Half-Life 2

Half-Life 2

(V3!!) Cremators Restored
186 Comments
Doggo 12 Jul @ 6:06pm 
can you combine elite metrocops and cremator? i really need them only
The_male07 23 Jun @ 12:52pm 
this is fire, i always thought the cremators were a really cool enemy and its so cool to see them integrated into the retail game like this.
Ennard_Idk  [author] 15 Jun @ 8:38pm 
cremator jumpscare
digi! 15 Jun @ 7:17pm 
i forgot i downloaded this mod and got jumpscare by one.
G-man 25 May @ 2:45pm 
can you make the beta zombie assassin into HL2?
elderfetus 30 Apr @ 2:53am 
i like this guy, he looks silly
Ennard_Idk  [author] 21 Apr @ 6:35pm 
mater
Ennard_Idk  [author] 20 Apr @ 12:43pm 
i'm waiting too man
Bob 20 Apr @ 9:35am 
anything but cremators restored v4
Ennard_Idk  [author] 17 Apr @ 12:33pm 
I know, but that's just a reference they put as a consequence of being a cut enemy
Dragulia 17 Apr @ 11:05am 
They do exist in retail, you just never see a living one (there's a cremator head in a jar in Black Mesa East)
Ennard_Idk  [author] 12 Apr @ 2:06pm 
I mean, they are a mystery just because we never see them in game, I'm sure that if they existed in retail, we would see them more than stalkers lol
silEseal 12 Apr @ 11:38am 
works best in places where you cant get to. having them in the open kind of ruins the mystery of them. was also wondering why they were in ravenholm but good mod still :steamthis:
Sentry 12 Apr @ 6:27am 
remove them from ravenholm and change the fire color. that will be perfect
Ennard_Idk  [author] 6 Apr @ 8:42pm 
wdym
creeperbionicle 6 Apr @ 3:19pm 
but hey @ennard_idk can you plz add crab synth and mortar synth as a mod plz :headcrab:
creeperbionicle 22 Mar @ 11:55am 
you and metrocop made it
creeperbionicle 22 Mar @ 11:55am 
yeah i know but this mod have bug at d1_trainstation_02 for the windows are just corrupted i think ti's a update hl2 have
Ennard_Idk  [author] 16 Mar @ 8:21pm 
@creeperbionicle Metrocop did this, not me, I just gave some directions and suggestions for it, also a lot of playtesting :)
creeperbionicle 16 Mar @ 7:46pm 
but i do like the mod you made
creeperbionicle 16 Mar @ 7:45pm 
i think so. but you should make a mod only use crab synth and mortar synth in hl2 plz?
Ennard_Idk  [author] 16 Mar @ 7:12pm 
probably just map conflict
creeperbionicle 16 Mar @ 6:45pm 
but if a cremator are still there in other maps that fine for me
creeperbionicle 16 Mar @ 6:44pm 
only maps are fine but just only at d1_trainstation_01 dose not work
creeperbionicle 16 Mar @ 6:43pm 
only thing i have is houndeye in hl2 mod and bullsquid in hl2 mod
Ennard_Idk  [author] 16 Mar @ 6:27pm 
@creeperbionicle can u double check or see if it works withour other mods installed? I don't see that issue myself :(
creeperbionicle 16 Mar @ 6:25pm 
i think that is a bug
creeperbionicle 16 Mar @ 6:25pm 
some how dose not work only at d1_trainstation_01
Ennard_Idk  [author] 16 Mar @ 6:18pm 
@creeperbionicle maybe start a new game
creeperbionicle 16 Mar @ 6:16pm 
for hl2 maps they are not in the game
Ennard_Idk  [author] 16 Mar @ 5:22pm 
@creeperbionicle what do you mean?
creeperbionicle 16 Mar @ 2:41pm 
@ennard_idk i mean is they are not in the map cremator are at?
Ennard_Idk  [author] 11 Mar @ 4:40pm 
@bigfatcarp93 this is a good review of the mod, we'll take it into account for future versions, althrough it has been a while since it got updated, it doesn't mean this project is over ;)
bigfatcarp93 11 Mar @ 4:30pm 
So I just finished a playthrough with the mod and it's a mixed bag for me. They're a little buggy and unpolished but an impressive start. But I think you made some strange decisions about their placement. You have them fighting alongside other Combine forces a lot, which is just not how I envision Cremators. I always imagine them on their own, lurking around the fringes of Combine territory and just doing their jobs, more of a threat you'd run into in the dark and forgotten places of the world. I'd like to see them more in the canals, the sewers of City 17, the abandoned parts of Nova Prospekt. Not fighting in the Street War. Still though, impressed with your work so far as a starting point and looking forward to more!
xvinady 9 Mar @ 4:38pm 
@headcrab why in reviholm no cobine are in ravonolm
bigfatcarp93 8 Mar @ 1:04pm 
Here's an idea: lower areas of the Citadel. Like, before you even get up to where the pods are.
innyume-kun 5 Mar @ 4:08am 
please make it so they appear in nova prospekt and in ravenholm
Ennard_Idk  [author] 25 Feb @ 1:28pm 
@RAGEOFTHEHOMELESS as a matter of fact, he was set to be outside the prison before getting cut of the game lol
Fortress_Bucket 24 Feb @ 8:18pm 
Pretty sure this happens if you load into a map thats customized with a mod, but since the mods uninstalled I think its your game just not knowing what to do and crashing, so to fix it sadly I believe you’re gonna have to give up on fixing the save and instead just loading into the same map your save was by loading that map into the console and going to where you last were
kestrel 24 Feb @ 6:50pm 
I uninstalled this addon, right after I uninstalled it, I got into my save and started to load in. Half in loading it closed and said "Bad Inline Model Number 160". I tried different devices and it doesn't work, but installing it allows me to play, somehow uninstalling it keeps me from playing the game.
King K. Rool 24 Feb @ 2:29pm 
i feel like the cremators would also fit in the prison levels

i mean if gordon is in there they gotta kill him any way they can
SushiSalamander 23 Feb @ 11:19am 
That makes sense, but I like what RTB:R did with the Cremators, placing them in dark, ominous and slimy canals, burning trash and civilian corpses in order to maintain the dystopian landscape of the Combine's invasion. Either way, it doesn't really matter.
King K. Rool 22 Feb @ 7:43pm 
@BrainIsPain maybe it's to make them feel like more of a main threat with metrocops around? i don't know
SushiSalamander 22 Feb @ 1:37pm 
Yeah, I feel like the placement is really weird. Like, why are they with metrocops most of the time? Wouldn't it be more suitable if we fought them alone?
Chatalang 18 Feb @ 2:07pm 
Hello! I love this mod and i have some suggestions that i'd feel might improve the mod, you don't have to take these to heart these are are just my own opinions

1. it's a common misconception that their immolator uses regular fire, in the beta it actually produces a beam that emits a blue fire, not a regular one

2. I feel some of the placements don't make much sense, I think they clutter up the first map and shouldn't be there aside from the interrogation room, the rest of the maps are great though

3. there are just small nitpicks but their ragdoll should not include their weapon. In d1_canals_01 after setting the stairs on fire it refuses to fight me, their pain sounds also use metrocop sounds
It's still a great mod overall, just needs a bit of improvement
Ennard_Idk  [author] 15 Feb @ 7:56am 
@Chatalang hm, maybe a middle point then?
Chatalang 15 Feb @ 2:56am 
@Ennard_Idk that still doesn't solve the issue of them dying too quickly
Soldier 10 Feb @ 3:50am 
somebody, make Cremators with robo-pyro from team fortress 2 mann vs machine
Slenderman 8 Feb @ 3:49pm 
can you make a version with the dark interval model?
Ennard_Idk  [author] 7 Feb @ 6:34pm 
@Prowl that's because the main focus in combat are Combine Soldiers and Metrocops, he's just a support, even if he was not designed for the battlefield at all