Entropy : Zero 2

Entropy : Zero 2

Combine Destiny Remastered
Notes I made while playing this port
Bugs

- I had one crash in the map with the Gonome as i was moving towards it. I'm gonna guess the game crashed when it spawned, but that's just a complete guess.

- Killing the Gonome with an AR2 Energy Pulse does not seem to count as actually killing it, making it impossible to progress. I reloaded an earlier save and ammodumped it, which properly removed the invisible wall blocking the hallway.

- Rebels at the start of map cd9 ignore the player, but the AI is generally functional otherwise.

- Sparking wires in certain maps cause massive framerate drops when looked at for some reason.

- Text notices in this port may be broken. On activating certain consoles, text is supposed to appear on the right side of the screen, giving you some details on what's going on (like a certain door unlocking). I *was* using the improved HUD mod at the time though, so maybe it's fine without that installed.

- Once you beat the port, Entropy : Zero 2's credits play, but with the music used in Combine Destiny.

Personal Observations (my opinions on how this port plays compared to the original mod)

- the addition of zombines add a lot to this port, as the original mod released i believe before half-life 2: episode one did.

- more combat with rebels is a good idea since the original mod was stuffed with zombies more than any other enemy, but a bit of a double-edged sword as talked about in the next point

- combine destiny's maps don't really mesh too well with E : Z 2's gameplay alterations, as there are long open spaces with no cover. if the player lacks pistol/MP5K, AR2, crossbow, magnum ammo or grenades, it will be very difficult to progress. this issue is exacerbated since this port likes to place crossbow rebels in these areas, requiring either an incredibly aggressive approach in the hopes tha the other rebels won't shred you or sitting back and sniping the enemies the best you can.

- the addition of other E : Z 2 enemies, like the jumpers and crossbow rebels, doesn't really add much to the game. i only remember jumpers in one specific arena and walking into it to actually try to fight them in a space where they have a small amount of verticality to play with would have been a death sentence. you can easily just camp the door leading into the arena, preserving ammo and health. crossbow rebels only really serve to make certain areas WAY harder. i've noticed a few rebels also carry magnums, which is a pain in the ass since they're hard to pick out from other rebels and deal a ton of damage if you don't kill them fast enough.

- there are significantly more enemies in this port than in the original mod, kind of beyond the point of reason in certain scenarios.

- the antlion guard boss for some reason has doubled - you'll be facing down two antlion guards in this port compared to the single antlion guard you fight in the original mod

- it seems like some scenarios have been changed. for instance: in an area with a human train, you'll be fighting 8+ rebels instead of a few zombies

- you will pretty frequently round corners into hordes of enemies, one time involving 4 shotgun rebels. this usually requires incredibly quick reflexes to avoid dying to, otherwise enjoy the reload

- the first clonecop fight doesn't add anything to the game. in my playthrough, it was easy to herd him behind a pillar and take potshots at him when he reloaded or deployed a manhack because he really liked that corner. he also has an obscene amount of health - it took 3 RPG rockets (not direct hits, but they were pretty much as close as can be), 3 SMG grenades, all of my shotgun ammo and most of my AR2 ammo to kill him. there's a resupply pretty much right afterwards, but this is still not fun to just be ammodumping into an enemy that is either completely ineffective or will kill you if you stand out in the open for longer than 3 seconds.

- supply crates in map cd12 don't contain any items and the map is not light on enemies. while it's doable, you'll have to maximize your ammo and health before you head to the graveyard, which results in using the gauss pistol as your primary weapon for the chapter instead of the SMG. when you do reach the graveyard, if you don't have a ton of ammo, your best bet will be to run like hell due to the amount of enemies. these issues directly affect the next map even if the supply crate issue itself isn't also present, as before you reach the next supply crate, you'll have to fight about 6 fast zombies.

- there is a "final boss" of two clone cops at the end before you're extracted. thankfully you have a lot of backup here and the clonecop ai tends to break so they just run back and forth and stop firing at you unless you get really close. this basically boils down to a question of how much time you'll be spending shooting at the clonecops alongside the other overwatch soldiers (who will thankfully aggro the clonecops before you unless you walk right up to the clonecops). this is *after* a zombie gauntlet, so your ammo is gonna be nice and drained. this does not enhance the original mod's scenario at all - it makes it worse.

- lighting in general is way darker for some reason, but this may just be an issue with my settings

my opinion? if you can get the original mod working, play that instead.
Last edited by reloadmax62; 3 Sep, 2022 @ 3:27pm
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Showing 1-4 of 4 comments
Soceris 3 Sep, 2022 @ 2:00pm 
Can confirm that some text dumps (like waiting for the elevator to arrive with a wave of headcrabs) on the left side of the screen gets cut off without any other mods installed.

Also there seems to be a part of the map with no invisible wall at the start of the town where you can jump over some barriers with a fallen tree but after that there's nothing behind there, you are just out of bounds.

And i played this on hard, not designed for it with the cramped corridors. >_>
Last edited by Soceris; 3 Sep, 2022 @ 2:12pm
ShatteredPumpkin 10 Sep, 2022 @ 11:49am 
almost everything is invisible on the next map after you get captured by rebels and wake up in this ravenholm area
Yakumo Koishi 30 Sep, 2022 @ 7:32pm 
I'm gonna simply port Original CD to EZ2 without too many changes
Couldn't endure Kud's version anymore

Done
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2869763170
Last edited by Yakumo Koishi; 1 Oct, 2022 @ 1:49am
Lemon Nade 28 Mar @ 11:58pm 
Game crash after bridge exploded, any help?
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Showing 1-4 of 4 comments
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