by Ade on Sat Jul 05, 2014 11:12 pm
Weird, my post didn't show up so here are my thoughts again:
- node graph out of date msg
- why is there the Valve logo in the beginning?
- nice way to remove the HEV by using the no power sound, and good to hear the teleport sound as well, few decided to fit the theme by putting something so simple in the beginning
- going back with a flare reveals black wall, why not make a higher point of entry so I can't go back to it
- the levels seem to have a little light in them but no visible light source/fixture
- 2 autosave leftovers tsk
- had to restart game since first time I tried pushing the elevator button I must've missed and so I moved to the side while pressing it again, then the door came up and left me on the outside, and thought I broke the game
- 2nd time through I see it's supposed to do that, but to me it makes no sense; I mean when the player sees buttons and an elevator, he expects a way out, not to enclose himself in that area
- the switches make locked door noise heh
- now the custom textures look a lot better under some light!
- not sure what I'm supposed to blow up in the dispenser area, plus I can break the dispenser by trying to grab the barrel instead of letting it being pushed out
- I wouldn't've noticed the hole in the wall if Marnamai hadn't told me, and the next puzzle is not obvious in a million years! the cover for the ladder in no way does it look like it's supposed to be blown up, and we need a giant noobish stracking puzzle in order to do it? Naww, man... I don't care about looks if gameplay is so low; noclipped, which is very rare for me because triggers can be broken like this
- in the next area again I have no idea what to do and pressing Use on the ladder one time made the sound of a valve turning; looking around more, I see the valve on the pipe, but it has to be more obvious than that, specially when using so many custom content. There's a reason why they are red in the game, or cranks and wheels being orange: to stand out, for Pete's sake.
- ladder after ladder after ladder followed by tight crawling spaces, JOY!
- wow, idk HOW in the hell I survived so many zombines and explosives barrels in one place, but please don't do that again
- FINALLY A CROWBAR
- now how the hell am I given a suit by picking up batteries, makes 0 sense
- insane amount of zombines again? the time spent on creating custom content could've been better used on creating enjoyable gameplay; there are better ways to spice it up and increase difficulty than just spam enemies in tight areas
- smg ammo but no smg, only a shotgun with 6 bullets? thanks, I really appreciate it. It's like it's all a slap in the face of whoever dares to try this entry, I feel a lot of the stuff is just there to annoy me
- invisible wall for a room where zombines come from, lovely
- rushing through that area, (as I was supposed to, from what I read in the comments afterwards) I must've broken a trigger as I end up behind some doors I can see through
- again an invis wall from where the zombines come
- eh falling off the platform in what I'm guessing is the final area makes me die? the visual language is again wrong since in the previous area I could explore near/under the platform freely without dying
- not to mention I die a lot more often from falling because a zombine pushed me, rather than being shot at or naded
- zombines might never move unless I start to look at them in that corridor, in which they spawn right in front of me if I sit there, heh
- after the first zombine wave, it was a matter of avoiding the turrets, then hid and waited for the combine and zombine to null themselves out, while occasionally shotgunning a manhack that did little damage and made sure to drop health so it was survivable but really dull. I like a good fight but this was a non survivable one if played right so I had to do something I hate, aka hide like a scared little girl.
- so in the end I die anyway, but in an artistic way visually? hmpf not amused.
This was an annoying entry that proved once again no amount of aesthetics can overcome bad gameplay.