Research and Development
Comprox
*chortle*Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
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<div class="IPBDescription">HL2:EP2 SP mod</div><a href="http://www.moddb.com/mods/research-and-development/news/research-and-development-released" target="_blank">http://www.moddb.com/mods/research-and-dev...opment-released</a>
A fun SP mod which is very puzzle based and has no guns (but still tons of action in other ways). It's only an hour or two long at most but the gameplay is fun and the visuals are just fantastic. Yes, it requires EP2 to run.
A fun SP mod which is very puzzle based and has no guns (but still tons of action in other ways). It's only an hour or two long at most but the gameplay is fun and the visuals are just fantastic. Yes, it requires EP2 to run.
Comments
I haven't felt this smart and awesome at the same time since Portal.
I like.
--Scythe--
~~Sickle~~
~~Sickle~~<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you have some kind of "annoying text decorations" war going on with that ninja character?
[edit]Ninji even
[edit]Ninji even<!--QuoteEnd--></div><!--QuoteEEnd-->
He's making fun of him, yeah.
It's not that funny for me when my eyes bleed.
<!--coloro:grey--><span style="color:grey"><!--/coloro-->Well I'm still experimenting with my posting style so if you have any suggestions, it'd be appreciated.<!--colorc--></span><!--/colorc-->
~~Sickle~~
~~Sickle~~<!--QuoteEnd--></div><!--QuoteEEnd-->
Well that's less annoying than italics or the mess you had earlier. I don't think you really need to do this to make fun of Ninji or whoever. I'm sure they can do a good job on their own.
~~Sickle~~<!--QuoteEnd--></div><!--QuoteEEnd-->
You should reply to posts in other threads. Like, quote this post that I'm making, but post the reply in another thread, possibly with a link back to this one.
And that ~~Sickle~~ thing could be worse.
~@~$1c|<73~@~ for example.
And that ~~Sickle~~ thing could be worse.
~@~$1c|<73~@~ for example.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:grey--><span style="color:grey"><!--/coloro-->I take back that suggestion thing.<!--colorc--></span><!--/colorc-->
~~Sickle~~
The one thing that bugged me a little was certain puzzles required foreknowledge of some sort. Like that you can use the gravy gun to make zombines drop their grenades. I had actually not known that while playing HL2. Also, often times the puzzles are a bit too disjointed; there isn't a continuous theme or anything that leads from some puzzles to another. Unlike in Portal you learn 1 thing at a time and then use it all to heck.
I know sometimes I resorted to throwing things randomly around to see what I could use.
Also, there is heavy use of in-game text (i.e. written on a computer screen or on the wall) which can make life a bit difficult if you have lower settings.
But, I still recommend it. Just stick with it and ask for a hint if you get stuck once or twice.
The one thing that bugged me a little was certain puzzles required foreknowledge of some sort. Like that you can use the gravy gun to make zombines drop their grenades. I had actually not known that while playing HL2. Also, often times the puzzles are a bit too disjointed, there isn't a continuous theme or anything that leads from some puzzles to another. Whereas in Portal you learn 1 thing and then use it all to heck at a time.
I know sometimes I resorting to throwing things randomly around to see what I could use.
Also, there is heavy use of in-game text (i.e. written on a computer screen or on the wall) which can make life a bit difficult if you have lower settings.
But, I still recommend it. Just stick with it and ask for a hint if you get stuck once or twice.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:grey--><span style="color:grey"><!--/coloro-->I guess Valve kinda failed there with the grenade thing. I'm not sold on the text thing, given how much gibberish text there is in the game already. Actually, it reminds me a bit of the SoMI enhanced graphics, where some of the things you can interact with are hard to spot with all the added details on the screen.<!--colorc--></span><!--/colorc-->
~~Sickle~~
Indeed, Source and vehicles is asking for trouble. I have yet to see any vehicle behave like a vehicle in Source :D (all cars up until now, seem to be using slicks on a wet circuit)
And thus why any good game w/ vehicles using source completely re-writes the vehicle code. Eternal silence did and the ships handle wonderfully. Empires didn't and the tanks feel like cars w/ armor plating.
I was hoping.
Yeah, same. :(
I think the game is more frustrating than anything
In the battle against the chopper/gunship in level 3 i killed myself a few times by picking up the glass shields...they flew me away and dropped me off in midair to fall to my death...
Mr. Whirly is undoubtedly the worst part I've come across so far. It looks like there's some way to kill all the barnacles with electricity - but I can't figure it out. What I tried to do is hit the power station with mr. whirly - this just made the blade come off of the machine... so I put it back on... and when i got back in it came off again... so I put it back on... and the mr. whirly was still running and killed me. I had previously gone through the mr. whirly part on foot because he got stuck and I could not free it. Can't figure out what to do at the dead end though. I quit instead because it's just been very frustrating.
If you're in a dead end, try smashing through wooden stuff.
If you need to get over a gap, look for stuff to bridge the gap.
If you need to jump a ramp, look around for an upgrade.
My one real complaint is the reliance on invisible walls. They keep on showing up, and they are a major hallmark of bad design as far as I care. If you want to block off an area make sure that the player knows they can't get there simply by looking at it.
That being said, I thing most of it is very well done. I loved the train+acid level. Lots of the "here is a new mechanic you must learn, now do it under stress. Now here is a new mechanic, do it under stress, now mix with the previous ones". They did that VERY well for most of the scenes.
First thing I thought of...