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Rapporter et oversættelsesproblem






I could have scripted them, but then it would have been more predictable, like it was always the same fight and I wanted to avoid players from knowing beforehand when and where they were going to attack.
Maybe it wasn't a good choice XD
https://www.youtube.com/watch?v=PL7rOtr1EKE&list=PLXlqud_jS2IcYYzqvsNKaDyatTQSt52xU&index=1
Looks like inside HL2 citadel.
I got so deep into the combat, I forgot that I need to escape.
Liked the endfight, minimal cover with strong enemies.
Video: https://youtu.be/XhywBxx8DGM
BIG SPOILERS BELOW THIS POST
I am glad you liked that combat, it took me much time to make it not too difficult.
The human is there to show the player there is a sniper on the building. It could have been done better, but I was running out of time and ended up with this.
Well the chargernator can't be an easy prey. I wanted it to be tough and overpowered.
Hahaha, tough hombre! I am so glad you liked it. Many thanks for your review.
Good performance is one of my top priorities when making a map.
Well, they are empty corridors, their purpose is to allow combine to surround you on the corridor fight.
I have never seen combine using health machines. It is a great idea though.
The wall doesn't crumble, combine make a breach with explosives to try to flank you. There is an explosion you can see.
- When the final boss showed up, I had mixed feelings about him. My first couple of encounters with the Boss were tough; like no matter how many times I shot him he would not go down. On the 3rd attempt, I must've gotten lucky and gotten the right number of head shots in, because the Boss went after 4 clips with the Combine 'pulse gun'.
Overall, this felt like a combat simulator that trained me to be mobile and lethal. I definitely felt like a tough hombre after playing this level. Thanks for the fun time.
I did have a couple of occurrences to where I got to shoot some enemies point blank in the face, and they did not seem to die. It was almost like I had to be a certain distance away from them before shooting. Maybe I was imagining things.
The combat during this time was very tense and had me watching my ammo quite closely. Getting out of the building felt like an accomplishment.
- While I was gratetful for all of the health machines around, I did definitely wonder why I'm the only one ever using them. I occasionally wish the Combine would try to use them to, so I could gun them down while they are getting healed (that certainly happened to me a few times in this level).
- The Time Travel Room had a nice Terminator feel to it, and the enemy encounters there were fierce, but not too difficult (once I did some room-scale shooting and ducking behind cover). The wall that crumbled, revealing some more enemies was unexpected, but I couldn't help wonder why it crumbled in the first place (it's not like I threw a grenade at the wall).
- Smooth game play throughout with no noticeable frame skips, jitter, or reprojection.
- Smooth locomotion and smooth turning worked great.
- The main building itself was impressive, and quite grand in scale, representing an Egyptian Pyramid in some fashion for myself. The biggest 'disappointment' was that 9/10's of the blocked-off doors (by energy force fields) looked like empty corridors on the other side and nothing else. While this was not a deal-breaker, it gave the feeling of an empty warehouse, reducing the grandeur of the building.