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Depending on what order you subscribe and unsubscribe to the downloads, they'll sometimes work seamlessly together, or you can put the vpks from the standalone maps you want in your custom folder.
Wut?
We've talked at length about the VOX mod, but it was always a backburner item, same with BMCE. Once we're further along with 2.0, then it's possible we'll reevaluate neat and cool additions, like VOX. Originally, the plan was to add all the cool stuff after Xen got its standalones, but a combination of Xen being very hard to work with, and earthbound 1.0 being flawed, meant that earthbound 2.0 took precedent, then real life forced both of us on hiatus
I'm very happy you're enjoying OC 2.0 to that degree.
also BM Azure Sheep npc,BM Military npc (recrut for deserter soldier) Damocles npc (guard )
in future xen aliens from mods
We might rework OAR, but it's still up in the air. BMCE NPCs is something we've talked about, but the focus is on getting the maps out. If BMCE happens this pass, it will likely be by the end of the earthbound chapters.
Thank you so much for all the comments. Hopefully it doesn't take quite as long to get the next couple of chapters out.
Getting the feel right was the primary goal with OC and UC, and they were actually made at the same time, so the tone, atmosphere, and mood would seamlessly fade into one. I like to think of it as starting out in fire and darkness (UC A), then by OC C, you're actually climbing towards the light. Birdy worked some black magic with the lighting in both, and if you compare vanilla to the 2.0 chapters, you'll see how significant the improvements are, particularly when it comes to shadows, since vanilla doesn't really do those at all. The 'secret' ammo and batteries vent crawl at the start of OC came out really well, especially if people don't go in with their flashlights on, then you have all the HL1 additions, like the headcrab in the Gaben office fan.
Birdy's the one you'll have to ask about the textures. I'll poke him, but we're both pretty busy again.
I feel we did an okay job for two people with no idea what they were doing, but some parts ended up more challenging than they should have, especially in the early chapters. I'm personally very happy with how FAF and WGH turned out, WGH especially, since it's such a cheap experience in vanilla. Looking ahead, a lot of the remaining lame teleport attacks will probably get tweaked or replaced.
One of the key goals is evening out the difficulty, so chapters like OC and UC are about as challenging as you'd expect early game chapters to be. Since we actually give out grenades (like in HL1), having a few clumps of zombies and doing a bit more with things like the zombie closet doors felt appropriate, and it teaches you how to resource manage so you don't waste all your revolver ammo.
That's a vanilla bug that was fixed years ago. You're either triggering the door opening in a very specific way, or you've found a new bug. Use a grenade to open the houndeye office instead, or try opening the double doors in a different manner.
Thank you.
"allowing the freezer scientist to follow the player"
THANK YOU
thing is i have absolutely no damn idea as to how sourcemod works lmao
You can use sourcemod to change it, but otherwise, the numbers are hardcoded, so we put a rather low number of 12 shot revolvers and .357 ammo pickups in OC 2.0.
@Sworn
Likely, at least eventually.
Very nice. Is it okay if we use it for our media section?
@Everybody else
Thanks for the feedback. It's always welcomed.
- The color bar broadcasting TV reflection/lighting looks too bright, strong and sharp, it is more like a projector than a TV this way.
- There is an envelope and letter decal in a wall near the ham radio that plays the emergency broadcast which looks quite out of place (I remember seeing it in previous versions but I can't recall if it was already there in the original map, probably it was);
- Not sure if it is because I'm using the HD Posters mod but a few new poster decals looks slightly oversized like a couple in the new Vortigaunt office entrance but that's no big deal.
- There's a duplicated clipping CCTV camera in the hallway past the staircase turret map transition;
- A Vortigaunt appears crouched and frozen behind the doors where the "Get topside" guard spawns, probably that teleporting animation got bugged or something like that.
Sorry for the long feedback, I even had to split it in two because of the character limit.
The map looks more detailed, more lively or actually more deadly thanks to the new lighting, extra ragdolls and zombies making the offices feel more crowded also adding some passive storytelling to it. I really liked the extra details and new accessible rooms as well. This update makes everything more challenging but it is not that bad although the amount of Vortigaunts is a bit too high for me too.
I got a couple of nitpicks and spotted some issues though:
-It seems that the scientist being pulled to the ceiling, the vent cover being zapped and the scientist being eaten by the barnacle are being triggered too early and happening all at once. It used to be nice to rush through the vents and attempt to save the poor bastard from being eaten even though it was impossible.
[...]
Was it worth the...weight?