Man now that sounds actually sucky... the extra anims are not a big deal - you can't individualize every single weapon there is, but other things you mentioned... yeah, kinda doesn't match up with overall Valve perfectionism level...
Loch'n'Load, honestly, checked it and didn't notice anything special... not like I payed alot of atention to it's details - it never was for me, altrough charging with Splendid Screen and Loch'n'Load, launching critical shots... yeah that was destructive.
Hey, I heard that Episode 3 won't come out this year... looks like thy're working hard to make a very long episode... or at least Icefrog infected them with DoTA and now they are just mindless DoTAtards... It would be better if EA would hire him...
I have actually played "Find the Orb" and I was pretty sure I gave it a review but it seems I was mistaken. I'll have to play it again these days to remember the map to its fullest
As for Half Life, well, I'm just waiting for episode 3 to come out... whenever that might be. Recently I've played and finished Assassin's Creed 2. What a game. If you get the chance I'd recommend you try it.
Anyway, happy new year to you as well and I wish you all the best.
Oh, yeah, and the disable drag select is in the Game tab of your event selection in the trigger editor, I included the trigger line in the little note I left you on... "tutorial trigger 1" or something like that. just create new action, select game from scroll down menu, then scroll the larger bar to Disable Drag-Select
Ah too bad, I was going to include it in the edit but when I did I found out that your orb models have a very weird selection issue, even though I click right on them it doesn't register unless I click them a little down and to the left. Try it yourself. disabling drag-select will make it near impossible to select them, unless you choose a different model or maybe increase the selection size?
If you'd like you can send me the map and I could rig it up for you, shouldn't be too much work. If not, you'll need to have a periodic camera reset, as in, Event: "every 0.1 seconds of game time" Action: Lock player 1's camera to <current focus point> (this will have to be a variable that sets itself to where the camera should be centered whenever you enter a new area.) it should also set the camera values to other variables that set as well when you enter a new area. It's not terribly complicated but will take a few variables.
Strange... I thought I already replied to it
Well, since it's a long while ago, the only thing I can remember is that it's not very hard when you randomly drag-select, yet it's a very innovative map.
I'll just approve it, if that's good for you xD