Fixed an issue where one texture wasn't packed.

No, the slipgate isn't fixed.

It's 1 am and I need sleep.
Dusting off the ol' VMF for this one after getting some feedback from Za Chelbom. (Many thanks.)

Changes made:

Readjusted the health distribution:
  • Added small health packs by the revolver, and by the slipgate in the yellow room (can't think of a better callout name at the moment.)
Redid the geometry entering the Crit damage room so you would no longer bump your head when b-hopping out.

Moved the slipgate and it's corresponding hallway in the yellow room forward to prevent dead space.

Moved the slipgate in the vent back slightly.

Allowed for shooting through the vent slits peering into the slipgate in the vent.

Reworked the water area:
  • Added a full health pack to further incentivize people to go down there.
  • Gated off the ladder and replaced it with a slipgate to the top of the ladder.
  • Narrowed the end of the hallway a smidge.
Various detailing adjustments:
  • Further parity with the original map have been made in detailing.
  • Started texturing various areas.
Explosive barrels now use remastered Half Life sounds as their explosion sound.

Minor clipping improvements.

Known issues with this update:
Texture alignment errors on the tiles in the Crit damage room.
The slipgate in the water area is floating on top of the water. (Noticed as I was taking screenshots, not recompiling and repacking just for that.
Fixed an issue where two light textures were not properly packed.
  • My b.