
The modified gravity gun is so powerful and spammable, the only incentive not to use it everytime and everywhere is the annoying screen deformation effect. Not that it didn't stopped me, mind you. You should just remove the other weapons, they're completely useless in this current state.As for the weapon itself, it's basically an unlimited ammo rocket launcher with no self damage, kinda absurd when you think about it. I like the fact that you can rocket jump. As a Quake player I used this everywhere I could. I probably skipped a third of the content because of this.I think you can make something more elegant with this. Less combats, more puzzles, more plateforming.
It looks like you weren't sure where you were going. Maybe do something with the secondary fire, like bouncing orbs, I dunno.I have mixed feelings about the last part.
It was fun because it was so open, you could jump anywhere and blow shit apart. It was also extremely bland and boring to play as you could just jump on a roof and bomb everyone on the ground. Strider aren't really fun to fight, especially with a weapon like this. I wish I had the time to explore the last part and explode everything by myself, this would have been way funnier than this.At least in the zombie assault I had an incentive to rocket jump around, zombies are close range so you have to keep moving. I almost got caught at some point. It was a bit chaotic.Some weapons are so powerful even throwing a bazillion of ennemies at you doesn't change anything.
This is the case here.I wasn't sure what I had to do in some part, like the hidden switch for instance. The only reason I found it was because I resorted to spamming my use key everywhere. Also the zombies in the next part, why do you need to put so many of them? The same result could be achieved with only 3 or 4. I got through that part because the zombies glitched and stopped moving.And dear god change your generator looping sound.Apart from the gameplay and gimmicky mechanics, the rest is really good. The maps are really pretty and the engine modifications are impressive.Also Edited March 19, 2015 by Klems.
Hello Klem, I appreciate your honesty & critisicm.I originally wanted to have more puzzles, there was one just before the final combat. I had to cut it due to time & engine constraints.
The final map pushes the limits of the engine in just about every category and I just ran into limits (max bsp, max models, max props, max entities, etc.). I couldn't easily push it into the previous map either due to the layout and logical flow of things. On time, well this project has taken a ton of my personal time and has been a real challenge getting it this far. To make changes big enough to fit a puzzle into the pervious map was just be too much of a set back.Here's a video of the block-in for that puzzle if you're interested:If I get the opportunity to pull off a sequel in some way I definitely want more puzzles. Maybe someday with a newer engine hopefully.As for the weapon being over powered, I'm definitely going to think on that and make some changes. Several people have said the same thing.There's been quite a few people getting stuck or confused in the set of challenges before the lab.
I'm making some changes to help address that.Good job finding the original reference for the courtyard! It's a fairly famous abandoned building so I figured it would be found, but not this quick! Usually when I use photo reference I take bits and pieces, that building was so interesting and unique I just wanted re-create it as is.Thanks again! I appreciate your feedback. Edited March 19, 2015 by Shokunin. Hello everyone,I've uploaded what I hope is the press release build. It's got a few updates that you can read in the changelist below.
I'm looking for anyone, previous testers or new, to play through and confirm completion of the game.You guys will also be the first to preview the launch trailer. Feedback is appreciated and please do not share this link outside of mapcore: - My monitor can't go any higher!Thanks again everyone, I appreciate everyones feedback and help.The build is located here in zip or exe form along with install instructions (again, please do not share this link outside mapcore):Changelist:.The zero point energy projector (ZEP) overheat mechanic & energy needs have been tied to suit power (the same power used for sprint).ZEP overheat parameters were increased slightly & there is an exponential increase in wait time up to 4 seconds.
Delay between shots increases faster in hard mode and recovery decay is much slower, this makes the large zombie battle very intereting!.ZEP overheat & energy dependency is represented by the suit power hud element and its also been added to the crosshair quickinfo hud element.Striders no longer take damage from the ZEP. Just wanted to report a bug that may or may not be repeatable which prohibited me from continuing the mod beyond the very beginning of chapter 3.After triggering the load in the tube which I assume lead to the beginning of chapter 3, at the end of which you had to break a barrier previously blocking your passage before you acquired the ZEP, I was spawned without any weapons.
I proceeded to walk back along and reload the previous section, seemingly overwriting my save in which I had any weapons.A factor that may have caused this is the fact that in the previous traversal of that area without the weapon, I had went along that corridor before continuing on the intended route although I cannot remember if there was a level load there at the time. Another factor was that I.might. have ABH'd.
into the load trigger, prompted by the long corridor.ABHing being an exploit in the post-orange box version of the engine which is used to gain a high velocity in a short amount of time.This bug occurred in the previous build of the mod a few days or so ago so I might be missing some info.Edited March 25, 2015 by Mark C.
The Half-Life series is stagnating for quite some time now, because it would appear that Valve has no intention to continue working on it. Whether you are fine with that or not it doesn’t matter, but you can always take matters into your own hands and use the Source engine to create something in the same universe.
Skyrim thalmor. As a matter of fact, that’s exact what the game at hand is about. A puzzle game set in the Half-Life universeTransmissions: Element 120 is a mod designed using the Source engine in which you play the role of an unknown character trying to figure out where he is and what’s his purpose. As skeptical as you might be, the game is actually very well done, especially when it comes to the puzzles, the atmosphere and the level design.
In addition, it brings back a ton of memories from the original game.You wake up in a train tunnel with no memory of how you got there or what you should be doing. Hence, the only thing that comes to mind is to try exploring and escaping, which proves to be a tad more difficult than you’d think. There are all sorts of traps and puzzles that need to be figured out in order to make it out alive, and the mechanics are the same as in Half-Life 2. Great graphics and nice level designThe game’s greatest flaw is the fact that it’s a bit too short, but it’s to be expected, given the tiny development team and the complexity of the engine. On the other hand, the puzzles and the atmosphere are spot on, so at least the experience is highly concentrated. You get to play around with the crowbar, the gravity gun, as well as fight classic enemies like facehuggers and zombies.When it comes to graphics, the Source engine needs no introduction, since everyone is aware of what it’s capable of.
However, the developers added some new effects to make it look even better, such as enhanced dynamic lighting and better post-processing effects. Even so, the greatest thing about Transmissions: Element 120 is the level design, because it truly feels like every corridor has a purpose. A neat puzzle game for Half-Life 2 fans and not onlyAll things considered, Transmissions: Element 120 is beautifully designed and more than capable to impress any puzzle fan. Moreover, it should appeal to Half-Life fans as well, especially when it comes to atmosphere and level design.