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You say "all the add-ons" this is just one that needs to be enabled.
OMG I wouldn't have made it out the hideout with shotgum!
Before the patch there was no Shotgun, the fight felt unbalanced, or even unfair.
either way i played the final battle and it felt very epic here is a video
https://www.youtube.com/watch?v=F6cJdfzXZgo
Biggest one is that you now, in addition, get the shotgun for the fight to seize the evil shotgunner Combine.
But I also removed latches of the doors to avoid cheesing the fights - you can still hide behind the doors but Combine can go through them.
Hopefully you'll have fun with the update, let me know what you think.
I updated the map once more, especially the final fight after what I saw in @Neon's playthrough.
Fixed the spawning in the last part and brought back the "flinch" on the shotgun Grunts.
Also you can now find a cat in the map.
Your recording and feedback helps me a lot to polish the map, I cannot stress this enough - thank you! I will definitely polish the last part of the battle. Officer spawns much too late.
For the Combine, I deliberately removed the "panic" and set their animgraph to shoot. Normally they find the enemy, wait a bit and then shoot (OnFoundEnemy). The same goes for the part where they get shot (OnDamaged). It makes the combat feel different. Yes, the shotgun grunts are a menace, I think I'll change the one in the second spawn squat.
There are a lot of cover volumes and the Combine used them in your recording, they just leave faster, following an aiscripted_schedule.
I saw that it was frustrating at the end, so this will definitely have a work over.
Thanks!
I really like the idea of a kind of a central hub map style. The exploration aspect was the star of this map and art & geometry came second. But that's it for the good stuff. You might not agree with what I write next. I don't think the combine fight was hard or spicy but I think it was frustrating and unpolished. Grunts equipped with shotguns seem to have no shooting delay sometimes and can kill you almost instantly. NPCs tend to run into the player and I don't think they use much covers (Did you use cover volumes?). I was able to run into the npc spawning rooms too. Anyways, still good job on the exploration part and I really liked the buildings too. The AI voices were indistinguishable from the real ones and it's cool to see you figured out how to make a 3d skybox.
I'm a digger.
Good level!
All credit for the rain particle to Adesi, I just put it into the map (download link is in the description).
Also I just made a compile with 4k lightmaps (map+3D skybox)