upcoming Version:

ep1_citadel_01
-Fixed bug that the Rollermine Room Door powers up again

ep1_citadel_02b
-You shouldnt spawn at the position where the lift starts anymore, you spawn nearly on the lift

ep1_citadel_03
-Position of the Ladder down to the Core room fixed
-Door to the Side Control Room opens after closing
-The Puzzle with the Broken Stabilizer get skipped because I havent found a way to get it working in Multiplayer

ep1_citadel_04
-Im sorry, but I had to skip the whole Train ride, the next map loads when you enter the Train (its simply not working to smoothly get all the players in that little train that exists 3 times on the map. 1st On the Combine Trainstation, 2nd When its riding (you get teleported without notice), 3rd when it crashed.

I nearly finished with this, then I release it.
Then I start working on the City 17 parts.
Would you like a Antlionguard in the Dark Underground Passage, some Bullsquids and Houndeyes around in City 17, and a Gunship or Helicopter in the Map where you have to escort the Citizens to the Trainstation?

I´m thinking about taking away Alyx´s super auto healing skills, so you have to take more care of her. But I´m not sure if I should do this.
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Post by Hell-met »

Gandorques Hikla wrote:you get teleported without notice),
That's what YOU say :P

Oh and yes antlionguards would make sense in the underground tunnels

And you shouldn't customize alyx at all. Three normal antlions can kill her in a matter of seconds (on hard, pussies)
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