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The good:
- Gameplay focuses itself around apartment block. This is different, because usually hl2 games are linear from A to B. In here, we need to collect and research apartment. This gives mod some SWAT4 vibes
- Apartment feels "alive" with good sound design, nice triggers:
Civs chaotically running, walking on streets. Gas explosion. Civ pretends to be drunk. Nice transition of apartment corruption
The bad:
- Puzzles fail to communicate what game wants you to do. Take electricity puzzle. There was a hole in a ceiling, suggesting to look there - but switch was too easy to miss, its dark and placed awkwardly to the side
Electrical "barricade" was placed in such a way, that it visually REALLY resembled other path blockers
The "bad" kinda kills it. These nice "events" ended, leaving me stuck not knowing what to do
The "good" made it worth it tho. This concept could be great with more work
i dont see the map in the maps section
Second: non-obvious solutions. Explode gas canister that not standing out from the background? Shoot to darkness to disable electricity? HELL YEAH!! If canister was marked by lightning and barnacle's tongue was hanging down from the darknes, these "puzzles" were less confusing
Third: unpredictable solutions. Just why i need to wait to random cop to shoot so i can go through?
You seem to have changed a few things, I was not at all expecting the new combat encounter which was interesting but it bugged a little bit for me as the Civil Protection did not fight them when they entered the room. Probably just complicated scripting so I don't mind.
I felt personally attacked as I tried to trigger the door break in explosion scene but instead he just shot open the door. It was the funniest thing I have ever seen and I deeply appreciate the effort.
Good change to the electricity puzzle as I looked up originally. Felt more natural.
But having to walk all the way back through it all without anything happening felt just as weird as the first time. If you want levels to end where you started then make them circular or actually have events as you walk back to the car.
I'm happy to see you can hear angry complaints and want to make your mods better, I'm sorry if I came across as rude but highly appreciate the dedication and effort.
More ways to solve the same puzzle or don't make the solution in a hard to see place.
More combat, even if it's just a skirmish in the background on the 2nd floor or outside courtyard.
A clear goal, when I started the game I saw gun numbers but no idea what what ment. Having a soldier give me a pistol that he confiscated from the rebells would make it visually clear rather than a gun on the floor in a dark room, under a chair or next to a dead guy.
Don't have invisible walls or doors blocked to then randomly trigger unlock. It confuses the player and there is little logic to explain why the progression is the way it is. When the soldier left to run into the blown up room, that should have made the opening for going to 3rd floor. Not the door falling over on it's own.
anyways heres a guide on how to beat the map if you get lost on the third floor.
1. shoot the red kinda barrel next to the stove
2. once thats explodes shoot the guy sleeping, after that open the door on the left, you'll find the second gun
3. smash the windows open and shoot the blue thing thats hanging on the wall outside
4. once that is done you will be able to grab the shotgun
and thats pretty much it, head back to the spawn then head to the combine vehicle