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Had a ton of fun making this one and it was really the culmination of everything I'd learned up to this point, and even some stuff I managed to design original myself (like the tank gunners). It was a great chance to basically make a sequel campaign and just really make it outrageous and post-apocalyptic.
Glad you enjoyed it!
Endings wise: Either Jacket dies or Beard dies, though of course Jacket does not have long left to live either way. Beard on the other hand, likely roamed the wastes for eternity
I tried to make parts 1-3 of the Vengeance series tie into the backstory of the characters in HM1+2, so that we could get a bit more depth and character development, and see how Jacket ended up as damaged as he was in the first game. The Martin Brown trilogy was fun and I tried to cram as many 80s sci-fi and action movie references into it as possible, whilst also developing Jacket and Beard's friendship a bit. I even showed Jacket's side of the phone conversation as the nukes hit San Fran which we saw from Beard's perspective in HM2 just for fan service.
I've unfortunately never seen the Biker fat guy crash glitch before, so I'm sorry you've experienced that.
Just to address it, the General was mostly a complacent douchebag, but at times Jacket was simply hallucinating (as he does) a more disturbing surreal version of him, rooted more in his own damaged psyche.
It was a huge learning curve with the level editor and custom content, but I am also pretty happy with the final part. Thanks again for playing and I'm glad it struck a chord with you!
Thanks again.
The one leading to "Zombie Beard's" Death.
I will try the second Ending.
Thank you for informing!
Does this Campaign have 2 Endings? Because of the 2 Elevators and what Richard says in the End.
If Yes I would love to return and play it again :)
Great Campaign and was really hard sometimes :)
Great job on the campaign, you'll get better.
I'll wear that one with pride!
Since you wanted feedback, I'd say to make your levels more about the gameplay (like early on) and less about the spectacle (like the later levels, especially the finale).
I really liked the twists and turns the plot presented, and the initial conflict of US Gov vs Russian cultists was unique and intriguing. The first few levels' gameplay was balanced, fun, and intense. The humor was also pretty good. The Jacket sections really set my hopes high for the rest of the campaign, and...well...
This part is my own vision for a distant future after the main series. After 4 campaigns of sticking quite strictly to series canon, I really just wanted to let loose and do something a bit crazier and out there. There will be more V1-V4 type campaigns in the future though ;)
I can say however the level design improved big time! I do enjoy playing and might even give a few levels another playthrough when I finish!
I replaced the armored transport+subway name sign with Rob's tank sprites. In Notepad++ I set the armored transport behaviour ID to the same one as the tigerfur rug prop, so it becomes flat. I I replaced the 'Andrew' NPC with a picture of a turret I drew on Paint.net .
Then I used Notepad++ to deploy Guard Sharpshooters. I then changed the sprite ID (whilst keeping the sharpshooter behaviour ID) to that of 'Andrew'. I followed this same part of the process for the gang sharpshooters on Roadblock and the Mutant sharpshooter in Power.