Haff-Lyif vs. HALF-LIFE: COMBINEd SEQUEL

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Ed Oscuro
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Haff-Lyif vs. HALF-LIFE: COMBINEd SEQUEL

Post by Ed Oscuro »

Steam tells me I spent 16.2 hours playing Half-Life (that's with all the loading to try to clear areas with minimum health loss on medium difficulty, and also a little bit of dicking around in solo multiplayer aka ghost town fun in gotham.bsp and undertow), and I just now started playing HL2 again (although I dunno how far I'll get before I stop caring again; hopefully I can pass the boring early stuff quickly).

Thoughts, with spoilers:

It was a fairly straightfoward run after some false starts in the test chamber where the game kept plunking me down (after the teleport sequences) right next to an alien slave that would kill me pretty much instantly. They really could've put an autosave after the lengthy "start teh ROTORZ" stuff, although not right before that damn vortigaunt.

The puzzles aren't as hard as I remembered. Most are brain-dead simple. With the exception of the end of the final boss fight (Nihilanth), I didn't have any trouble with things (that last part only because I have an unhealthy full ammunition load fetish). I believe that up to this playthrough I had simply gotten past some stuff with noclip and map codes... :lol: I also noticed details that I hadn't seen or remembered hearing before (the map that only contains the teleport to the final fight), not to mention I figured out the teleport system in Lambda Core (visited each stop, snore).

Close-quarters-combat in HL (on medium) is tough. You're supposed to make use of corners. However, hgrunts are quick, and fire constantly, so they will nibble away your health in no time. My biggest gripe were the homing hornets alien grunts (i.e. big vorts) fire at you. It's nice when you get one of those guns, but hateful when those hornets are burying into your skin through walls and stuff.

Weapons:

1.) Crowbar - crates and vortigaunts/headcrabs from behind only
2.) Pistol - corner sniping early in the game
3.) Colt 357 - yay, wait not enough ammo. They nerfed the ammo count drastically for HL2, which doesn't make sense but neither does the overpowering damage
4.) MP5 - grenade launching and occasionally finishing off hgrunts
5.) Shotgun - terrible at even medium range against small targets; the spread seems to make you lose most all of the power. Decent against big non-armored things (aka the Big Momma)
6.) Crossbow ("tranquilizer gun") for some reason I never used this thing, but it gives very satisfying instant headshot kills against grunts and even the invisoninjas (assassins)
7.) RPG - not as useful as I'd like it to be. Not enough ammo to be general purpose; not enough damage to feel like you're making an impact on big stuff.
8.) Gauss Gun and Egon - I'm not sure which is more efficient - probably the Gauss but it's easy to screw up and miss with it. There's not enough ammo anyways so who cares
9.) Hornetgun - I spent half my time in Xen getting recharged at health stations, and half of what's left is waiting for this stupid thing to recharge. It's nice to pick off vorts and stuff from a distance, nice to save up your regular ammunition, but damn is it a pain
10.) Hand grenade - I don't use these all that often because they are the one thing that often triggers OHSHIT PANIC RUN responses from grunts, and then you have to switch back to the shotgun and damnit I'm already being shot
11.) Satchel - great for taking out assassins or for elevator deliveries, and you actually should have enough ammo to be able to use them when you need to.
12.) Tripmine - magnetic attraction between these and vorts or hgrunts
13.) Snark - if only they didn't turn around so often. I love these things, especially when I'm on higher ground. Probably one of my favorite weapons in a game yet - and to think I used to simply toss them into open areas below me or off cliffs.

At the end of the game, I pretty much had full ammo in everything anyway, so you probably can discount my "not enough ammo" complaints on most everything in the game. Even knowing what's coming up, it feels wrong squandering ammo - or really it's more a matter of squandering health or time, since often only corner shots or explosives save you from damage.

I dislike getting stuck on geometry. I hate having snarks get stuck on geometry, too. On the other hand, you can do something to make up for it most of the time: corner sniping enemies! That was always a tactic with the game, even when playing at lower resolutions in 1998 (1600x1200 resolution or higher just makes it easier). Many enemies just stand and snore while you shoot them in an exposed limb (sometimes even their head).

Great gameplay huh? Instead of rushing them and using corners or stealth etc. (TACTICOOL) you just shoot them when they can't be aware you're there. Hell, even DOOM made enemies run towards noises.

Counter-Strike players who migrate to CSS will notice something that relates to the corner-sniping: Enemies seem to get far too small quickly. It's probably a level design issue. It's just silly to put enemies at such a distance that they turn into a few pixels and then initiate combat. HL2 seems to be designed with this shortcoming more in mind; areas are more densely packed, you get more random shots (no sniper rifle glock kills) and clutter is usually closer to you than it was in HL1. The one thing HL2 is missing from HL1, for the most part, are the pants-pissing bottomless pits and silly tightrope walks.

You can save stupid scientists often by running alongside them and shotgun blasting whatever n00bs try to kill them. A hollow victory in any case.

Xen was nicer than I had reason to expect, although the "alien grunts in barrelz" sections can fuck off and die. Nihilanth was kind of a lol fight; I managed to clear all the places he teleports (ugh the room with just floating fireball launching mini-Nihilanths) you to (even killed the garg, although not the big swimming fish in that one) and was temporarily at a loss as to what to do after that (just shoot his head until it opens up).

Finally, this type of game brings out the bad tendencies in me - the "save all teh ammo" and "go on massive health hunting" backtrack sprees. Say what you will about health or shield regens in modern games, but they keep this sort of stuff to a minimum. HL2 also deals with it by giving you less ammo and just dropping stuff in an area that you'll want to use, instead of making you save a satchel charge through a bunch of maps to use at some indeterminate point in the future.

HL2

One thing that strikes me (after playing so much TF2) is that - in the opening section (before the abortive teleportation attempt) - the facial animations are crap when they aren't smiling or looking pensive/serious. Barney sounding apprehensive? He smiles! Also, jump on the locker Dr. Kleiner is fudging with when you get into his lab for the first time and look at his eyes bounce around.

I noticed a few new things like how the courtyard you drop into out of Barney's Beatdown Bonanza in the trainyard processing station is a big cube, and the logo on Alyx's shirt.

As always, I notice the inexorable force of noclip planes pushing you all over the blasted place in the game, and it doesn't really feel more natural than HL1's style, where characters just stand there and won't die even when you blast them in the head with the Egon gun. It makes for less aggravating gameplay, though.

One thing I want to do again is get to Nova Prospekt; I've played the Ravenholm and before areas to death, need something new.

Also, recently I replayed both Episodes (got all the achievements on Ep2, gogo env_setname gnome), as posted in twiddle's eww FPS thread. Won't have to go through them for a loooong time to come.

I have to give it to HL for the epic vistas (such as they are) and setpiece areas, which fare pretty well given the change in time. There's one area in particular (I guess near the beginning of On a Rail) where you cross an interior area to get to some power generators. This one room has a bunker set into the floor, some sandbags in the middle of the room (with a dip in the middle for jumping over), stairs past that, and on both sides there are little overlooks that soldiers can run onto to get you. As you cross this thing enemies first come from the far side, then from one of the overlooks, and finally from the other direction. Backtracking, yes, but sort of fun all the same.
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Post by kengou »

The HL2 series is my favorite set of games ever. Just flawless in every aspect, in my opinion.

HL2 had Ravenholm, the Citadel, the boat sequence, and the final strider city battles that really stand out in my mind as being particularly memorable. The most boring part is the car sequence but even that was paced well enough to allow you to leave the car frequently.

HL2: Ep 1 had the Citadel (again) and the elevator-waiting sequence that really stood out. The rest of the game was still incredible but not quite as memorable. Messing with the black hole grenade was a lot of fun too as long as it didn't glitch out.

HL2: Ep 2 had the antilion tunnels and basically every section with hunters as being really awesome. The level of AI on the hunters and the tactical choices it forced you to make was outstanding. Those hunters will follow you all over the place and bust down doors and things to get at you, it was crazy. Also, the final strider/hunter battle, absolutely epic.

The ending to Ep 2 is one of most emotional moments I've ever experienced in a game. I don't want to say much more, though.

And Portal (which takes place within the HL universe so I count it in the series) is a masterpiece of puzzling and short storytelling.

HL1 is good too. I played it after the HL2 series, and I actually haven't beaten it, I've been stuck on the damn Nihilanth for a while now.
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Post by Ed Oscuro »

Ep1 and Ep2 are just too much of "more of the same." I'm hoping that they mix things up in Ep3 with the new location and possibly new game mechanics, but I think that they're kidding themselves thinking that they can just keep using the same assets year in and out. I imagine Alyx looks markedly better than she did in HL2, but the impact isn't the same as moving from HL1 to Source. Team Fortress 2 looks awesome partly because it's a definite break with the older titles in that series. Portal is endearing because of its wacky humor and spin on the HL2 style.

There definitely were some good moments in the two episodes, but after playing Ep2 over and over it just doesn't seem that remarkable (of course that's true of most any scripted game) with some exceptions. I like some of the scenes (the radio operator talking about killing Striders with his BEAR HANDS!1 and also Kleiner and Magnusson bickering at various times, stick around to listen to it all), but there's a lot of soap opera crap in there that I could do without. Rocket launch was cool, but the brain sucking penises garbage just makes me want to ralf. Memories of shit action aliens movies.

Ep2 did a good job killing off remarkable characters from the games. Does anybody remember the old trailers which showed Alyx dangling from the wrecked train bridge, and also some footage which seemed to show fights with Hunters in the forest? I'm still waiting for that game to show up...the people I've talked to said they thought the foliage etc. in Ep2 looked good, but I thought it was pretty ugly still.

Portal certainly also has its moments but I can't stand to play it again either, even though I'm two Achievements away from a full set (I did get both two portals on the maps that have them as the goal)
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Post by kengou »

Man I play those games over and over again and they don't get tired to me. Ep 1 and 2 were more of the same but that's exactly what I wanted from them, since HL2 was perfect. And while the games are mostly based on scripted events, Valve is a master of making it feel like the game isn't scripted and that you have real choices. Each episode introduced more set pieces and events and locations, and the addition of Hunters definitely added to the gameplay of the previous games. Episode 1's citadel sequence was incredible, too, and making the player reliant completely on the super gravity gun was a great change that allowed for unique gameplay not seen from the end of HL2. Ep 3 will change things up even more with the inclusion of the Portal gun, too. I just can't wait to see what happens.

As to the foliage and overall look of the games, I really don't care. The Source engine used in HL2 looks great to me. One of my favorite game engines ever.
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Post by Ed Oscuro »

kengou wrote:Valve is a master of making it feel like the game isn't scripted and that you have real choices.
I never feel that I have real choices in a HL game, but that's true of almost every game I've played (explains the popularity of Sims and Civ and the like). They have a talent for drawing your attention to things along the rail you've been selected to run along.

The whole Gordon is employed by GMan thing is a nod to the fact that the player doesn't really have any choices.

Hunters are just kind of big things that have various long range attacks, same as many other critters. Mostly a pain during the final fight of Ep2, but before that they are just kinda there and absorb damage. Thankfully there isn't anything with an attack as obstinate as the alien grunts from HL1.
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Post by FatCobra »

Haven't played HL2 and it's episodes yet, but I've played the shit out of HL1 and I think it's one of the most well-crafted FPS games out there.

Every weapon had a purpose, and the enemies were well designed. Headcrabs still give me the creeps and I dread crawling around in vents because of them. The only weak point of the game is probably the Xen levels. They felt tacked on.

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Post by nekich »

kengou wrote:Ep 3 will change things up even more with the inclusion of the Portal gun, too.
I doubt they'll go as far as to include the ASHPD into EP3 - imo it should stay the trademark gadget of Portal games. I expect Aperture's portal technology in EP3 to be more of a plot device than a tool you'll actually use.
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Post by Twiddle »

7.) RPG - not as useful as I'd like it to be. Not enough ammo to be general purpose; not enough damage to feel like you're making an impact on big stuff.
play smod, the RPG will feel a lot manlier since it makes enemies explode in blood
so long and tanks for all the spacefish
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Post by kengou »

nekich wrote:
kengou wrote:Ep 3 will change things up even more with the inclusion of the Portal gun, too.
I doubt they'll go as far as to include the ASHPD into EP3 - imo it should stay the trademark gadget of Portal games. I expect Aperture's portal technology in EP3 to be more of a plot device than a tool you'll actually use.
Valve has stated that Portal was an experiment to see how gamers responded to the Portal gun, with the intent of incorporating the Portal gun into "future Half-Life episodes." Given how successful it has been, I'm about 99% sure the Portal gun will be featured in Episode 3. Besides the fact that in Ep. 2, they talk about going to an Aperture research ship, the Borealis. I think there's plenty of evidence that we will get to use Portals to drop things on combine :twisted:
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Post by Bloodreign »

The only part I hated about HL 2 was the bridge sequence, you had to go underneath to deactivate a gate.That required careful walking on bridge beams coming, and going (I said hello to the ground from high up enough times, kissing the ground with my entire lifeless corpse), disable the blue gate, then return where you came from to continue on. Then the oncoming train nearly hit me while I was walking on the rail bridge, it actually made me jump as I was expecting an empty track besides a non moving train besides me. The ant lion sequence was an entirely new set of frustration for awhile, but hey I loved when they'd help me later on.

Great game, still have to go through episode 1 sometime (I don't have ep 2 as HL 2 and Ep 1 were given free to me by a friend via Steam).
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Post by nekich »

kengou wrote: Valve has stated that Portal was an experiment to see how gamers responded to the Portal gun, with the intent of incorporating the Portal gun into "future Half-Life episodes." Given how successful it has been, I'm about 99% sure the Portal gun will be featured in Episode 3. Besides the fact that in Ep. 2, they talk about going to an Aperture research ship, the Borealis. I think there's plenty of evidence that we will get to use Portals to drop things on combine :twisted:
I hope you're wrong. They better keep the P-Gun to Chell or whoever will be in Portal 2 and give Gordon something else.
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Post by kengou »

Bloodreign wrote:The only part I hated about HL 2 was the bridge sequence, you had to go underneath to deactivate a gate.That required careful walking on bridge beams coming, and going (I said hello to the ground from high up enough times, kissing the ground with my entire lifeless corpse), disable the blue gate, then return where you came from to continue on. Then the oncoming train nearly hit me while I was walking on the rail bridge, it actually made me jump as I was expecting an empty track besides a non moving train besides me.
I loved that sequence. That empty-looking massive bridge under-structure was breathtaking. The platforming was great too, a throwback to the myriad of jumping the first HL required.
I hope you're wrong. They better keep the P-Gun to Chell or whoever will be in Portal 2 and give Gordon something else.
I don't really understand this. We don't know what happened to Chell at the end of Portal. We don't know if there is more than one portal gun in existence. Just because Gordon gets a portal gun in Episode 3 won't mean there won't be a Portal 2, also, which there most definitely will be. And I don't see why you wouldn't want a portal gun in a Half-Life game. The tactical possibilities would be crazy against live, moving opponents! Imagine opening a portal behind an enemy and shooting through your end to surprise him, or opening a portal above him and using the gravity gun to drop something on top of him. Or opening a portal underneath him and another off the side of a cliff. I really don't see how it could be a bad thing. Valve's biggest challenge is probably getting the enemy AI to deal with portals properly, which I imagine is hard to do.
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Post by Ed Oscuro »

Portal arrived after Prey (which I guess showed up after Narbacular Drop, which showed up after the original 1997-ish Prey videos with apparently working portals). Valve pretty much has to include the portal device to keep abreast of current developments, and it would be inconceivable that they would talk about very Portal-ish concepts in Ep2 only to blow it off or give a ridiculously limited functionality for Ep3.

Old Black Man Who Is Now Horribly Dead said that the ship "must not be used" but you know what I want more shinies, sorry old man

I want more and different basic weapons too though. I hate the altfire on the combine assault rifle so bad (I hate the basic fire too, so I guess that means I hate the combine assault rifle). I also hate the peashooter regular SMG. Maybe someday we'll head back to USA! USA! USA! in a HL game and then we'll get some proper weapons again :lol:

If you could take the armament out of say Timeshift or Resistance: Fall of Man and combine it with HL stuff, think how much better that'd be, on the whole. Very.

I think they should stop with the Episodes for a moment and brand the upcoming game HL3, given how big a change it could be.
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Post by TLDragoon »

Ed Oscuro wrote:I want more and different basic weapons too though. I hate the altfire on the combine assault rifle so bad (I hate the basic fire too, so I guess that means I hate the combine assault rifle).
I never really used altfire on the assault rifle either, at least not until Episode 2 and found that it works nicely on Hunters.
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Post by Ed Oscuro »

TLDragoon wrote:I never really used altfire on the assault rifle either, at least not until Episode 2 and found that it works nicely on Hunters.
Interesting. I found the final fight easiest to tackle when I was noclipped and had set myself up with a large number of submachine gun grenades (courtesy of sk_max_smg1_whatever and give currentammo). I hated that last fight so much... :lol:
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Post by kengou »

Hint for the last fight:
Run over hunters with the car

Also general hint for fighting hunters:
Throw stuff at them with the gravity gun, they go down after one or two large objects are thrown at them

I understand early frustrations over the hunters, first time I played through the game I tried shooting them a lot and didn't realize they were vulnerable to the thrown objects. Only after I listened to the commentary did I learn that, and my next playthrough was far more enjoyable. One of the few oversights of Valve's design was not to make it that obvious how to deal with hunters, unfortunately.

That final fight with hunters and striders in a wide-open environment has to be one of my favorite gaming moments ever.
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Post by nekich »

I've discovered the "run them over" strategy the hard way. =/
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Post by Mortificator »

Are you gonna play Opposing Force too? It was fun and a little tougher than vanilla Half-Life. And Blue Shift was pretty lame, but I liked the new models.

I got HL2 as a gift back when it first came out, but my PC at the time stuttered so bad that I gave up when you first fight the Combine guys. This thread makes me want to give it another try. I don't remember the password or even e-mail address I used for Steam, though, so I'll probably have to check out their forums and see if there's a way to use my key for a new account. Or download a crack.
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Post by nekich »

OP4 is indeed fun. Loved the new guns.

And imo Blue Shift was okay - nothing special, but playable nonetheless. Can't wait for the HL:Decay port to be released.
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Post by Ed Oscuro »

nekich wrote:Can't wait for the HL:Decay port to be released.
Likewise :D

I did play some of OPFor recent-ish-ly. I beat it back in the day.

At the moment I'm tearing through HL2 on Normal difficulty - two deaths, both essentially from dumb things. The game definitely is far easier than its predecessor, although Ravenholm could use some more pistol ammo (I don't think there's any there, actually).
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Post by nekich »

Ed Oscuro wrote:although Ravenholm could use some more pistol ammo (I don't think there's any there, actually).
What for? The whole chapter is basically a Gravity Gun Fest. Well, at least, I've used the pistol only in the mines, to clear the area of headcrabs.
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Post by Ed Oscuro »

Because I got sick of sawblades :>

I'm up to the part where Alyx is leading you through the end of Nova Prospekt. I have died a few times now, mainly because I like relying on the antlions to take out gun positions :lol: I started using sk_ codes to build up bigger ammo reserves than I'm supposed to have, which I probably shouldn't be doing since it lets you take out gunships and drop pods more quickly than you're supposed to.

There are some good fights and scenarios along the coast drive. I like the lighthouse fight against the drop pods, even though all I did today was shoot out the pods with my nearly-unlimited supply of rockets.

Controlling Antlions is swell, although the game is throwing up some more Combine architecture here and there (ugh the garbage crushing pit in Nova Prospekt), which doesn't improve my mood. I don't remember exactly, but I think there's a good amount of fun to be had running through City 17 before I get stuck in the damned citadel (which I wasn't really looking forward to because I have done it relatively recently and it's not my cup o' tea anyway).
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Post by No_not_like_Quake »

There is something I like about the Combine as villains. They are some of my favourite villains in videogames. I think a large part of that is that they built a 6000 or so foot skyscraper in the middle of the city as a sort of HQ. I find the Citadel itself one of the most interesting structures ever conceived for a videogame.
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Post by Ed Oscuro »

It's just a big house.

Also I wouldn't mind some change of scenery pls
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Post by kengou »

Breaking into, flying through, and exploring the citadel in the end of HL2, and in the beginning of Ep 1, was just breathtaking for me the first time I experienced it. Fixing the big "core" in Ep. 1 was incredible.
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Post by Ed Oscuro »

Yesterday and early into the morning today I got through HL2 a bit further - into Anticitizen One, Follow Freeman, and then I played HL2 DM again (by myself, since I just wanted to check out the levels) a bit.

HL:
This particular stretch of HL2 is just horrible. There's a big pit of slime you have to cross at one point (after the wrecked APC) to let your squad through, and after that the game goes straight to hell for a while.

It's like you walked into a construction area, except without even that detail. Crawling through some apartment blocks sucked already - considering how well done the apartment you first visit in the game was, and how the before/after is done pretty well - but the section with just unfinished concrete pillars and walls about is terrible. Unfinished strips of raw low-polygon structures and the general drabness make this a really, really poor section. I had forgotten all about it; now I see why Valve says they're a lot better at making maps now.

OOPZ
The game was throwing up lots of errors at me all along the way as well. At the end of Nova Prospekt you sort-of-commandeer a Combine teleporter (stolen human technology). I was leapfrogging the turrets they give you all the way from the time you first get some turrets to reprogram and play with.

Bringing turrets into the final few rooms (especially the room where Eli gets out) wrecks the game. The turrets try to shoot Mossman, they try to shoot Eli (who isn't set friendly), and Eli's ragdoll just falls out of that conveyor thing with a thump, instead of him being sent along to the teleporter. Meanwhile Mossman and Alyx are clamped in place by the game. WONDERFUL

Then there's a section - after you get back to Dr. Kleiner's lab - where you follow Dog around as he wrecks some stuff. Fun and amusing, but the television easter egg wasn't working right, and in any case the hallway that opens up is signposted so badly that I thought the game had bugged up. They put a destructible box into that little area with you, which you can use to escape over a no-return barrier, which increased the confusion because it doubled the area I was searching through.

So ended what was probably the least enjoyable play session.

Half-Life 2 Deathmatch
Then I loaded up HL2DM, and there was some lolz to be had when I found a map that was a recreation of Fallout's wasteland, complete with extensive underground recreations of various areas. No monsters or even ammo; seems it's used for roleplaying (rp_cscdesert). Eerie map.

Back to the regular HL2DM maps - underpass is interesting, but I hate how there's a sheet of metal stretched across a hole that you fall through when you walk over it (unless you move it, huh).

Powerstation must've been one of the competition maps, and it's interesting how obviously it is the work of somebody outside of valve. Pretty rudimentary on decoration and, just as I remembered, there are lights lying on the floor everywhere. Very odd.

dm_resistance is, ambience-wise, my favorite of the maps, but it's very strange how small the map is, given the opportunities the layout presents for more epic battles. The building is multiple stories tall, has outside balconies, and there's a train yard and outlying buildings (all normally inaccessible) lying around the area.

dm_runoff sounds like an ugly old HLDM (HL1) map like Undertow, but it's actually a spin on the idea of Crossfire, which is still one of my favorite maps. I don't like the new level layout so much even though it does allow people to get to safety more quickly than Crossfire did (where the map was essentially split in two). Getting to safety in Crossfire was tough; you had to get through the back half of the level, and then cross over to the safety of the bunker all the while watching out for fire from inside the bunker. Even so, this is probably one of the finer HL2DM maps out there (which isn't really saying much, unfortunately). Side note: Back when dm_runoff was released, the broken bits of large concrete pipe lying in the field could be jumped into, but you'd get stuck. You also could jump out of the map. That was all fixed long ago, of course.

On the whole, HL2DM is a missed opportunity. The stunstick and SLAM are sweet (even if the SLAM is exploit prone), but there's little thought of balance or adding gameplay modes to this one. Team Fortress 2, for comparison, has vastly different playstyles for various people, and while maybe Valve didn't want to spend a lot of time making Vortigaunts an exciting and interesting player class (a lot of their backstory was undeveloped at the time anyhow), it was one missed opportunity.

HL2DM vs TF2?
More importantly, TF2 also has "sudden death" mode and interesting variations on play style. While I actually hate certain parts of pl_goldrush (the "deliver a bomb cart to the enemy base" map) and capture the flag is overdone, these ideas add much-needed variety to what is otherwise a pretty staid, predictable, and unchanging gameplay experience.

On that note, I also played a work-in-progress remake of the Team Fortress Classic hunted map on a server called "Jimmy Likes Men." They also host a remake of Avanti which confuses players who don't know how Avanti works - the Intelligence briefcase makes most sense when it's brought back to your base, whereas it makes more sense to take a flag up to the church. So the non-neutral flag replacement works against new types of gameplay like Avanti, unfortunately.

TF2's Hunted remake
Onto the Hunted remake: Blu team (medic, heavy, soldier) escorts the Hunted (engineer restricted to wrench) to the exit through a remade version of that map which is based on a part of Half-Life. Red team (pyro, sniper, and SPY, GENTLEMEN) assassinates the engineer. I started out on Blu, and it took a long, long time to figure out what to do. All throughout the play Red dominated most of the time, yet now and then Blu won. Team scores are so unbalanced in favor of Red - even further than VIP escort from Counter-Strike's as_oilrig map - that it's easy to see why Valve hasn't recreated this mode yet, but it's still great fun IF you know what to do. Individual scores on each team are pretty even, which helps things out.

The Hunted needs to know exactly where to go, and unfortunately the long routes around certain areas are there just for the teams to do combat in; it's a dangerous sniper alley for the engineer. The large swarm of medics and heavies around the Hunted and swarming to the front makes it relatively easy for a Spy to slip in and backstab people; I was consistently killing two people in a rush (and usually getting killed immediately afterward. It's certainly high-adrenaline gameplay, and worth checking out. The map designers say they're thinking about restricting the pyro because of the backburner, but I was barely able to try that class out, and in any case I was having much more fun with Spy and even sniping. As Hunted, I made the first or second escape because we had a plan and stuck to it, and my team was organized.
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kengou
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Post by kengou »

Man everyone plays Killbox in HL2:DM anyway, heh. And I don't know what you were going for playing it offline...there's not even bots as far as I know...

And I don't know if it's fair to compare TF2 to HL2:DM. They offer different gametypes. HL2:DM is a deathmatch game, TF2 is a team-based game. They're both built specifically for that type of gameplay.
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Post by Ed Oscuro »

kengou wrote:And I don't know what you were going for playing it offline...there's not even bots as far as I know...
You can see the type of maps. I've played it before so I knew what it was like. Throw toilets, lag some, etc.

As for killbox maps, a few problems:

-they usually look like crap
-they often suffer from the quake "camp this point" syndrome
-killboxes suck and aren't interesting
kengou wrote:And I don't know if it's fair to compare TF2 to HL2:DM.
That's not relevant, is it? People will play what's well put-together. Looking back (as I was when I originally wrote that), I could put HL2DM (and its predecessor) up against previous multiplayer games like Goldeneye or TF Classic that had lots of modes and stuff to customize and shake up games. So that's not a stunningly new concept.

The simple answer is that they wanted a gimme 'extra' mode without needing to put tons of work into it.
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Post by nekich »

kengou wrote:Man everyone plays Killbox in HL2:DM anyway, heh. And I don't know what you were going for playing it offline...there's not even bots as far as I know...
I've tried HL2:DM twice. First time i got into this retarded killbox map. And didn't quite like it.
Then i've tried another server and had more luck, sicne it was cycling through default DM maps, and those were pretty neat. Didn't have the time to get a feeling of the Lab map, as the server switched to Nova Prospekt, and that one was super fun, especially when 6 or so players gathered in the shower room (where you fight the antlion guard in SP).
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Post by JBC »

I liked everything about HL2, it's my favorite game ever.

Half-Life 2 is so cool because it feels very different than typical games. It has a very certain mood that is almost palpable. Every time i play it i suddenly feel like i'm in November. All the battles alongside Highway 17 are just drenched in that feeling.

And then it can switch to more extreme moods and give me chills, like when you first raid that beach with the antlions on your side. Gordan Freeman isn't taking any of your shit!

That part in Ep2 where you first face a hunter in that demolished house - fucking amazing. The sheer intensity of that moment is worth the purchase alone.

Oh, and i really like this one area where Alyx is sniping zombies for you and you can see her laser sight moving through the area, watching your back.

And any event with the Combine Advisors is bound to be intense as all hell. When you and Alyx find that one in a barn and shut it down - scary as hell. I love how ballsy Valve is with their character design. Alot of the enemies aren't designed to look super badass, they just are.

And the music! It would never be the same without Kelly Bailey popping up at just the right moments. 'Triage At Dawn' is my entrance theme now :wink:
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