Half-Life 2

Half-Life 2

Re-Edited Trainstation
73 kommentarer
chonkyfire33 For 25 minutter siden 
is this compactable with half life 2 update mmod?
OlivesandGrapesareOkay For 2 timer siden 
Thanks!
Monki  [ophavsmand] For 4 timer siden 
I'll put it in the description
OlivesandGrapesareOkay For 6 timer siden 
Gotta Link?
Monki  [ophavsmand] For 6 timer siden 
Beta Like Combine Stuff
OlivesandGrapesareOkay For 6 timer siden 
What mod makes the combine tech green and orange?
Sharkivan5 For 11 timer siden 
Could you make version with HL2 styled HLA workers?
justdeltaxd 22. okt. kl. 8:20 
That trainstation mod is broken so I would appreciate it in this
Monki  [ophavsmand] 22. okt. kl. 8:05 
I can do it in Hammer easily instead of merging it.
НожкиАдыВонг 22. okt. kl. 0:50 
peak
BosnianNationalist 21. okt. kl. 13:59 
INSANE dub
M1rs1k 21. okt. kl. 11:50 
cool
Pyrotion 21. okt. kl. 11:27 
PEAK
Monki  [ophavsmand] 20. okt. kl. 18:27 
Gman's intro is part of trainstation_01 so try putting that mod above mine.
daniel.88.00 20. okt. kl. 18:09 
Btw the skip gman intro mod is incompatible with this mod make sure to put that in the description and no its not a map replacement thing just some sort of bug or something
Monki  [ophavsmand] 20. okt. kl. 12:58 
It should be fixed with a second game.
Jane Doe TF2 Gaming 20. okt. kl. 12:53 
i also got the glitch where the "pickup that can" guy wouldnt move
Junktown jerky vendor 20. okt. kl. 11:46 
@monki i think jaxon meant the start of the game where you start as a metrocop, where you see containment cells with citizens
Jane Doe TF2 Gaming 20. okt. kl. 10:14 
cool
Monki  [ophavsmand] 19. okt. kl. 20:16 
The Metrocop thing with the can happened to me too, try a second game

It seems repetitive to say this, but it worked for me. I don't know why that happens. :steamsad:
awchris11 19. okt. kl. 19:48 
Love the Metrocop without a mask in 02, and really liked some of the additions! If I had to give one criticism, it's that I'm not a fan of the Vortigaunt in the energy ball device in 02. I get what's it's signifying, but doesn't make much sense if for the rest of the game the devices utilize the energy balls. Maybe if it was a Vort being forced by a Metrocop to use his powers on a generator like that one scene in Black Mesa East, it would fit better. Or you could add scenes of some Vortigaunts who escaped their "Containment cells" in future re-edits.(Also the "Pick up that can." Metrocop is bugged for me and won't move when I place the can in the trash.)
Monki  [ophavsmand] 19. okt. kl. 17:35 
ummm nope, I played Entropy Zero 2 and I don't know what you're referring to, do you have a screenshot to give me an idea?
Jaxon 19. okt. kl. 17:24 
add a worker fixing up a car near the building gordon gets saved by alyx and a combine jail with a combine sheild to prevent citizens escaping in the train station like the one in entropy zero 2 if you know what im saying
Monki  [ophavsmand] 19. okt. kl. 15:27 
@JosephNFS It's normal for the APCs to get stuck during the chase on the roof, sometimes they make it to the entrance of the building, other times they don't or they simply run over a metrocop

The metrocop sleeping on his shift inspired me in the first chapter of Swelter, the vortigaunt in the trainstation is a recreation of the beta concept of the vorticell, the basement serves as a cell for the vorts slaves :steamhappy:
JosephNFS 19. okt. kl. 14:59 
also that unmasked metrocop and dead vortigaunt in a basement between d1_trainstation_01 and d1_trainstation_02 isn't really fitting
SuitingBeret297 19. okt. kl. 14:59 
Maybe an addition to this one that adds in a few new areas? Like instead of going left like in retail you can choose to go right like in the pre-relase story? Of course, you'd end up in the same security checkpoint where Barney is, or maybe you could even bypass him entirely by accidenetally going right and not left.
JosephNFS 19. okt. kl. 14:57 
The two things I really don't like about this is how a metrocop has a shotgun in d1_trainstation_01 and the apcs in d1_trainstation_04 get stuck on a wall or each other.
Monki  [ophavsmand] 19. okt. kl. 8:12 
Yes, I saw that there is a model of the HLA workers in the style of HL2 but I prefer to use one that I saw comes in different colors :steamhappy:
sharko gaiming 19. okt. kl. 8:00 
Pretty sure all of the workers in HLA just got replaced by citizen volunteers in lore due to there absence and also, we already have a mod that brings in HLA stuff with the HL2 style
adidores1054 19. okt. kl. 4:17 
You should make a retail version of this, maybe replace the beta workers with the one from HLA? (Someone made a HL2-styled model of it)
Jaxon 18. okt. kl. 19:31 
i agree this mod is fire
justdeltaxd 18. okt. kl. 18:58 
this mod is fire btw
Jaxon 18. okt. kl. 17:34 
also one more thing add visible legs to gordon and also a kick attack where you use the K key for the kick attack :gordon::gman::bms_crowbar:
Monki  [ophavsmand] 18. okt. kl. 17:17 
hmmm I'll see later
justdeltaxd 18. okt. kl. 17:15 
separate
Monki  [ophavsmand] 18. okt. kl. 16:57 
@justdeltaxd as a separate mod or for this mod?
justdeltaxd 18. okt. kl. 16:51 
could you add a player model mod thats actually hl2 freeman
player.mdl 18. okt. kl. 14:25 
@Monki you spawn generic_actor into the game and specify a model path, it's simple
and you use scripted_sequence for the AI

do note, dynamic AI require custom binaries but that should be obvious and also not smth that workshop mods should do (you can already have custom enemy skins by just using npc_combine_s and giving it a custom model path over existing three models)

citizens also have custom model support too, i.e citizentype 4
Monki  [ophavsmand] 18. okt. kl. 14:04 
@Jaxon I don't know how to add new NPCs to the game because it's very complicated, I added the combine transport and the other version of Swelter so I guess that's fine

And the train tracks in the wasteland, I'm thinking about how to add it since it's difficult to visualize, the route of the tracks is mostly covered by mountains and hills, That's according to the texture of the Highway 17 map, which is consistent with the playable maps.
player.mdl 18. okt. kl. 14:02 
darkier and griddier
Monki  [ophavsmand] 18. okt. kl. 14:01 
@sharko gaiming the Breen office concept mod is compatible with this mod since it modifies trainstation_05 and I only added some suit chargers on a shelf, a shotgun and ammo in the wood box that Kleiner checks when entering the lab and the Depot skybox in the wasteland

I only added like 3 things nothing more :steamhappy:
Jaxon 18. okt. kl. 12:26 
oh yea and maybe a wasteland railroad at the ned of the sandtraps chapter and beggining of nova prospket is the wasteland railroad if you want to :bms_crowbar::gordon:
Jaxon 18. okt. kl. 12:23 
can you add / port medic metro cops and medic overwatch soilder, net medic citizens, half life alyx transport van in front of train station, port elite metro cops, and a quarintine zone in the canals and a marching crab synth in ep2 bridge sence and the strider marching part at the start of the game. also make a seperate mod the re edited train station with out the workers please. for ideas so yea :D :gman::bms_crowbar::bms_headcrab::headcrab::physgun::steamhappy:
justdeltaxd 18. okt. kl. 11:38 
well atleast it only changes the citizen textures, ima go test this after i test the suprresion device one
Monki  [ophavsmand] 18. okt. kl. 11:36 
for the rest of the game, I made sure that the skins are from npcs that appear in scenic locations, such as male 07 next to the vort, male 01 in the kanal's lair and male 04, well... for a change
justdeltaxd 18. okt. kl. 11:29 
does it only replace male 01,04, and 07 in this map or for the rest of the game
sharko gaiming 18. okt. kl. 11:29 
Mmm, more Dark Interval esq addons please! (Also, can you make it compatible with the concept style breen office mod?)
Monki  [ophavsmand] 18. okt. kl. 9:55 
Mhm, I left a forum where I will continue editing more maps and so you can also leave your ideas. :steamhappy:
Боуньк 18. okt. kl. 9:36 
Will you continue to update chapters?