Description

Source SDK Base 2013 Singleplayer will need to be set to use the ‘upcoming' beta.

Preview
Entropy : Zero 2 Demo
Post comment Comments  (0 - 50 of 71)
sumbum21
sumbum21 - - 87 comments

HL Alyx, doom eternal, black mesa and now EZ 2 all in one month?

This is an amazing month for gamers...well a **** month for everything else, yes, but a good month for us nonetheless!

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sebi5
sebi5 - - 88 comments

EPIC!!!!!!!!!!!!!!!! I AM HAPPY NOW ITS CHRISTMAS EARLY

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Dune_Jumper
Dune_Jumper - - 1,586 comments

Yes.

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wotmate
wotmate - - 14 comments

I've been looking forward to this more than I have Alyx

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MaiYass
MaiYass - - 39 comments

Why'd you replace the Advisor in the beginning with an Elite? Kinda preferred getting orders from Advisor if I'll be honest...

Also, I noticed there's no chapter 3, is that a joke about how Valve can't count to 3 or is that a genuine bug?
(https://i.imgur.com/bMiDFbH.png)

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CW3D
CW3D - - 432 comments

The Elite was in the newest story revision of EZ2. We planned on changing it back to an advisor, but we didn't have time to, so you'll most likely see that change in the final release or something.

And there's no chapter 3 in the demo, because we want to keep that chapter under wraps as there's things in there that we want to surprise the player with, don't wanna spoil that ;P

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TeAniMate
TeAniMate - - 8 comments

Nah, just a HUGE spoiler at chapter 3

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Red025
Red025 - - 43 comments

IS NICE AGIAN MY TEAM OF2 LOST GIVE 10/10

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Solruthis
Solruthis - - 8 comments

Well, I've just completed the demo. Time for a review/bug report.
Let me preface this by saying Entropy: Zero is far and away my favorite mod for the Half-Life 2 series, and as per the original's request I played this one on hard, aka: elite. Spoilers for the demo below.

The Good:
-AR2 feels ******* *fantastic* and acts as the precise powerhouse it should have always been. I used it almost exclusively.
-The addition of combine allies lends a wonderful tactical aspect to fights, when managed correctly and they aren't getting themselves killed as per half-life 2 AI. A squad at your back can turn a hairy situation into a cakewalk.
-The various Half-Life throwbacks are all pretty good, a surprising and welcome addition.
-Bad Cop's dialogue in general.
-The relay grenade I believe is a fantastic addition, I always love monster infighting and a touch of random chance to fights in games.
-There doesn't seem to be a limit to sprint, though you sprint more slowly, it feels nice as you're a heavily-armed combine elite rather than nerdy doomguy.
-The jumpers were a great addition, caught me completely off-guard, I was expecting to be hit from the sides or behind, died being very confused before I looked up from my corpse to see them hopping around above me. Perhaps the greatest enemy addition I've seen so far.
-Quantum Crab made for an interesting miniboss, though a little lackluster. Maybe add something to spice up the encounter, rather than a swarm of assistant crabs?
-Pet hunter

The Bad:
-The damage is perhaps a little *too* oppressive? It made more sense when you were a lightly-armed metrocop, but here it still feels like you'll die the moment your head pops out of cover. While the tactical, cover-based aspect is certainly refreshing compared to the norm of Half-Life, still something to consider tweaking slightly.
-The APC. Just in general. The concept is great, but in execution, you lose control of it unless you're going very slowly, I mean it's fitting given it's bulk, but it's damn-near impossible to steer it. The turret felt almost useless, I feel like it's a bit off-center with the reticle? When you get out of it, the animation seems to linger far too long, leaving you wide open and very vulnerable for a long period of time. The worst aspect by far was that any hit you take does direct damage to you. Given the size of the APC, this meant it was a complete and utter death-trap and not worth using at all. A lot of work needed here, I feel.
-A very, very minor thing, really more of a personal preference, but even though it has infinite ammo, years of Half-Life have conditioned me to never break a box using a gun, otherwise it feels like a waste. Maybe add *something* as a melee weapon? Again, more just an issue of re-training my brain.
-Combine AI could use a little work, mostly in the way of avoiding danger. First mission had my sole ally running up to grenades trying to follow me and hurting himself. Third had my squad having a bad habit of standing out in the open during firefights.
-Zombigaunts, while a surprising and welcome addition overall, don't really add much in aside from being an excuse to throw in more vortigaunts, maybe add in a more zombified model, if possible?
-Vorts OP. They do massive damage in the span it takes you to turn a corner and see them, and with the sheer numbers they come in, it's just far too much.

The Buggy:
-Pet hunter can't handle slopes. (The slope leading up to the lever to turn on the power. Got stuck about half-way up and that was the last I saw of it 'til it teleported to me for the end of the section.)
-During the first fast-forward, my weapons showed up during the cutscene. This added to my initial belief that it had accidentally skipped half a level.
-A minor thing, but the dropship during the APC section seemed.. well, it was moving far too fast and were the source engine more realistic it would've slammed into the ground and destroyed itself.
-Bullsquid spit seemed to be invisible until it hit the ground.

Overall, very good work. I have high hopes for the finished product.
*We will watch your career with great interest.*

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Breadman_at_Hartley Author
Breadman_at_Hartley - - 190 comments

Thanks for this feedback!

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Guest
Guest - - 690,290 comments

For some reason (I even checked my hidden games, also everything with my source sdk base is set) when I put it in sourcemods it wouldn't show up anywhere

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MaiYass
MaiYass - - 39 comments

You have to restart Steam once you've put the mod in the sourcemods folder.

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Guest
Guest - - 690,290 comments

i did that like 10 times it did nothing

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GeneralTrivium
GeneralTrivium - - 139 comments

Are you actually extracting the mod folder from the zip file, or are you just putting the .7z file in your sourcemods folder?

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Guest
Guest - - 690,290 comments

This comment is currently awaiting admin approval, join now to view.

MaiYass
MaiYass - - 39 comments

Loved the demo! Especially the last level, those throwbacks to the originals were great.

My one gripe is the difficulty, and even then the good outweighs this issue. I played on hard, and for the most part thought everything was pretty fair, with a few exceptions.

The rebel shotgunners, bullsquids, vorts, and zombie vorts were a bit overpowered IMO, all of which because they were just too fast. Facing one of these enemies isn't too much of a struggle, but once you have multiple of them or they're supported by a group is when it gets sort of ridiculous. I don't even think their damage needs to be changed, I just need a window of opportunity to react.

Black Mesa: Source had a similar issue, the vorts attacked way too fast and it felt OP, then they were nerfed to charge up their attacks slower.

Aside from that, amazing mod, I can't wait for when this comes out.

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Guest
Guest - - 690,290 comments

This is wonderful.

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Guest
Guest - - 690,290 comments

how come when i download this it's just a single file? in the description it says "extract the folder" but there is no folder. I did all of the other steps and it doesn't work.

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wotmate
wotmate - - 14 comments

The file you download is a zip file. You need to use a program like winrar or 7zip to extract the contents of the file, which is a folder full of stuff. Then you put the folder full of stuff in your sourcemods folder and restart steam.

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Guest
Guest - - 690,290 comments

so do i need to put the winrar file in sourcemods or what ?

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Duchey
Duchey - - 7 comments

put it in sourcemods and extract it using winrar. or windows 7zip.

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Guest
Guest - - 690,290 comments

Finaly 😍

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wotmate
wotmate - - 14 comments

Ok, some thoughts on the demo...

Bad cop talks too much. I don't need his back story, just the occasional smartarse quip.

I think it would make more sense for his orders to come through as text in his mask, and not as a combine elite giving him orders over video. Maybe even have an advisor instead of a combine elite issuing the orders, but definately via text.

It's nice to have a hunter on my side for a change. It would be great to be able to issue orders to it.

Apart from that, the gameplay is good, the pacing is generally good (Some of the corridors/canyons are a bit too long), I LOVE the new AR2 reloading animations, but the SMG pulls up too much under fire.

Still looking forward to the full release. I can guarantee that I'll be playing E:Z2 sooner than I play HL:A (unless someone has a spare index kit they want to post to me).

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Duchey
Duchey - - 7 comments

you can get an oculus headset very cheap, i personally used a second hand htc vive to play it. it worked very well! Valve keeps an eye out of non-index users.

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Reker_Newman
Reker_Newman - - 12 comments

I don't have "Sourcemods" folder in "steamapps" directory. Do I need to create it? I would really appreciate your help.

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Reker_Newman
Reker_Newman - - 12 comments

I installed "SDK Base 2013 Singleplayer", HL2 and HLEP2 but the "sourcemods" didn't appear in "steamapps". So I decided to create it manually. After I extracted the mod-folder to "sourcemods" and restarted Steam there was still no mod im my Steam library. I don't believe I'm the only one with this problem. Any ideas?

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GeneralTrivium
GeneralTrivium - - 139 comments

The file path should be something like X:\Program Files (x86)\Steam\steamapps\SourceMods

And you're sure you're extracting the mod folder from the .7z file and not putting the .7z file in SourceMods?

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Reker_Newman
Reker_Newman - - 12 comments

Well... Actually my path is like: Y:\SteamLibrary\steamapps (I've just checked C:\Steam\steamapps and found "sourcemods". Yeah... That was awkward)
And I'm shure that it was mod folder from the archive.
I'm going to try new path that you gave me. Thanks!
...
Edit:
It is working! Thanks GeneralTrivium!
There is another problem now: no subtitles. I can see them turned on in the settings ('dialogues only'), but they don't work.

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GeneralTrivium
GeneralTrivium - - 139 comments

If you are running another language version of Half-Life 2 then you need to set English subtitles manually. Use "cc_lang english" in the console.

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NiaxTi
NiaxTi - - 4 comments

Entropy Zero 2 is a massive step up from Entropy Zero, the combat is fantastic and feels great, difficulty is fair and really enforces the whole cover and peek system, the new enemy types such as the rebels with welding helmets, and the rebel jump troopers spice up the game play keeping you on your toes.

Vorts and zombie vorts could use a little work, the zombie vorts play the same as regular vorts. Bad Cops dialogue is unique and at times pretty funny. I ran into a few minor problems that were all at my fault, (not realising the APC was actually drive-able)

The references to aperture science is hopefully going to lead up to a really unique and interesting take on a half life mod story. All in all i'm really excited to see this mod fully finished

Best mod 2020

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Terrorist495
Terrorist495 - - 266 comments

Are you planning to add subtitles?

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GeneralTrivium
GeneralTrivium - - 139 comments

Subtitles are already implemented, do you have them turned on in the settings?

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Terrorist495
Terrorist495 - - 266 comments

Yes, but they do not work. I use Russian version steam and game.
I start a new game, the metrocop starts talking, but there are no subtitles.

UPD: I use console command "cc_lang english" and subtitles works

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GeneralTrivium
GeneralTrivium - - 139 comments

Glad you found a solution. I was about to say that we do not have Russian subtitles.

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Blue199
Blue199 - - 6,971 comments

Wew, gotta give this a shot

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victor_paiva
victor_paiva - - 9 comments

Masterpiece mod, one of the best, if not the best, top quality stuff there, congrats.

Love being the commander of a combine squad, but I think that there's more room for some "tactical" adjustments, like commanding your squad to breach a door for example.

You could do that by adding a trigger by the doors using filters and scripted_sequences, would be a nice addition, because you're leading a team of commandos, combine soldiers are the best of humanity can offer, you know.

Also you should "zombify" more the vorts, using more zombie-like animations, the way they move looks like they're just regular vorts with a crab in their heads, could use some more work on them, but the idea is fantastic.

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Guest
Guest - - 690,290 comments

i think its just me, but everytime i try to start the game, i crash once i past the Valve intro. i tried reinstalling it and its not even showing up in my library before. is there anything i could do to fix it?

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Dark1Isaac
Dark1Isaac - - 890 comments

read that you need to set Source SDK 2013 singleplayer to 'upcoming'.

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Voidwalker113
Voidwalker113 - - 7 comments

Whenever I try to play it, it closes after the valve logo with no error message or anything. Am I doing something wrong?

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silent-
silent- - - 33 comments

Have you switched the Source SDK 2013 version to 'upcoming'? That resolves the problem. Like I said below.

Consult ReadMe for more informations!

EDIT: There's no ReadMe lmao

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Voidwalker113
Voidwalker113 - - 7 comments

had to reinstall sdk and forgot to switch it, fixed the issue

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HolyKeers
HolyKeers - - 2 comments

Мod crashes after Valve Intro.

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silent-
silent- - - 33 comments

Have you switched the Source SDK 2013 version to 'upcoming'? That resolves the problem.

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silent-
silent- - - 33 comments

Love this.

Also gonna reply to every 'Valve Intro Crash' - switch the Source SDK 2013 version to 'upcoming' to resolves the problem.

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GodofDarkness
GodofDarkness - - 548 comments

It seems I'm not the only one getting a crash on start up, hope you can respond Breadman.

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GeneralTrivium
GeneralTrivium - - 139 comments

Bruh, the answer is literally posted everywhere, in this thread, and in the file description itself.

Set your Source SDK Base 2013 SP to the "upcoming" beta in its properties.

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giopicaso25
giopicaso25 - - 5 comments

I've been following original EZ mod since release,and watching progress of EZ2 since 2018 after renewal of development .Played the recent demo and it's just fantastic,gameplay,story bits, I love it,you sure are making awesome work in HL2 modding community,breadmen.
Yes,it's demo with pros and cons (Alpha and subject for change),Badcops monologue in the beginning was awesome.Combine allies aren't just dummies and actually help you out,HL2 system commanding them done very very good with visual aid ,which is super awesome and handy.Could be cool to tie grenade choosing hotkey to G,which just serves same role as Q.
There are moments ,I'm not really fan of considering story and lore (I'm not writer,mapper,gamedesigner, or programer,just ordinary player sharing his opinion and suggesting ideas) I'll touch only moments which I didn't like much,everything else not mentioned is fantastic.
Problems...Zombie vorts are one of them ,that whole section felt strange,you stop in tunnel,road blocked so you are looking for a way to open exit gate,at first place doesn't feel abandoned at all,you encounter dozen of headcrabs on stairs ( 3 or 4 as I recall, for one stair case,I was playing on hardest difficulty) After that you encounter rebels,new kind of enemies which was just breathtaking (Aperture gear and long fall boots ^_^)it was awesome and then we enter underground part,which as I guessed is abbandoned and felt strange after upper part,new type of headcrab ,it teleports and black fog appears,awesome(HLA definitly stole the idea :dd)and after whole procedure we encounter Zombiefied vort,which supposed to be locked in this place.
The whole zombiefued vortigaunt is cool,however they will be definitely subject to change I think ( How and everything else is for breadmen to decide ) (Xen headcrab model is just sick)
From lore standpoint they should be genomes by now,if we are taking Opposing force into canon (that isn't critical,just detail)
I like idea that,if zombines can use grenades so can zombie vorts use energy blasts and its cool. My suggestion would be remodeling vort, probably,adding claws to their arms and making them Zombie like (Which team probably discusses anyway)
It could be genome like enemy for EZ2,not having open stomach and acid like stuff,but having close range attack and long as well,energy blasts I mean( Even tho there is no melee attack animation for vorts in vanilla HL2.So animation work is required,it's a suggestion only).
And when you are returning to the car ,spawned vorts are too many and more deadly to the predecessor game.I think damage is a bit up there.The one blocking the doorway after opening doors was also super cool.
First Arctic map in demo was also awesome (only bullsquid cave doesn't feel like cave)
and also part between long tunnel and rebel checkpoint ,there are separate bullsquid caves which also feel strange and out of place,maybe making one cave in there ?
Overall it's fantastic work! Good luck to the team!!!

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Aptekarr
Aptekarr - - 125 comments

Moddb.com
I maked FlashLight fix, if anyone needs

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Guest
Guest - - 690,290 comments

the install description doesn't work when I download I get a thing telling me what to open file with what do I open it with if not plz make it a zip file download or tell how to extract it to zip file

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GeneralTrivium
GeneralTrivium - - 139 comments

Download 7zip 7-zip.org in order to extract the mod. You can then either right click on the file to extract, or double click it to open it and then click+drag the folder to the correct place (SourceMods)

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