WGH Updates

Show off work in progress maps.
Power-Mad
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Post by Power-Mad »

W0rf0x wrote:
The fox wrote: *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.
I have some remakes from the original hl fire door textures, use one of them for the doors:

I have much more hl1 remakes, tell me and i upload them all :wink:
Do it! :)
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The fox
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Post by The fox »

As I stated earlier, I could really use some people to test the new version with me. Please post in this thread if you want to be in and test it with me.
Power-Mad
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Post by Power-Mad »

Ehhh, sure.
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Lark
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Post by Lark »

im bored and just beat this part in hl:s today so im your girl :/
The fox
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Post by The fox »

Ok im gonna do a test as soon as I have compiled the next version. Ill post up the IP once the server is up and youll have to download it off the server. Shouldnt take too long and either make a backup of your old oc_wgh or delete it completely.
Power-Mad
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Post by Power-Mad »

Why don't you just rename it before hosting the server? "oc_wgh_bt"
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The fox
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Post by The fox »

Some more updates. The whole battle above ground has been completely redone including most of the gunships and the helicopter. They are now alot smarter and wont get stuck in eachother. I believe im getting real close to finishing it up now just need to change a few more things then itll be ready for the public. Only two screenshots for now one displaying the mounted machinegun on the tank and one on a sniper tower.

- The machinegun sometimes wont display the muzzle flash and the bullet sprites if theres too many combines at once. Same with the sounds but it will still hurt the enemys if you shoot at them.

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-Sniper tower can be used either to take out the spawning enemys or used as a RPG tower to take out the helicopters and gunships. It has some metal plates which can break quite easily but gives good cover.

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The fox
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Post by The fox »

The update of Oc_WGH is now complete and im waiting for people to beta test it with. Please contact me throught PM or in IRC or here if you want to beta test it with me.
Power-Mad
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Post by Power-Mad »

How about MSN...?
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Post by Power-Mad »

Just played and this is what I can suggest:

-I obviously told you about what hyper recently added for spawning so of coarse use that on your xen stuff when 1.3 beta starts.

-There's a conveyor belt texture you can use for func conveyor, look at oc_STFU's secret city part to see what I mean.

-Get w0rf0x's blast door textures and such

-Ease up on the ammount of combine spawned at once near the end. You can keep the number of them, just try to manage it better.

-Place some rockets around the final battlefield, rather than just inside the warehouse.

-Some visable no draw's around here, one at the bottom of the stairs near that bunker like entrance near the end.

And I'll try to think of some more later.
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Post by ViralHatred »

Replace chopper with monster_apache and the gunship remove or make into a hgrunt spawning monster_osprey.
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Post by The fox »

ViralHatred wrote:Replace chopper with monster_apache and the gunship remove or make into a hgrunt spawning monster_osprey.
No those are actually suppose to be gunships and helicopters by the combine.
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Post by Catastrophe »

Perhaps you should give the gunships in the end a bit more hitpoints?
My team and I sure wiped them of the surface of Earth in about 4 seconds.
Catastrophe:

Overruling your sanity since 2007!
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Post by The fox »

Catastrophe wrote:Perhaps you should give the gunships in the end a bit more hitpoints?
My team and I sure wiped them of the surface of Earth in about 4 seconds.
Ill up the HP on them alittle bit then. I have also noticed this that its quite easy taking them out so they will get abit more HP.
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Post by panth0ur »

Could some one upload the update with humangrunts instead of combines PLEASE :D
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