Development Gameplay Build #3 - Public
Added 2021-09-18 16:38:52 +0000 UTCThird dev build, have fun!
Controls:
WASD - Movement
Space - Jump
Ctrl - Crouch
Space mid air - Long Jump
Left Click - Primary Attack
Right Click - Secondary Attack
Tab - Radial Weapons Menu
Q - Switch to last weapon
Backspace - Restart
Escape - Quit
BSP Information:
You will encounter a .RMF file in the Data folder, use that as a template.
I recommend using J.A.C.K. to make your maps.
Entities currently supported:
- All Weapons and Ammo
- Healthkits and Batteries
- Health and Suit Chargers
- Suit and Long Jump
- Enemy Zombie
- Enemy Headcrab
- Enemy Snark
- Enemy Barnacle
- func_collision (used for the map boundary, check the template)
- func_illusionary (is solid)
- func_wall
- func_breakable (slightly bugged and only supports wood)
- item_charger (alternative for suit chargers, you can also use the default chargers entities)
- info_player_start
Anything else is not supported or fully functional right now.
Right now you need to use the Half-Life FGD file for the entities.
All default Half-Life wads are included, if you use any custom wad place it inside Data/loop folder.
You can also use an extra materials.txt file for BSP, just named it mapname_materials.txt and place it next to your custom BSP.
There's no need of running VIS for your custom maps (VIS is not used when importing the BSP)
Instructions:
Your BSP map needs to be placed in the Data/loop/rooms folder and then you need to replace "test_room" with your BSP file name inside the run.txt file located in Data/loop.
Extra info:
This is only a BSP preview build, there is not a way to place an actual goal for the map, so just have fun killing headcrabs and using the different weapons.