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Comment History  (0 - 30 of 39)
agreenman
agreenman - - 39 comments @ Black Ops

The other points you made weren't wrong, it's just not interesting to talk about a bad plot and translation errors. There are tons of great mods out there with garbage plots, but are still a ton of fun to play. This is one of them.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Urban Chaos

Then how can the plot involve stopping construction of a Combine Citadel? The Combine hadn't even arrived to Earth until the Seven Hour War began.

Good karma0 votes
agreenman
agreenman - - 39 comments @ Street Hazard

Very nice war-torn aesthetic.

The floody mounted gun battle was an interesting nut to crack. Do you attack the zombies? Or the Combine? Or neither? There are several strategies which leave this battle open-ended and unable to be beaten by brute force.

Apartment vibes were on point. Claustrophobic combat in nostalgic environments. Great architecture. Unique, but still on location.

I like that the mod rewards you for smashing random ****. Items hidden on top of a wardrobe? No normal person would've seen that, so the only way to get it is to bash the crap out of stuff with a crowbar. I don't know why anybody would just destroy **** for the sake of it. I mean I certainly don't leave every single room empty of all breakable physics objects. Do you?

Citadel area was unexpected, but very welcome.

Combat was excellent. Nice mixture of open and tight encounters with really well-done swarmy defense-type sections. Intense and thrilling.

Tough, but rewarding exploration-based mod. I'm in. 9/10

Good karma+1 vote
agreenman
agreenman - - 39 comments @ USS Darkstar

I agree. For how highly rated it is, I felt the gameplay was tedious with constant roadblocks and kinda lame scripting/atmosphere. Really didn't sell me on the ship with boring, propless hallways and confusing level design/direction. There are many better mods out there with a lower rating.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Absolute Redemption

Not sure, but for anybody else having trouble, use console command "map rede1m6" to load the next map, then other commands to give your suit/weapons back. Can use impulse 101 if you're lazy, but I preferred to spent the time using "give" to get all my stuff back.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ TWHL Tower: Source

Coming 20XX...

Good karma+3 votes
agreenman
agreenman - - 39 comments @ Delta Particles

Okay, thank you! I'll wait. Looking forward to Delta Particles. Take your time and make sure you're happy with it!

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Delta Particles

Not quite sure I understand what's going on with the rebranding. Should I play the Nov 29 2023 version of this mod titled "Half-Life: Delta"? Or is there a "Delta Particles" coming out soon that I should wait to play?

Good karma+1 vote
agreenman
agreenman - - 39 comments @ DayLigth Patch

This patch made Combine deal no damage to the player. Plus, the title screen was changed for some reason to a bad typo. All this patch did for me was fix what ain't broke.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Underhell

It's taken 10 years just to write the script. At that rate, it'll be 30 years by the time it gets released.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Half-Life: Visitors crossplatform(WON/Steam)

Thanks, this worked!

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Half-Life: Absolute Zero

Why do you think this is a confirmation that the project is alive?

Good karma+2 votes
agreenman
agreenman - - 39 comments @ KingDaniel

Sounds good, thanks for the reply. It's awesome to hear that this. Just finished Life's End and the only real complaint was some areas felt sparse or unfinished. Otherwise top tier level design and scripting. I'll check back in 2033 :)

Good karma+1 vote
agreenman
agreenman - - 39 comments @ KingDaniel

If you had to throw a dart from 1 to 10, with 1 being "just started" and 10 "complete", where do you think you are? No rush at all, just curious. We've waited 15 years, not scared of another 15!

Good karma+2 votes
agreenman
agreenman - - 39 comments @ Swelter

Loved the bonus map.

Maintained the classic Portal atmosphere with no flashlight and dark corners that mean "not this way" while injecting Half-Life movement and firefights. Portal with guns.

Excellent work recreating Portal mapping with plenty of spacious, vertical movement and forward progression. Innovative and compelling puzzles that scream Portal but are solved in Half-Life. Combat is gritty and tough. Would've loved to see the full-length. Probably more so than Swelter!

Good karma+2 votes
agreenman
agreenman - - 39 comments @ Lost Under The Snow

Save game, then enter these console commands:

ai_norebuildgraph 1
ai_resume

Then reload game.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Lost Under The Snow

Similar issue here. The elevator pit for me didn't have any items or pickups like it was supposed to. No shotgun, no gear to start the elevator, etc. I had to noclip down the elevator shaft to continue forward since all my saves didn't go far enough back to attempt to reload in the proper equipment. give weapon_shotgun to the rescue, I guess. Then I lost my HUD and had to cl_drawhud 1 to get it back. A few "AI Disabled" errors too. Game is pretty buggy.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Eye of the Storm

Incredible improvement over the first installment to the point where it doesn't even seem like it's the same author.

Rich environments and engaging progression. Ravenholm had a problem with quantity over quality. Eye of the Storm is a total reversal. I wish there was more, but still, this has renewed my enjoyment of mods after I burned through all the classics.

Voice acting is legit. I can actually turn the subtitles off on a mod and have it be a halfway enjoyable experience. Citizens even had multiple catchphrases and would get ****** at your lollygagging. Just like the real thing. Ahhh.

The administrator was also well done with authentic-sounding speeches that felt believable. Actually feels like it could be a Half-Life game. Great worldbuilding.

Same wacky story, but even improves on that with some more imaginative cutscenes. All around feels more premium and finished than Ravenholm ever did. Ravenholm could be a masterpiece with EOTS's pacing, environments, and mapping. Suffice to say this is nearing masterpiece territory.

Not perfect, but I had a blast, so it gets a 10/10.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Rebel Surge

Sounds like a skill issue. The game rewarded mine hits way more than a rocket. Just follow the chopper around and grab the first mine it drops. Huge hitbox too.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ DangerousWorld 2

No review section, so I'll plaster it here...

Puzzles were a little too hard with poor direction. Often the player was presented with a puzzle and a long, winding dead end that doesn't LOOK dead. Led to quite a bit of frustration in finding the solution because the game has you convinced it's in this area when it's actually in that area.

You often had to think presciently and position items where the game wants them. It's actually somewhat obvious, but the payoff takes too long to the point where you forget about it or don't think it's necessary after a reload. Have fun backtracking through the whole damn map if you neglect the dumbwaiter. The game does a good job of presenting you with legitimate clues/solutions and then making you think they're red herrings.

Hauling around the gas can was tedious and poorly written. The generator pipe puzzle is janky and didn't work the first few times, so I thought maybe it was a red herring and I had to fill up the generator that would only generate when hand-cranking. Logic follows that it's out of gas, right? Maybe this DIFFERENT COLORED gas can actually isn't for the original puzzle? Maybe it's different because it's for this generator puzzle? Let's find out! Weird, the game is fighting me every step of the way when trying to haul this gas can up the ladder and... invisible wall. Okay, guess we'll try the pipe puzzle again. Oh, of course. Now it works.

"whitout gas can not continue". WHAT? I need to bring the gas can with me? After the game explicitly discouraged and ultimately outright prevented me? Let me guess, this isn't a bug and is in fact just another red herring. Uncertainty about whether the game is bugged is not a gameplay element you want to shoot for.

But ohmhygosh, the outdoor element? I could write an entire paragraph about that single scene. In fact I think I will. You know the scene. You first get a taste before pushing down the cart and you're thinking "I want to go there. **** this underground ********." And then you're there. The dusk, the lighting, the colors, the swirling destruction, and the music. The music. Beautifully somber atmosphere. Highlight of the demo.

I've written about a lot of bad here but there was good. Level design is engaging and competent, as expected after DW1. Varied environments fleshed out with detail despite this being a demo. Puzzles are however rough and need more polish.

It's only a demo, but it's a disappointment compared to the first installment. Maybe one day they'll finish it. 7/10

Good karma+3 votes
agreenman
agreenman - - 39 comments @ Mesafallback crash fix (at long last)

This fix didn't work for me and crashed on startup. Ironic, huh? I reinstalled using malortie's "obsolete" patch and it worked perfectly.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Lever Softworks

Well, did you ever end up completing any content?

Good karma+1 vote
agreenman
agreenman - - 39 comments @ malortie

Hi, just dropping by to say thanks for your work with 2013 SDK patches. So many great mods would not be playable today without your help (at least not for the layman). Thank you!

Good karma+2 votes
agreenman
agreenman - - 39 comments @ Half-Life 2 Mirrored

Hard to remember what else? Maybe a little game called Entropy Zero 2?

Good karma0 votes
agreenman
agreenman - - 39 comments @ Random 17

You were supposed to shoot the explosive barrel at the top of the stairs which summons the NPC.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Mapbase

Same. Everything is mat_fullbright 1.

Lol, apparently if you enter console command mat_fullbright 0 while playing the game, it fixes the problem. I tried that on the main menu and it didn't do anything, so I assumed it was broken. Start a game first and then enter the command and it should fix any bright lighting issues.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Combine Supermax

All you have to do is find the "Mapbase" mod on moddb, download, and extract it to the sourcemods folder. It'll be three separate folders. There's a readme in the .zip as well if you're still having trouble.

Good karma+1 vote
agreenman
agreenman - - 39 comments @ Half-Life 2: Inhuman

Demo is tough, but engaging. Minimal health and a bizarre energy system. Was it actually doing anything to prevent what little health I have from evaporating away? I shouldn't be running out of health at 130 suit charge. Not even sure suit charge functions as anything.

Enemies were sponges and required precise hits to take down. Tanks unless you're a crack headshot marksman. Shotgun doesn't have the spread it needs to pack the same punch we know and love in Half-life 2. I did like the Zombine regular zombies. There seemed to be three levels of "shamble" and I appreciated the variety and challenge.

Level design is good, but environments are bland and unrewarding. I think there was maybe one single supply crate in the entire sequence.

Enemies can quickly shred you to bits, but seemed to have poor accuracy when the player is moving. The game rewards running and gunning at high velocity, vaulting over obstacles, waving that shotty around which can seem a little chaotic and unsuited to the atmosphere, but boy was it fun. Felt like a total badass dumping shells into Vort eyeballs. Movement reminded me of HL1.

Overall an intense and focused demo. Way too short to make any sort of judgement on the final product, but it's a good start. I wouldn't get too cheeky with the mechanics, though.



Good karma0 votes
agreenman
agreenman - - 39 comments @ Guard Duty

Cool. Do you have a demo or anything to show for all this hard work?

Good karma0 votes
agreenman
agreenman - - 39 comments @ Silent Escape: Induction

Loved this mod. Level transitions were amazing. Each new map is introduced with a bang that very quickly sets the tone and emotion of what's to come.

Phenomenal atmosphere. Exquisite use of teals and blues and greys and warm colors. The night-time outdoor scenes looked incredible. Heavy use of fog that often felt overused and disorienting, but gives way to a spooky eeriness and adds that fog-of-war element to make otherwise simple encounters more challenging and terrifying. You need to think and react quickly, and although I thought it annoying at times, I have to admit it added a unique freshness that was continually engaging.

Music was excellent, if a bit on the aggressive side, and crushed the mood/timing of certain sequences.

Combat was tight, intense, and claustrophobic. Variety could be improved and made less "swarmy", but it was the map design that really sold me on gunplay. It's a bit different than you're used to in Half-Life, but it works and feels balanced. Low health added tension and despair, but I never felt hopeless or overwhelmed. Difficulty was a touch challenging, but fair.

Overall an excellent mod. It's certainly unpolished, and despite some graphical oddities and bugs that had me noclipping out of getting stuck, the gameplay felt solid. Strong foundation beneath this one and it's great to hear there could be a remaster in this mod's future. It certainly deserves it.

Good karma+3 votes