If Valve ever decides to buy this map, you are going to owe me your born child at this rate. But I'm glad you liked(or used) the assets!
Not sure how you will want to handle this, but I would suggest killing the player by environmental damage if he is foolish enough to be directly under the crab spawn when it happens.
Overall I greatly approve of the map! It is much better for overall flow of gameplay than Blackmesa final. As well, the map design takes away the hugely diproportionate advantage snipers had on the middle point in the origonal.
I will edit this post if anything else comes up in my additional testing.
-Crazyrockets
If Valve ever decides to buy this map, you are going to owe me your born child at this rate. But I'm glad you the assets!
if you could tie a player clip brush over him, that is the shape of like a trapazoidal prism or something, something that would allow people to easily run "over" him, that would work. Can't figured out an easy to do it for when he spawns... I guess a "stand clear of the spawning headcrab" sign would work(Not really)
Thats true. The team might not appreciate it when their primary offensive classes get instant-killed by the crab if it spawns when they are standing there.And adding enviroment damage after capping a point is not a great affect, even if its because some gets caught under the headcrab, I'd still suggest either try *making non-soild or removing it till you can keep it in.
@Dragonhill: That SS was complete luck. I haven't managed to get another repeat performance as good as that one was! Most of the time I would just get clipped into the floor and not move.
And yes, I do love a good Steve kill! I may not get the credit for it, but the laughter value makes up for it![]()
I keep forgetting, do you get credit for a steve kill if you airblast or do damage to the player just before the event?
You hit the issue right on the head <crab>. What to do about spawning. best solution i can think of is a blast wave originating at center (no damage). If that did not work then a kill box. Unfortunatly we get back to the issue of chucking a handgrenade at the player for trying to cap the point.
I can also check to see if a player is there and then choose not to spawn. not a real big deal and then i can up the chance for head crab spawn.
that may be the best simple solution (with a player clip of course)
it could do the Llamar animation and jump from a vent to a wall or cabinet or something then get onto an uper platform and climb into a vent
My suggestion would be: make the headcrab model nonsolid, parent a func_button to it. Set it to disable the headcrab and spawn an item_healthpack on damage, then kill the healthpack after ten seconds or so.
func_button can be set to activate on damaged, i think. spawning health-packs on kill could be done by enabling a parented healthpack? i dont know.