Half-Life 2

Half-Life 2

Bella Bittersweet: Short Circuit
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Update: Dec 17 @ 2:54am

A new tester sent me his feedback and that tester turned out to be me.
Basically I, once again, couldn't sleep so I decided to check if the underwater section was 100% tested and bested. It was not. Until now that is.

- Underwater section doors now produce sounds
- The underwater section ladder is now inaccessible before raising the water level
- Added additional details to that section so it won't feel too empty and beta (seriously tho! Why do you goon to that crap? Pretty, sure, but completely pointless. Pacing and level design are non-existent. Puzzles are nowhere to be found and nobody knows how to script anything close to resembling the anlion attack from EP2. It was scrapped for a reason and the reason is this: it was lame and it was gay)
- Water raising valve now locks itself after being used. Weird that I failed to notice that bug earlier. That's why playtesting and iteration are KINGS!

UE5 is going strong. Wish me luck.
Merry (soon to be) Christmas, Everynyan! 2026 FTW!!! I can feel it. Everyone who doesn't buy AAA-slop and truly believes in the power of community, self-organizing and that we can do it despite all odds - you're the big guy. For them. We will take control. Take control of our cities and make catgirls, proper KOTOR, PoP, Blood Rayne remakes and plenty of new stuff.

They can't stop all of us!

Update: Nov 25 @ 11:27pm

This update is dedicated to CANAL HλLF-LIFE who thoroughly explored the map and knocked on every door.
I decided to keep working on the map for as long as people find new ways to interact with it.

* Backyard platform's weight is increased 10 times because you refuse to take a challenge. ARE YOU HAPPY NOW?!
* Zombine door now spawns correctly.
* Zombine room now has more light because some players didn't know that you could explore the right side.
* Backyard now has more blood. We now see how our Bella got shot. I thought I added that detail a long time ago but I was wrong.
* The second underwater room - I have no idea why you keep getting lost there! IT'S A 2 BY 3 METER ROOM!!! Added arrows.
* Bunker gas valve - added a couple of guiding lines + a blinking signal because some people didn't know what to do next.
* I also added a little story moment in that room.
* Underground crank room - added dust effects and phys_explosions to better signify rising water level.
* Office basement - added more garbage and double-checked player clips.
* Office tripmine now explodes as it should thanks to info_particle_system (Explosion_2)
* Area_window in the bunker no longer flickers.
* Thanks to CANAL HλLF-LIFE I added funny sounds for EVERY door in the office building. He kept knocking on them so I decided to reward content hunters.
* The garage combat sequence is now fixed. Those Combine soldiers should die from some sort of explosion 100% of the time.

Update: Oct 17 @ 10:41am

42!

- All the nodraws I saw are now fixed
- The scaffolding sequence is adjusted based on feedback
- Zombine now breaks the door after the explosion if he's still inside. The moment was created based on TheMaster974's feedback.

Update: Oct 15 @ 2:15pm

I checked EVERY NOOK AND CRANNY BEFORE THIS UPDATE!!! Still found one nodraw issue IN THE FUCKING BACKYARD OF ALL PLACES!!! This is going to be my easter egg.
There is no such thing as perfection. At least all the gameplay and scripted sequences work as intended. Except sometimes final combines don't die in time and Dori gets door stuck. Sorce needs to be decapitated.

Everything depends on other YouTubers now. What would they say?

Update: Oct 15 @ 2:05pm

Update: Oct 15 @ 1:23pm

The schizo update!

First I want to thank TheMaster974 for testing Bella for half an hour. Thank you, Master!

This is my 15th Last Update or so. I'm getting there.

- The backyard steam is now closer to the vent
- The backyard displacement is remade from scratch
- The non-playable bunker area now contains a couple of cutscenes and is well utilized
- The underwater crank no longer pushes you down when you interact with it
- The Zombine Room - you can't interact with the light so it should stop being confusing
- The Tripmine Room - the walls are now destructible
- NO MORE FLICKERING! Mostly. Definitely not in the backyard. Moved all the roof brushes to the skybox + learned how to use Propper so my scaffolding is now 100% prop_static. Just what Jesus wanted me to do in the first place.
- Added one additional zombie with 1000hp and... what's that? The GMAN is IN DA HOUSE?!! Yeah! That's right! You can meet him now. A bit hard to get but he's there.

UE5 is going strong. Created a couple of blueprints. Even have a fully compiled map full of my level design wisdom.

Update: Sep 29 @ 11:19am

AAAAAAAAAA! Bella, pls!

Update: Sep 29 @ 8:48am

Guys, fellas, comrades, mah bottoms!
I'm going to start learning UE5 not in 2026 but as soon as possible. Already ordered all the necessary parts.
Otherwise I'm going to keep messing with this shit for the rest of my life. I swear Source/Hammer move assets and triggers every time I launch my map. Bella haunts me IRL.

- Minor fixes in the bunker. Added a door, adjusted lighting

Update: Sep 29 @ 3:56am

Update: Sep 29 @ 1:38am

4-Star Update!
Thank you so much for giving me 4 stars. Now let's try reaching 5!

- The end message now works as it should. Instead of using cl_drawhud 0 (it also turns off texts) use player_weaponstrip. That was the problem.
- Added more geometry in the bunker + a new non-playable space. I need to work harder on my floors and ceilings.
- Underground corridor now has better navigation. Harder to get lost.