Silesia country SP mod

A Work In Progress for Half-Life 2: Episode Two

Progress Report

In Development - 90% finished
You can download uncomplete mod from my cloud (there is button download as .zip) https://mega.nz/#F!t5IUlRyR!n9ZvWWdoBmpRn1Z140aWVA so you can take look what I have done so far. Be advised - mod is still under construction, some part may not work properly (still recompiling)



Probably my last mapping attempt.

My plan is connect my counter strike source maps into short singleplayer mod. 

Due to lack of time and my laziness I guess it will be my whole life project. But I still like mapping so why not to do final masterpiece (CS Source maps are not so demanded as CS GO maps actually are). Maybe I will ask for help here.

February 2013

Actually I am working on introducing part (no action). 

Player start in villa map, have to find way to open garage and get car. I made little arrangements in maps to make smooth transition between them, also I added new "connection" maps to do so. 

So far I connected my village maps, next I have to find way how add my city maps (hrabova, sprint trading, pension).

After then, near the end, player get back to staring maps and play them again but with action (peaceful place where you started becomes nightmare).

December 2016

I am working on fy_hrabova map implementation.
Map size increased almost twice (due to changelevel transition). Next level will be cs_sprint_trading map (already made transition part of map). I made and added new prop model - old trash dumpster (called just as "kontejner" in our country)
There will be some challanges in map

  • sniper
  • combie/zombie combat on square
  • find way to open gate
  • antlion holes need to be "closed" with car wreckage


December 2017


Next three urban maps added - after fy_hrabova goes sprint_trading -> pension -> sprint_trading_HQ.

I learned something about striders, so there is rocket challenge in streets. Anyway every map is full of enemies, triggered npc_makers, etc. I want keep player in map as long as possible to make him busy with killing enemies and finding button or right way.

By time my mod become "button finder". You have to mainly find button to open doors for your vehicle. But I still want let player to have choice, so vehicle is not necessary (but recommended), you can go on foot. Some parts of map have more open ways how get to button or locked gate. I still think about "guidance" - put messages along or just "follow the gnomes".

May 2018

13th map is finished (from 17 supposed). I am in phase where player "returning to devastated home". After fights in urban maps player is teleported to "vacation" maps cs_robinson and cs_combine_resort (I didnt found way how properly make smooth changelevel between theese map, so I just cut it with teleports). So I am in point where I depleted all of my multiplayer maps (rebuilded to singleplayer with extra adjustments due to changelevels, etc), so I am recycling maps what you go through in begining, but in night theme with lot of zombies, etc. My plan is guide player back to his house (swarmed with enemies ofcourse) and then to my last multiplayer map uvalno_kopec (not rearranged to singleplayer yet), where game suppose to end.

I learned new mapping tricks, so you can look forward to

  • combine soldiers assaults
  • headcrabs falling from ceiling :D
  • fight with hunters
  • fight with combine gunship on island map
  • fight with apc raining rockets on you
  • zombie swarm in cemetery

October 2018

I finished all maps and put them into chapters so mod is almost complete. All maps are connected and triggers are set (enemy waiting behind almost every corner).
I added messages in game helping player what to do. Messages are localized to czech (written by me), english version need to be bit polished (sorry google translator).
In the last phase I just adding details to geometry, props, lightglows and fixing some lights, cubemaps, etc.

I will soon release my mod "officially" 

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Dinus Saurus avatar
Dinus Saurus Joined 11y ago
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Development State
In Development
Completion
90%

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