Half-Life 2

Half-Life 2

Trap Town
Showing 1-10 of 10 entries
Update: Jan 10 @ 1:31am

I made this big update to make the experience even more fun than before

town_01a
wooden planks has better fragility demonstartion
added water splash for falling zombies


town_01b
the wooden structure in the beginning has better fragility demonstration
more convenient catapult traps (additional lever and HUD hint)
better demonstration of the first catapult trap
improved physics for car traps
changed some items
texture correction on some buildings

town_01с
more distinct location of the player's exit from the cart
fixed some cubemaps
removed the chair from the zombie (to avoid unfair damage)
texture correction on some buildings
added healthkit at the end
fixed the ladder at the fire trap
returned some details to the "slaughter house"
blocked the door to the "stilt house" (to avoid confusing players)
fixed geometry in some places
visited interiors got additional details
changed heacrabs crow hunting a bit

town_03
fast zombies can now jump into the elevator only at the beginning of the ride.
additional items
large fire trap finalized.
more visible secret in the middle of the map.
unnecessary door in the last section removed (to avoid confusing players)

town_04
more exploding barrels
easier to jump on the cart
extra lever for the scythe
additional supplies
changed some details
more intuitive HUD hints


town_05
the harvester trap is now active from the start, but
you can change its position
redesigned the battle near the harvester trap
more supplies before the final battle
additional ladder in case the player falls off the roof
improved navigation of fast zombies (thanks to the new ladder)
added exploding barrels
fixed some textures in the church
additional details for the street

Update: Jan 7 @ 6:28am

A major update that makes some things even more intuitive and obvious to players + bug fixes.

Update: Jan 4 @ 1:42am

---town_03---
added some extra items
fixed roof hatch door (more delay before close)
---town_05---
additional work on map's optimisation
changed harvester trap's physics and scripting to better drag enemies and to avoid some bugs
improved scripting of the first fast zombies wave
changed some monk scripts to remove unused entities
added some extra items
---general---
fixed some materials

Update: Jan 3 @ 11:08am

----map town_02 update-----
some artistic changes:
changed the strange wooden plank construction at the end of the railroad track.
fixed lighting origin for "trainbumperpost" model
better breakable rock models

gameplay changes:
added some extra items
moved some objects for better navigation of the player.
the second way for the digger is now passable (moved metal supports)
changes some scripts of the digger ride for more entertainment

fixes:
fixed some not working scripts for the digger ride
added strict remove after life-time for all gibs for better performance
added vehicle clip to the fence before the narrow cave

Update: Jan 1 @ 7:20am

fixed bugged ladder on town_01c
added some missing sounds
fixed console error spamming on town_03

Update: Dec 31, 2024 @ 4:00am

town_05 - changed physics of the harvester trap, reduced gibs life-time and decals amount to prevent crashes, improved blood particles.

Update: Dec 29, 2024 @ 12:20am

town_01b - changed the first monk encounter a bit
town_01c - fixed moving cart sounds, changed items in the ammo crate (to prevent the item from going out of bounds), some fixes for the lost players (added a trigger to activate the fire ladder if player falls near the start)
town_02 - fixed the elevator's button (for easier manipulation)
town_03 - redesigned the fire trap for better player's navigation; added autoclosing to some doors, changed some item placements
town_04 - moved the scythe trap a bit to have more damage radius, fixed it getting stuck sometimes; additional light source, HUD hint and items to attract player to the scythe trap; some geometry changes to stop speedruners.
town_05 - added the first wave of fast zombies immediately after activating the Harvester Trap for demonstration purposes

Update: Dec 27, 2024 @ 9:08am

town01c and town01b improvements.
1.Catapult traps can now also be activated with physical objects
2.improved physics of moving carts
3.replaced items in the first cart for easier navigation
4.modified Gregory's scripts

Update: Dec 25, 2024 @ 5:53am

town_01c - added more moving carts (for lost players), more time delay for the fire ladder (not to disorient players)
town_02 - updated some item placements for easier navigation
town_03 - added HUD hint for lowering the bridge, changed position of the lever and the lowering mechanism

Update: Dec 24, 2024 @ 4:16am