![]() If Valve made HL1S more native to the Source Engine and not a copy and paste like it is (if you exclude the dumb edits they did), the maps could of been merged with each chapter since Source has support for larger maps than what GoldSource has. ![]() I don't think you understand anything here. If I am wrong on any of this information, please correct me. Where are you getting this information from? Is your claim about making HL:S more 'native' to Source based on any facts or knowledge you have with GoldSrc and/or Source? Do you know if that is even possible, or that HL:S is not as 'native' to Source as it can be? I am no Source professional, but it's not like Valve codes every loading sequence from scratch, they have triggers and entities universal to Source that load into a seperate map, identical or virtually identical to Half-Life 2. But, if Valve took the time and made HL1:S more native to Source the loading screens would of been cut down to less then half of what Half-Life had. Oprindeligt skrevet af Theuaredead`:Incorrect, almost correct however, in C1A1 when you find the easter egg of the scientist falling to his death there's a loading screen that wasn't present in any version of Half-Life.
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