Demos:
https://www.sendspace.com/file/7hesce (I suggest AdBlockPlus if you have any issues with that site or ads in general, browsing with it is a breeze)
Arrival
- nice intro, with small fps issue, but I wonder why I had the entire ship to myself
- I like the entry to the secret area, tho I didn't get to see what exactly happened, I guess the back of the toilet just opened
- and the change in atmosphere is nice, along with the custom music
- ladder doesn't make ladder sound
- obvious valve to stop gas is obvious
- I like the indoor combine architecture
- the pushing of the button felt weird, like why would they position a headcrab canister over a laser and the connection to it is not obvious
- the field disactivations aren't obvious, but going back was the only thing left to do
- why is everything closed now?
- the scanner after the vertical laser scan doesn't really target me like the photo scanners
Sabotage
- I liked the scripted sequence
- don't forget to delete the custom cfg from the mod folder
- not sure what I was supposed to do with the nade, but nice effect of it floating in that area and nice explosion afterwards
- conveniently vent opening
- not a fan of invis walls
- feels like I'm playing on Easy
Regroup
- hmmm why can't the police see me through the openings
- one combine elite was not shooting the zombies, see demo
- why are there burned corpses here?
Finale
- strider felt like he was comin from under water rather than under the bridge
- I missed the blast and the beginning of the destruction of the bridge cus I was trying to 'take cover' as told; perhaps use an eye angle trigger instead?
- not sure if I was supposed to save every1 or only myself
- shame i didn't fight the strider
- heh so Barney was behind the mask, again! nice ending
- it's a good idea to check the console for errors, I had for example this in the end: CSceneEntity finale.lcs.odessa1 unable to find actor named "global.npc.cit1"
It's a nice little mod, feels a bit light though, a lot of space that we only get to explore for the most part of the mod and the fighting felt like the game could've asked for more from me. The new mechanic is nice, and was a good combination with the sniper and brigingin him down. Disguising is always cool, and combat towards the end finally picked up the pace. But in the final area I felt a bit rushed and ran past the zombies and, not having the squad hud icons, I didn't feel obligated to save anyone and they did fine by themselves either way. The Strider was an anti climax, of course. But meeting Alyx and finding out my identity made for a good wrap-up. I didn't find ways to get out of the map in this first playthrough, but I did see outside of it by jumping on a tree bark, if you watch the demos. Visually, there's nothing to argue yet, but layout wise it was pretty varied and clear enough for player progression. I can't wait to see the combine architecture come to life.