I'm a crab
This looks very interesting. It's nice to see something akin to spirit of Half-Life make it's way over to the source engine. I've made maps in Goldsource for some time and would like to give source a try and this may have just convinced me. I noticed that the ability to add custom weapons is there, but would I also be able to script custom NPC's with mapbase?
Critique Part 2
Ground Zero: Overall a good Chapter, but there are some kinks to work out. For one thing there is too much going on in the ruined test chamber for a fight with a shielded controller and there isn't really any reason for it to be there in the first place so I'd just remove it. I think the killer portals in this area are challenging enough, I would however have a different effect for them rather than the standard portal, that way the player is less tempted to go into them on their first try. The part where the player has to put crystals into the little power pods is rather hard to figure out. The webbing covering the final pod is too hard to notice. Maybe have a more visible organic growth blocking it and have the pod struggle to open fully. Also I think xen crystals feel out of place here, maybe replace them with special power cells?
Xen: Overall pretty neat little xen section. I would make the cave entrance near the end smaller because the giant leaves don't cover it all the way and there are large gaps the player can get through, being stopped only by an invisible wall.
Suggestion, add race X into later levels: This may not even be doable but I'll just throw it out there anyway. I think in the mods later chapters Race X aliens should start appearing in some form, if possible. I noticed you were able to add the HL2 fast zombie in the part after meeting Gordon so maybe there's more left over code for HL2 monsters that can be used. If not than Race X may have to stay absent, unless there's a way to implement them somehow by modifying the base game enemies. Lastly you could probably make some form of Gonome if HL2's zombie code is available.
After playing through this mod I have to say while it looks good with very well detailed levels the gameplay needs a lot of work, because right now it tends to range from ok to downright frustrating. I'll give a list below of all the major issues I've had. I'll try not to sound overly negative, the mod isn't all around bad but it does have lots of major flaws that ruin the experience.
Critique Part 1
Voice Acting: There's no nice way to put this, the voice acting is terrible. The Voice actors express no emotion or effort in their performances and talk so softly that you can barely here them over the music and ambient sounds; this problem is especially present during the Kate sequence near the beginning.
Beginning, after disaster: The player needs a better indicator that they have to climb up to the security guard. Maybe have him tell you to find a way up or just make it more clear visually
Other bad indicators: Overall the mod does a better job at guiding the player than the previous version but there are still areas where it isn't clear where to go, and sometimes super bright lights are added that draw the player away from what they should focus on.
Battery puzzle: I'd just remove this one or maybe only require their usage once. The constant backtracking is boring and not fun at all.
Fight scenes/HECU: The combat is all over the place, while some of fun and engaging many are just cheap and unfair, mainly battles involving the HECU. Also some of the soldier A.I is just bad in parts. I know Black Mesa overhauled the soldier A.I for the 1.0 update so I'm guessing they were just not well placed in the levels. Also I think the marines appear way too much after their orders to pull out. This mod seems to go on long past Half-Life's chapter forget about freeman, so I feel like the presents of the marines should be reduced during the later chapters.
The Sniper Rifle dilemma: The part where the player has to get the sniper rifle from the truck took me quite a while to figure out. In fact I only found it by luck. There needs to be a better way of telling the player that this is what they need to do. I also just recommend re-doing how this plays out because the poor direction aside it just feels too scripted. Maybe have the Black Ops killing HECU soldiers upon entering the area and have the sniper placed elsewhere in a room that the player eventually has to enter.
Gargantuan problem: The Gargantua fight needs a significant re-work. The first phase with the T.O.W cannons is just a boring slog. You are literally doing the same thing about 10 or so times over and over until the sequence ends, all while running straight through giant piles of rubble. Also the Gargantua using his flame jets to launch itself into the ceiling looked rather silly to me. The second phase is more mixed. I do like the part where it's climbing up onto the wall trying to get after you. Although I'd make him shoot his flames more often to make this area more challenging. Having to place the mines on the bridge just felt way to scripted and contrived. Also I'd like to point out that the Gargs stomping ability seems inconsistent. In one area it's powerful enough that it can take down an entire structure yet for some reason it can't destroy a vehicle. Now for my reworking idea. Phase 1: Remove the T.O.W launchers and turn this area into a free for all between black ops, soldiers, and Xenians. The Gargantua shows up later to crash the party forcing you to flee. This will lead into the area where the Garg is climbing up the walls trying to get after you, in which the player overloads the pressure on the pipes and knocks the creature into the water. The Gargantua is out of the picture for the time being but shows up again later to confront the player directly. This final phase of the battle should have no gimmicks or overly scripted scenes, just a large arena with plenty of explosive ammo so the player can fight it. I think having the player fight and kill the garg themselves will have way more impact than some scripted event. Also if you decide to go with my suggestion here you may have to significantly rework the map layouts during this section.
I managed to successfully implement the op4 entities into the fgd but I don't know the properties of the newest entities added to xashxt (spawnflags etc) so I can't add them in, is there an rmf somewhere with these entities included?
It's been edited a bit in this mod and the sprite has been scaled down. The original version of the overlord was almost the size of a cyberdemon and had about the same health.
I can't seem to get the FGD for the latest version of XashXT. The one provided with the 0.81 rev1 download is of a much older build so I can't use any of the new entities.
I think the overlord should be a boss level monster as it was originally intended, replacing either a cyberdemon or a SpiderMastermind and have it's weaker cousin the Hades Elemental act as a rare Caco replacement. I may have been too harsh on the Hades Elemental in an earlier post, while their attacks are similar to the overlords they do differ a bit.
I'm having an issue with the mother demon. When they spawn in they act as a special boss thus ending the level when killed.
Brutal Doom already added faster attacks and a spread-shot for the default Baron so the Belphagor would just be redundant. I would also like to recommend adding the Dark Cardinal and have him potentially spawn when killing Thamuz.
A horned imp is an interesting enemy that you could consider adding. A mischievous imp wielding a shotgun that will often retreat from battle, placing landmines throughout the map and waiting behind corners to ambush the player. They also mock the player frequently by laughing at him, fun to fight and pretty satisfying to kill.
Someone brought up the Hades elemental earlier. While I do think the enemy looks interesting they function much like the Overlord but weaker. I think a better Caco variant would be the POE, or the Cheshire Caco Demon. A Pain elemental variant you could also add is the Tortured Soul. While the realm 666 version just has it spit poison gas clouds, project brutality has it spit trites.
I asked this a few days back but it got buried by other comments and such. How are the monsters I suggested about a week ago? I mentioned a lot of pretty interesting enemies from realm666, hopefully some of them can be added without too much hassle.
You could also add in the Inferno Cacodemon, another variant that was featured in project brutality. Some of the variants are still way too rare, like the Arachnorb and the slime mancubus. Also how goes implementing the custom enemies I suggested about a week ago?
I'd reduce it but only slightly since Spider Masterminds are already rarely encountered. I'd also recommend making the plasma gunners a replacement for the chain-gunners, it would seem more fitting as they both wield rapid fire weapons. Lastly I feel the arachnorb, slime Mancubus, and cyber pinkies are too rare. I played through the Doom 2 campaign and barely encountered them.
The mod works for me pretty well so far however the Spider mastermind only spawns it's upgraded variant.
The Deep One can also act as a rare baron replacement
I have managed to get the mod working correctly now, I was simply loading the files wrong.
I'll also list some suggestions below for additional monsters. I understand your concern for the mod becoming bloated so I'll only list ones with unique abilities.
Afrit: a popular custom monster and does have some interesting abilities. It could act as a Baron or Caco replacement
Arachnorb Queen = Spiderdemon
Catharsi = a rare imp replacement
Doom RPG Ghoul: a revenant with a poison attack
Ethereal Soul: a tougher lost soul with interesting abilities, may work as a rare spawn
Fusion arachnotron: fires slower moving projectiles but with a wider spread
HIEROPHANT = may work best as an arch-vile replacement. The Hierophant has many interesting abilities like the power to curse the player, weakening their defenses, slowing movement speed, and causing weapons to do less damage
POE: A rather interesting caco variant. Would have to be a rare spawn as they are formidable.
Roach: an imp level monster with the ability to regenerate it's health when not in combat
Spirit Imp: a ghostly imp with a homing projectile, when killed it releases a docile spirit that will wonder around for a short time before dissipating or sacrificing itself to revive a dead monster.
Stone Demon: a tough pinky made of stone, also spits rocks at the player
Thamuz: very powerful Cyber demon, would have to be very rarely encountered. Turns into the dark cardinal upon death
Time Imp: A formidable imp with the power to control time. I think it would be better to have these guys as an arch vile replacement as their abilities make them far more dangerous than imps.
Tornado Demon = Arch Vile
Source 2 hasn't been released publicly, you guys are not fooling me.
Decay Source doesn't look too great to me, their maps are greatly lacking in detail.
It's nice to see someone else attempting to remake Decay after the Hazard Team mod fell through. From what I'v seen so far the quality looks top notch, right up there with Crowbar Collective & Tripmine Studios. I hope this mod makes it through to the end.
In Episode 1, Chapter Exit 17, I can't get past the part where you have to escort citizens to the train yard. The triggers don't seem to work properly causing the level to just loop endlessly. I'm also one of many experiencing the A.I disabled bug every time I exit and restart the game, So far I've only noticed this in the HL2 campaign.
In the chapter water hazard, dismounting the special chopper guns after the helicopter chase crashes the game. I believe someone else has brought this up in the review section.
That didn't seem to work. The issue I'm having is that things tend to blur at a distance. The menu and texts are also blurry.
I can't seem to change the resolution. I've tried the config file and even the console but no luck.
I didn't think GZDoom could support such models.
The Cyberbaron seems to replace all Baron's in every level.
It worked once I downloaded a newer version of winrar. The version I was using before was very old and outdated.
The alien grunts attack sounds are broken no mater what version I use.
I can't extract the files, every time I try I get an error saying that the file is an unknown format or damaged. I've tried removing the .1 at the end like you said but no luck.
These look great and I really like the smoke particles that emit from the barrel. Only thing I'd suggest here is to add a recoil and more spread to the machine guns.