Half life 2 download safe
I also liked the little hints you get to the reveal. And finding the gate without a wheel kinda reminds me of the “key and locked door” type of game play mechanic from other games, especially since the “key” is found much later game play wise. Even though the player is investigating the transmission, I think this gives them a nice game play objective versus a plot one. I also liked the use of fences to make the space feel larger than it was. It probably would have been good if the Combine were forced to drop health vials.Īnother great Jason Gimba release! I liked the layout of the buildings, I honestly expected the camp to be larger, but I think the smaller distance between buildings made it feel more unsettling. If the player comes through and smashes all the crates ahead of time – getting useless things like SMG ammo – they aren’t going to have health or suit energy when they actually need it. These should either be door textures without handles, or have Combine locks to signal to the player “Hey, don’t bother investigating this.” Second, and this is something that always comes up when you retrace through an area, item crate balance is a problem. One is that there were too many locked doors that were just there for the sake of making the area seem larger than it was. I only had a couple negative gameplay comments. It took something that’s cliche by this point and made it interesting by having the player take sides. I liked the twist on the elevator battle where you had Combine and Zombies battling each other. The way they stared at me when I circled back around made me chuckle, like they were thinking, “Oh hai there, where have you been?” But hey, it is unfinished. It would have been neat if the rebels joined me in that final confrontation somehow – they were awfully nonchalant about the whole invasion. It was weird to circle back around to the starting point – as Phillip says, it’s not over when you think it’s supposed to be, and when you start retracing your steps you wind up in one last battle.
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The combat is basically a series of interconnected arenas, each having good flow and lots of ways for enemies to enter the scene. Opening with that silly AR3 conversation put me in a good mood. Since I made Camp 43, I’m just going to focus on Tunnel Dwellers.ĭespite being obviously unfinished, this was a pretty fun map. Station60Ville… or as I think I’ll call it now, GeneratorVille. Don’t make this a newly built fortification – make it a re-purposed area/building/location.Ideally, there would be a WOW moment in the map somewhere. The player should feel that this base has been around for a while, but also it should be clear that the rebels have made the best of a bad situation and not built something from scratch. Ideally, there would be some hard to reach sections of the station that require the player to explore. It could be partly underground and partly above, it could be a series of town houses connected via tunnels or a dam. With regard to its location, that’s entirely up to the mapper. The station must be the central theme of the map and the player should be able to explore its various parts. It could be simply finding the station while being chased by the Combine, defending the base from attack or you could even play AS the Combine and attack the station. The exact gameplay objective will be the decision of the mapper. I want mappers to create a resistance station. The Replay Experience Experiment aka TREE.