![]() some nice battles with mounted machine gun and against a tank, but way too many marines. Longest chapter yet, and pretty boring too. For mappers, this is a func_train with angular velocity to make it appear to roll along the car. Mapper’s Corner: Remember the moving and spinning tram and barrels I mentioned in the elevator sequence? Here we see another example of this at-the-time mystery mapping trick: the rolling cable spools on the flatcar are a more obvious example and it’s the one I studied to figure out. It of course shows up later in Blue Shift, but I thought it was a nice buildup to going to Xen. The standout part of this chapter for me is actually the nifty teleporter sequence at the end. The slaves take a bit of punishment and are very fast on the draw when playing on Hard – and this section has a long period between health for the player (thank god for the body armor though). And it wasn’t by the grunts! Those parts in the tunnel where you’re facing headcrabs here and there, and a bunch of slaves teleport in, is pretty tough on Hard. I have to admit to getting my ass kicked in this chapter. That said, I did really like the trainyard setting and thought it could have been expanded a bit to strengthen it as a setpiece. I agree that reaching the surface didn’t have the impact it did in Half-Life, but that’s hard to duplicate (and Calhoun certainly hadn’t been toiling underground nearly as long as Gordon was).
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