HEVcrab wrote:1) Stalkers see the enemies and try to fire beams at them through the walls, which is strange (see screenshot).
2) If you mark the unit destination point of a recruiting building (HQ, barracks etc.)
on the minimap, the unit path (seen as a blue arrow) will be set and drawn incorrectly (like deep into the ground). See screenshot as well.
In fact, it would be great to enable targeting abilities of units and buildings via the minimap (e.g. rebel HQ scan ability).
3) When a fast zombie dies, the headcrab released is a regular one, not a fast one.
4) Zombies (except fast one), headcrabs, antlions and manhacks (!) bleed red human blood.
Xen creatures bleed yellow-green (fast zombie is already OK), and manhacks should emit sparks when hit.
5) A minor bug in Sandbox (as I think):
if you place the unit with mouse click on Place + specifying the unit's aim direction, this unit will always be under your control, regardless of which player you specify it to belong to (enemy or p1 pr p2...). To spawn an enemy unit you have to use Space, thus losing the ability to specify its aim direction.
6) In my installation the or_hill zoom-out still causes unit transparency, and or_trapped ceiling is still low.
7) The AR2 aiming animation is still missing for Combine Elite when shooting energy spheres (while firing this shot the elite just stands with the weapon to his body).
8 ) Tried the combine helicopter and gunship.
You've already fixed certain bugs but some are still there:
- The helicopter doesn't crash down when destroyed.
- Both helicopter and gunship don't show signs of damage inherent in HL2 (burning parts flying off for helicopter and smoke for the gunship) when taking damage.
9) BTW, what happens to the surviving units of the defeated player in case he has allies?
I don't think they should just fall dead or lose their minds like Sauron's army
Maybe the defeat in such multiplayers should be defined as loss of all units?