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- (changes with a * mean it fixes a game-breaking bug or it is a change that allows the compiler to run)
- fm_map1
- - Fixed texture clipping error in one room
- * Fixed fence door not being able to swing open (changed into a func_door_rotating)
- - Added nodraw to unseen areas
- - Locked one door that isn't supposed to be entered
- - Changed floor-collapse event to be unavoidable
- - Added stunstick to hallway before citizen murder scene
- - Fixed citizen being able to survive the murder scene
- - Fixed being able to see the zombies spawn in the murder hallway
- - Metropolice murderer now blocks the path until he is killed
- - Added an autosave
- - Added playerclip to some areas to prevent going out of bounds, skipping areas and/or getting permanently stuck
- - Fixed one explosive blowing up randomly before getting anywhere near it
- - Recompiled with HDR
- fm_map2
- - Added stunstick to startup loadout
- - Added nodraw to unseen areas
- * Slightly changed one turn in the pipes to be compiler-friendly
- - Fixed one fence being clipped away due to a skybox wall
- - Added playerclip to one area to prevent seeing nodraw faces
- - Fixed one metropolice being stuck in the ground
- - Added an autosave
- - Recompiled with HDR
- fm_map3
- - Added stunstick to startup loadout
- - Added playerclip to one area to prevent going behind a trigger_changelevel
- - Replaced some nodraw textures with concrete textures
- - Added nodraw to unseen areas
- * Changed some terrain to be compiler-friendly (this also prevents the map from crashing upon loading)
- - Added autosaves
- - Added an areaportal for optimization
- - Re-enabled switching between this level and fm_map2 (only if loading into this map from fm_map2)
- - If map is loaded via "map fm_map3", a playerclip & nodraw is enabled to prevent going backwards into fm_map2
- - Recompiled with HDR
- fm_map4
- * Fixed airboat (along w/ player if the airboat was being ridden) being deleted if it is carried over from fm_map3 if it was loaded via the command "map fm_map3"
- - Added stunstick to startup loadout
- - Added autosaves
- - Added nodraw to unseen areas
- - Added starting room from next level to end of this level (not accessible; only added so that if the player backtracks while leaving the door open, the doorway won't reveal a blank wall when loading into the previous level [this one])
- - Re-enabled switching between this level and fm_map3 (only if loading into this map from fm_map3)
- - If map is loaded via "map fm_map4", a playerclip & nodraw is enabled to prevent going backwards into fm_map3
- - Recompiled with HDR
- fm_map5
- - Added ladder room from last level to the beginning of this level (not accessible; only added so that if the ladder room's door is still open while transitioning to the next level, the doorway won't reveal a blank wall)
- - Added autosave to beginning
- - Added stunstick to startup loadout
- - Music plays via a trigger_once now rather than immediately when the map loads
- - Music now replays if reloading the map in the gunship area
- - Fixed APC sometimes not moving out
- - All combine in the building right after defeating the gunship are now part of a single squad
- - Changed event that prevents you from running backwards away from the strider surprise to be more realistic (instead of a massive block falling down in front of the door, the ceiling caves in)
- - Strider surprise event is now caused by a logic_relay which itself is still triggered by a trigger_once, but now can also be triggered if the strider is attacked before touching the trigger_once
- * Fixed strider becoming frozen if the player runs to a certain trigger faster than the strider's surprise animation
- - Added playerclip to one area to prevent skipping the strider surprise
- * Added playerclip to one area to prevent getting permanently stuck in one part of the level
- - If map is loaded via "map fm_map5", a door has been locked and a trigger_changelevel has been disabled to prevent going backwards into fm_map4
- - Recompiled with HDR
- fm_map6
- - Added stunstick to startup loadout
- - Added autosaves
- - Combine now relay information to each other
- - Fixed breach event in one hallway
- - Rooftop doors no longer automatically close
- - Tau Cannon added to one room, MMOD ONLY (via mapadd, so if you prefer this isn't added to the map, then delete the mapadd folder. The Tau Cannon will instead be an AR2)
- - Fixed being able to skip one trigger
- - APC on building now shoots ground-breaking missile upon driving into view
- - After all gunships and the strider are killed, the player will teleport to the roof no matter where they are
- - Fixed player sometimes getting stuck outside of the triggers necessary to progress to the next level when teleporting after the final battle
- - Moved one missile crate to be in a more practical/defendable position
- - Fixed one missile not hurting/barely hurting the combine it lands on
- - Attempted to make it so crash targets aren't used twice or more (I'm pretty sure the way I tried doing it won't work all the time and it doesn't work at all on Easy)
- - Changed gunship deaths so that they can play out before their count is added to the math_counter that triggers the level change
- - Fixed one skybox building model error
- - Once one gunship remains, the last gunship will destroy the ammo crate that sits where the changelevel occurs (only if the player is near it)
- - Recompiled with HDR
- fm_map7
- - Fixed being able to land on the rooftop of the intro building
- * Fixed the GDM's (ghost/demon/monster) physics (would fly all over the place and get stuck in walls in newer versions of HL2)
- - Door in steam room locks upon first entering it and unlocks after event is over
- - Added static to the TV when the GDM appears
- - Added gunfire light to the combine in the tunnel
- - Added more autosaves
- - Recompiled with HDR
- fm_map8
- - Removed a pistol floating in the void
- - Made all music louder
- - Added stunstick next to a combine dead body
- - Slightly readjusted one dead combine soldier to be less unnaturally bent around
- - Fixed some dead combine appearing in T-Poses
- - Slightly readjusted one areaportal
- - Added playerclip to two areas to prevent ignoring two GDM scenes
- - Fixed one scare's light staying on after it's over
- - Slightly extended physical length of one trigger in order to prevent accidentally passing it
- - Changed one combine death to utilize npc_combine_s rather than a prop_ragdoll
- - Fixed one dead combine soldier not sitting in the bench they spawn on
- - Fixed a fire particle clipping through a wall
- * Fixed a fatal crash in the APC/GDM fight (an unavoidable crash if playing on newer versions of HL2)
- - Antlion Guard must be confronted now
- - Added a nodraw brush to prevent zombies from crowding in front of a window you are supposed to be thrown out through (the brush is killed after the window breaks)
- - Fixed a fence having a delayed break when getting hit by a missile
- - Fixed flashback cop being killable by the player
- * Fixed the GDM's physics in flashback scene
- - Fixed flashback cop leaving a shadow after dying
- - Recompiled with HDR
- fm_map9
- - Added nodraw to unseen areas
- - Added stunstick to startup loadout
- - Added more autosaves
- - Converted crystals in other world into func_details
- - Fixed some fence props blocking light
- - Added areaportals to the elevator
- - Fixed elevator lighting & shadows
- - Added lights outside the elevator exit
- - Added hints in the sky and some corners
- - Removed three broken overlays
- - Converted some architecture into func_details
- - Fixed the combine knocking over their turrets
- - Fixed some areaportal errors
- - Fixed some doors clipping through props
- - Added slight buildup to the final GDM event
- - Fixed some fences blocking bullets
- - Reduced amount of combine soldiers near the bridge
- - Fixed being able to skip the GDM trigger
- - Made the GDM more noticeable
- * Fixed the GDM sometimes getting stuck on props
- - Made the GDM's music louder
- - Combine now ignore the player and focus on the GDM when it appears
- - Added a locked door to the balcony of a house
- - Added playerclip in the river
- - Recompiled with HDR
- fm_map10
- * Split map into two levels (fm_map10a & fm_map10b) to avoid the "ED_Alloc: no free edicts" crash
- - Removed tie between the props floating in the water and point_template entity & deleted point_template
- - Grouped sections of the map closer together in the void
- - Fixed water errors in spawn room
- - Added nodraw to unseen areas
- - Added stunstick to startup loadout
- - Fixed startup loadout's crowbar appearing in mid-air if transitioning into the level
- - Added more autosaves
- - Fixed combine being able to walk on water
- - Added playerclip on some hills in the other world
- - After the other world monsters appear, fighting can be heard throughout the area (ambience)
- * Fixed stone steps getting stuck on props when lowering into the ground
- - Added some areaportals in the corridors
- - Combine in the corriders are no longer immediately active upon loading the map
- - Changed a nodraw solid into a playerclip solid
- - Changed some architecture into func_details
- - Added playerclip to the elevator shaft
- - Added an occluder behind one portal
- - Made the GDM's music louder
- - The GDM's music loops until it is defeated
- - Fixed the GDM's body sometimes dissolving without it actually dying (both in the corridors and in the boss room)
- - Combine now recognize the GDM as a threat (will still prioritize you if you are closer)
- - You now spawn with some health and armor when teleporting into the boss room (if you aren't full on both)
- - Added a logic_auto which plays the GDM music if loading into the fight via a save
- - Fixed the GDM's boss fight difficulty
- - Added some extra noises to the GDM fight
- - Added AR2 alt-fire ammo crates to the GDM boss room
- - Added a "stinger-like/hit" song that plays once the GDM is defeated
- - Added some destruction and dead bodies scattered around the teleporter hub after defeating the GDM
- - Fixed cube being off to the side when placing it into it's holder
- - Changed credits to appear sooner after teleporting
- - Added me in credit text
- - After credits are done, map transitions to a special background map
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