I played through the last bit of "Nova Prospekt" and straight on through today (the street battles were amazing, but I kept thinking "I must be near the end!" and they just kept coming!)
Now that there's two it's official: nobody plays "Half-Life" for the endings. ;^)
Still - aside from being climax-impaired the game was incredible. I really think that the direct manipulation of the environment will be the thing that sticks here. When "Trespasser" tried it a few years ago and botched it up so, so, SO badly interest just waned.
Half-Life 2 just threw it back into the fore and did it right. To borrow from the "The Family Guy": "Hey! That's imitatable!"
The squad combat was good, but still had many of the same problems squad combat has had since the first game (when your "squad" was one or two people). Your squad often did moronic things (standing in the line of fire, not hiding, etc) and tended to get in the way in tight places.
Still, even there (the roughest area of the game I thought), the problems were only mildly annoying, not show stoppers.
I can't wait for the mods to start rolling in!
Jim Davis
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Scott Sauer 17 December 2004 21:34:36 [ permanent link ]
I'm anxious to start making maps! The "real world" physics add a whole new level of map-making fun!
On Wed, 15 Dec 2004 01:06:56 -0500, Jim Davis <HOFLists@depressedpress.com> wrote:> I played through the last bit of "Nova Prospekt" and straight on through> today (the street battles were amazing, but I kept thinking "I must be near> the end!" and they just kept coming!)>
Now that there's two it's official: nobody plays "Half-Life" for the> endings. ;^)>
Still - aside from being climax-impaired the game was incredible. I really> think that the direct manipulation of the environment will be the thing that> sticks here. When "Trespasser" tried it a few years ago and botched it up> so, so, SO badly interest just waned.>
Half-Life 2 just threw it back into the fore and did it right. To borrow> from the "The Family Guy": "Hey! That's imitatable!">
The squad combat was good, but still had many of the same problems squad> combat has had since the first game (when your "squad" was one or two> people). Your squad often did moronic things (standing in the line of fire,> not hiding, etc) and tended to get in the way in tight places.>
Still, even there (the roughest area of the game I thought), the problems> were only mildly annoying, not show stoppers.>
I can't wait for the mods to start rolling in!>
Jim Davis>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| Special thanks to the CF Community Suite Gold Sponsor - CFHosting.net http://www.cfhosting.net
-----Original Message-----> From: Scott Sauer [mailto:scottoons@gmail.com]> Sent: Friday, December 17, 2004 1:35 PM> To: CF-Community> Subject: Re: Finished "HalfLife 2">
I'm anxious to start making maps!> The "real world" physics add a whole new level of map-making fun!
I LOVED how the physics could be used to "cheat" in the game without really cheating.
Spoilers follow - stop reading.
. . . . . . . . .
For example there are two spots in the game (the end of the "Stay off the Sand" area and the washrooms at Nova Prospekt) where you're forced to jump down to an area with no escape and an encounter with an AntLion Guard.
However in both those cases it's relatively easy to collect enough set pieces (desks, file cabinets, crates, etc) and create a simple set of stairs leading back to the safety of the ledge.
So you spend a little time building, then leap down, awaken the beastie, bound back up your ramshackle staircase and can then happily watch the guard running around but unable to touch you in the least.
With only a little effort you can also make the game much easier. For example it wasn't hard (okay - perhaps a bit tedious) to fling ALL of the reprogrammed sentry guns forward ending up with (I think) eight of them at the end of the level (where you're only given three). (I tried to carry on into the teleporter, but it didn't work.)
In the same area, during the "cell block invasion" (we you must hold the fort when the combine is attacking from four separate corridors) I was able to first carry both sentry guns from the previous encounter to help, then pile up a large wall of desks, crates and file cabinets in one corridor that the combine couldn't get around.
There were so many places that you could fling extra ammo and health to creating leapfrogging caches of goodies in the difficult areas.
And, of course, the game provided all of these possibilities as a matter of course - so it's not really cheating. ;^)
Jim Davis
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Jim Campbell 18 December 2004 00:40:25 [ permanent link ]
There's this point in the first Knights of the Old Republic game where you're in the undercity on Taris. You're running around on some mission or another, and the game forces you to fight a Rancor monster when you're relatively weak. This is obviously meant to be a rather difficult fight, but there's a massive AI/design flaw. The hallway opens into this cavernous room with the Rancor, and you can run up halfway to it, toss a grenade, and high-tail it out back to the hallway. The grenade detonates and knocks off some Rancor life, and the Rancor waves its arms and roars and makes a scene, then promptly forgets about you and goes back to standing at the door, waiting for you to throw more grenades at it. Wash, rinse, repeat until slain.
Did I exploit this? Of course I did - it wasn't a cheat, and it wasn't a hitch in the game, just a moment of crappy execution in an otherwise magnificent gaming achievement... and that Rancor would have had me for lunch in a heartbeat.
So, to Half-Life 2 - I'd say Valve most definitely meant for you to do that. There's no reason not to think that they wouldn't build the engine in such a way that a creative gamer could come up with a clever solution to a problem.
Now, as to why the AntLion guard couldn't scale your staircase...
- Jim
Jim Davis wrote:
-----Original Message----->>From: Scott Sauer [mailto:scottoons@gmail.com]>>Sent: Friday, December 17, 2004 1:35 PM>>To: CF-Community>>Subject: Re: Finished "HalfLife 2">>
I'm anxious to start making maps!>>The "real world" physics add a whole new level of map-making fun!>>
I LOVED how the physics could be used to "cheat" in the game without really>cheating.>
Spoilers follow - stop reading.>
.>.>.>.>.>.>.>.>.>
For example there are two spots in the game (the end of the "Stay off the>Sand" area and the washrooms at Nova Prospekt) where you're forced to jump>down to an area with no escape and an encounter with an AntLion Guard. >
However in both those cases it's relatively easy to collect enough set>pieces (desks, file cabinets, crates, etc) and create a simple set of stairs>leading back to the safety of the ledge.>
So you spend a little time building, then leap down, awaken the beastie,>bound back up your ramshackle staircase and can then happily watch the guard>running around but unable to touch you in the least.>
With only a little effort you can also make the game much easier. For>example it wasn't hard (okay - perhaps a bit tedious) to fling ALL of the>reprogrammed sentry guns forward ending up with (I think) eight of them at>the end of the level (where you're only given three). (I tried to carry on>into the teleporter, but it didn't work.)>
In the same area, during the "cell block invasion" (we you must hold the>fort when the combine is attacking from four separate corridors) I was able>to first carry both sentry guns from the previous encounter to help, then>pile up a large wall of desks, crates and file cabinets in one corridor that>the combine couldn't get around. >
There were so many places that you could fling extra ammo and health to>creating leapfrogging caches of goodies in the difficult areas.>
And, of course, the game provided all of these possibilities as a matter of>course - so it's not really cheating. ;^)>
Jim Davis>
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