This is 3 of the levels from the full game. Please enjoy them! Sorry it is so late.
If you get stuck, remember there's usually more than one way to proceed.
I look forward to hearing what you have to say, and hope you will play it, and better yet record your playthrough! I would love to know what routes you took.
Thanks to PushBAK for his permission to do this and Studio Radi-8 for making NEOTOKYO°
known shippable bugs: (these bugs i was unable to address at this juncture)
1. Of 10 beta test PCs, 3 of them saw the game crash at some point during playtime. Of those 3, one crashed semi-frequently. This was fixed somewhat for him by a driver update. 7/8 testers were able to complete the game, with all of them reaching the last level.
2. if you reload a save, you will not see the marker pointing to the objective destination. the levels are pretty short, you shouldn't need to save.
3. the water in the canals in the third level is very ugly/glitchy if you swim underwater. you probably won't be in there for long though.
4. expect other jank. remember that this is a hobby project, and my very first source mod. I look forward to hearing everyone's comments about it! The full game will be 10 levels, and since they have not been made yet, your feedback will help shape them.
5. some levels throw up a pretty constant "mesh will not be rendered" error but it's not a noticable thing in gameplay if you dont look at the console.
BIG thanks to my gameplay scripter/general all around source engine knowing guy ThatsRidonkulous, this wouldn't be half as finished without him.
patch 1- updated readme to better explain how to install
patch 2- updated skill.cfg to increase headshot multiplier, slightly lower enemy health (for better multikills)
if you already have the game downloaded, and find the combat too hard, but don't want to totally redownload the game, you can get the skill.cfg here
just put it in the steam/steamapps/sourcemods/ntks_mapbase_episodic/cfg folder
Besides the lack of polish, at this point in the mods development, your project seems to be shaping up nicely.
The gameplay feels like a re-balanced version of Half-Life 2's vanilla combat, which is fine by me. It does it's job well.
In my opinion, there are a few issues with the level design though:
- It's difficult to figure out which parts of a level are interactable. The consoles with the red X on them would imply that these doors are locked, even though you can open them.
It wasn't clear that you could climb gratings, I just took a guess that that was what you wanted me to do.
Likewise it's difficult to figure out which doors are interactable and which are merely decorative.
Would be cool if you could use some light sources and coloring to highlight interactive elements in your maps
(i.e. literally place a spotlight over climbable gratings, so they're brighter and more attention-grabbing than their surroundings).
- I like the degree of freedom you have in choosing how to traverse the map. Sadly this also led me to fall to my death a few times due to level decorations that looked like they were solid but ended up not having any collisions.
- Seeming lack of ambient sounds. Maybe it's just that the music and gunshots covered it up but there wasn't much sound of traffic or people panicking in the distance due to the gunshots.
A bit of soundscaping can go a long way in making an environment seem more alive.
With that said, this is a neat little demo. I hope you continue working on this project and hopefully finish it sometime in the future.
wow first playthrough already thanks! i will try to better highlight the interactible parts of the level in the future. it's safe to assume if it has a truss or beam texture, it is climbable, unless it is electrified
i am regretting already not giving those awnings collisions, but i didnt want people to use details on walls to cheaply get out of maps.
any door with a lit up console on it is interactible.
I thought there was enough ambient sounds, but i'll go over every level again with more for the final.
also, i see the fact that i never had to tell you to climb trusses but you figured it out anyways as a victory.
thanks again for playing
Brilliant feedback, thanks for taking the time! I've worked with Wray to give his beautiful environments more life through motion and interactivity, but am looking forward to taking it much further now that the demo's out. I very much enjoy your suggestion with panic breaking out in the surrounding area when shots start getting fired. Thanks again; glad you enjoyed your playthrough!
Nice! Downloading! 😺
This is incredible. My only complaint is that the voice acting needs to be improved, but other than that this could be one of the best cyberpunk games I've ever played. Can't wait for the full version!
We will be providing a better mic to the voice actor for Katsu. the voice actors, at this point, are not going to change as I was highly satisfied with both of their work from an acting standpoint.
Good surprise ! I will test it soon !
Can I play this without Steam?
no, i dont think so.
my god if the mod plot can salute GhostInTheShell
Amazing!!! Would u consider to add mirror reflection to the main character?
sorry, the technology doesn't support this.
Visually stunning demo! Almost feels like I am playing a Half Life 2 Version of CyberPunk 2077. Can't wait for the full mod!
Where is the ntks_mapbase_episodic folder,I can`t find it,what shall i do?
Sorry,i just forgot to read that text.But ican`t play game.the episodes all can`t open.What`s the matter?
I'm super excited to try this. Unfortunately, the game crashes as soon as the Valve / Source logo screen ends. Any ideas how I can fix?
Nevermind, I'm an idiot. The following from the readme fixed it:
>you need Source SDK Base 2013 Single Player (located in the tools section on steam)
>once you get the above SDK, right click on it, go to properties, then the betas tab, change the dropdown menu to say "upcoming"
Played through and I really loved it! Great environment design, fast combat, cool nonlinear levels. Looking forward to more.
Wow. Amazing looking mod. Nice hard work.
When I play the mod I have this weird wireframe looking thing covering half my screen most of the time, how do I fix it?
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