Heart of Evil | Zombieland | No Failure Run
When it comes to old maps made by folks starting off their mapping journeys, you never know what you're going to get. Be it Tokami Island or this very mapset, design decisions that boggle the mind and weird mapping quirks that are fixed with the unlikeliest things tend to pop up. It's atleast a break from the VC filled department for a more alien and zombie-type incursion.
Funnily enough, this NFR marks the first time I've actually used a save midgame instead of just using autosaves to start off from the next map or chapter (atleast on the Doom end, I haven't done that in the HL1 front). The level transition from the second map to the third breaks if you do all of it the first go, have to make a save and then load in order to rejog the engine.
I've tried to see if I can fix that on the entity end, but I just couldn't figure it out. It's possible that maybe the trigger isn't big enough, maybe the info_landmark entity is placed weird and save/load fixes that, maybe there's spawnflags that would've made it work the first go, but I've no real clue at the moment. Decided to just go for it and show me making the save and loading it in the recording.
Mods Used:
Heart of Evil: https://www.runthinkshootlive.com/pos...
HoE Revamped Reanimation Pack: https://www.moddb.com/games/half-life...
HoE Sprite Pack (author unknown): https://www.mediafire.com/file/cyvx4z...
Zombieland: https://www.runthinkshootlive.com/pos...
Zombieland Wirejam: https://www.mediafire.com/file/oeoedu...
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