Presentations:
i'm blackdog, i assisted Uoz in the making of the mod.
I found the topic and couldn't resist to answer/clarify, were possible, some points.
1- the so-called purposeless of antlions: HL2 featured Antlions, i hated that because in Nova prospekt you never fire anything until the washing machine fight, practically.
I really liked Uoz's idea to control them for a confined time-space and find that lot more balanced than original HL2.
2- the so-called purposeless of zombies: not considering we have just a scene with zombies, i would like to remember that HL2-NovaProspekt features zombies after Alyx reprogram the sentry guns, before arriving to the big sentry-defence, you descend in a water level and then there are zombies. So i don't see an incongruence in RA about that. Maybe it sounds odd because we should put a few more.
3-the trip-mined door:
Fearian wrote:yeah that took me a few tries to get the throw right. could have been made a bit easier Im sure.
i played RA from the first orange maps and never had problems in passing the tripmined-door. You got an ammo crate there, why do you bother not throwing a nade in the hole?
Other design errors:vecima wrote:leaving the only weapon that can defeat the gunships behind a wall that you need to get over, with the only possible way to get over it being via breakable crates was bad design.
agreed.
Also if i would like to pinpoint that the crates
aren't the way to get over. You climb the trashbin.
Btw i discouraged Uoz to solve that "puzzle" that way, because, like you (i think), i never climbed a trashbin in HL2.
as for the voice acting, i'm not sure why everyone thinks this was so great.[...] i wouldn't call it 'great'.
agreed, and i would add up also the music; with all the respect for our voice actor and composer.
The Watcher wrote:I do have to admit, that one guy was like my ammo slave.
we weren't able to fix that, from what i know, Uoz set the radius of the flock as large as possible.
Kodox wrote:The puzzles were nice but I would have liked to see a bigger affect for solving them. They were also not very big or challenging.
agreed, but i dunno how much you can do without the GGun not being in a rebel scrapyard

Rustvaar wrote:Played it in Hard Mode; found myself without enough ammo to take on the Combine at the very beginning
I do a strict economy in every fps and always plays hl2+mods in hard mode, but i don't see why you should bother to do economy when you have 3 rebels that fill you up.
Let me tell ya i didn't liked that much HL2, combat-wise. Weapons are unbalanched and AI sucks. You can have some enjoyment only playing Rambo-style.
The APC with the rocket launcher
one of our design mistakes. is one of those things that on paper
"sounds cool" and when are in place are too much work to redo from scratch.
i guess we learnt something

The "finale" if we can call it that was literally impossible. The Strider was firing through walls for Christ's sake, what am I supposed to do about that?
we struggled with that all the developing. i let you know that in Valve Wiki they say to put invisible walls to block that shot, Uoz did it, i let you pull the conclusions

Generalvivi wrote:I had to noclip about 4 times throught the mod
O_O
right at the very end where you get on the boat...... I missed and ended up in the water and got killed
you mean the boat left without you?