As I've been putting it together, I've felt less and less confident in the canal of the layout, due to how powerful Pyro Players would be.
Adding support Pyro bots who blast away defenders could help, but it'd mean any waves without them would likely be easy to defend against.
Rough mockup for an MVM map I tried to put together, with pathing that's heavily based off Hightower's track layout.
The main idea was to try and focus on height variation, while using a multilayered bridge to allow for support robots to push under if left unwatched.
I didn't grab a lot of images this time around, beyond the two used for the initial tweet, but at some point in the far off future, I'd like to be able to demonstrate this all in video form in some way. I don't know when that'll be, but I feel it'd be a fun watch.
Correction: In Half-Life 2, the least amount of weapons needed to beat the game with is now just one weapon: The Gravity Gun.
I played on easy to give a proof of concept for myself, but it took me four days to get to this point. I've also utilized Prop-Hopping this time around.
In Half-Life 2, the least amount of weapons to beat the game with, with proper ammo management, is Four weapons: The Crowbar, Gravity Gun, RPG, and Bugbait.
I played on hard and had to cheat once, since I didn't have any rockets to use on the floor turrets in Follow Freeman.
I had to go about getting into Nova Prospekt by collecting and throwing 5 explosive barrels in very specific locations to be able to damage the Gunships that are required to blast a hole in the prison.
The first gunship was easy to set up for. The second was more of a challenge.
Once again, many thanks to @3DylanStar for finding Part 1, with it's audio fully intact. Without him finding it, the full version of Episode 1.9 could've been lost forever.
Finally, here's Fort Team Charlie Episode 1.9 by @FortTeamCharlie, stitched back together and ready for archival. It's not exactly the best quality, but its the best I could do.
https://t.co/apTk5NTlG0
Part 1.9 of "Fort Team Charlie", with its audio fully in-tact, has just resurfaced. While it may not be the full un-cut version of the episode, this is still big news. Special thanks to @3DylanStar for finding and archiving it.
Part 1 can be found here:
https://t.co/8HKi6hUW6j
As of a few weeks ago, the full TF2 short "Fort Team Charlie Episode 1.9", created by @FortTeamCharlie, is now considered to be lost media.
The full version could be watched on Metacafe, although the site and link to the video are now gone.
I may try to put the two parts together into what the full version use to be, but I don't think it'll be the best quality we can get it in.
It's better than nothing though.
I started mapping in June of 2014, and stopped work on Drudtown in August of 2015. So, the original map took me about a year and two months to finish.
I can safely say, that I've made a better and more optimized version of Drudtown faster than I did back then.
Here's some updated images of the revamp of my first ever map, Drudtown. I had started it on January 18th, 2021, and now it's about finished.
I don't know when I'll be able to release the map, since I'll have to re-install Gmod, and learn how to pack assets into the map.
I've also learned that I've had almost every version of the original Drudtown archived, since back then I had to manually send the map files to the server owner for them to host it.
It's missing a few versions, but I don't care since there's about 28+ total versions.