Onwards with the next set of challenges:
1) I can't use the headcrab in HQ1, because it becomes the dragon in HQA. In theory, I could use the houndeye for HQ1 instead of the headcrab, but it wouldn't really be the same feeling.
2) I can't use the marine in HQ1, because it becomes the writer of the diary in HQA, who has a lot more hitpoints. I could use the normal marines in HQ1 and the assassin as writer of the diary.
Fortunately though, Spirit of Half-Life allows custom models and health for monster entities! So both points should be fixable.
Next up, I probably won't be able to use mp3 files in ambient_fmodstream. I still need to test it, but I remember that, just like music from audio CDs, mp3 sound continues even after loading. So if I'd start ambience music and you die (well you can't die with the sword of sadism, but... y'know, if you did), and you reload a point two rooms prior, it would feel kind of weird.
Again, still need to test this in detail.
What I want first is all maps being playable inside the mod folder. Afterwards I'll check all details to make it all look and sound like their respective original mod as much as possible.
To do that I need a new/fresh/separate compiling environment. I made new folders and compiling batchfiles, and created, compiled and tested my first map in six years. :D It is still second nature to me (shortcuts, camera movement, etc.), and honestly, that's kind of scary.
I've checked out the documentation for the halflife compile tools (Zoner's HL Tools / ZHLT) and found some new flags I want to try out, namely estimate (for different completion display), wadautodetect (so I don't have to worry about which wad I'm loading for each map), extra (for hlrad - makes lighting look much better, but should only be used for final map compiles because it adds 30%), and the option to add separate lights.rad files for individual maps. I'm not really sure I need this, but I don't remember if I changed default values in lights.rad between the three mods or not.
Still not sure if I should set up a git project for this, but it's probably a good idea...
And that's it so far. Next step will be to try and get all the maps into the project, compiling them anew one after another.