My nickname is pronounced [kvoz/\luri]. Things I love: Dead Space, Propper (Hammer compiler), Win 8, coffee. Things I hate: TF2, Garry's mod, unnecessary graphical things like parallax and people who're praising these over anything else, and lack of real, widespread advancement in computer-user interface.

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Blog RSS Feed Report abuse Latest Blog: [Dark Interval] Ideas for providing sufficient gameplay early in the game

1 comment by Cvoxalury on Jul 2nd, 2014

As you may know, Half-Life 2 is a shooter game. It may present to a player a lot of side elements like a [rather limited] roaming, puzzles fueled with game physics, or opportunity for having fun by throwing junk props at metrocops. But in the end, it is a shooter, and you'd expect some action to be found before you run out of patience roaming the city streets.

I have lately been working extensively on certain city levels, and could not have left this issue unadressed. Surely there is the thick atmosphere of the original storyline, the city filled with smoke, darkness and despair, but I personally wouldn't prefer spending about 1-1,5 hour without any actual action. First you have the lengthy train ride through the wastes, then you have to roam the streets and locate the Manhack Arcade (that would have at least some gameplay, and I have various ideas on it as well), and there is much more space waiting to be put in the mod, for that it is a 'leak-themed' mod, so it would be pointless to shorten the player's path following the Valve's example. So, what do we do?

 At first I turned my attention to things like branch player routes originally present in the leak levels, e.g. the little underground journey present at the Industrial map, where a player would fall down a shaft/pit and would have to locate a way back on the street, through flooded and ruined basements. Following the general logic of 'you can do what you want where the police isn't present', I placed some headcrabs and such at this part of the level, so that the player can have at least some shooting or lead pipe smashing. Then, making it a part of the linear walkthough, I extended this bit. Still not really enough, I say, for that we have at lest half an hour of more street walking ahead of us. Then I realised, that we, taking the role of G. Freeman, are the liberators after all, shouldn't we be fighting the oppression wherever it is present? Of couse, I'm not talking about going SMOD-style and shooting down every cop in the area (no offense to SMOD itself, and its creators!). No, I would prefer a more subtle experience. Say, we have to escape a police raid. Really, we need to. We need to neutralize the enemies rather than have a scripted ally deal with them, while we are having a black (white?..) out. Freeman is heading to the lab anyway, and he likely doesn't have a database entry, so he won't get caught once done with the chasing party. Or even better, how about that: at some backyard, while exploring the area, we are met by some cops gone 'hunting', trying to get more than they do in CP, basically beating&robbing citizens. We fight back the best we could. At first they don't request assistance (their deems being rather exclusive to the system's rules), yet when they meet sufficient resistance and do request help, we might get into trouble - the sector [the level we're on] is going to be placed in lockdown... in, say, 2 minutes. We have these minutes to leave, or if we feel lucky, to prepare and fight (though it would be really tough). Or if we simply fail to escape in time, we have to evade patrols, be it stealthy or fight-y. Having to operate hanging wathtowers and like that. I really think a system like that could be a fine addition.

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Post comment Comments  (10 - 20 of 20)
Cvoxalury
Cvoxalury Jun 27 2013, 3:54am says:

Lol, I thought of releasing a demo at like the first days of July but now HL3 is believed to be confirmed* on July 3rd. Valve always breaks mods one way or another, lol. =)
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+2 votes     reply to comment
MrGccc
MrGccc Jun 27 2013, 7:46pm replied:

PC Gamer was just joking, and a Valve folk said that there was no ARG or something, that he was just messing around, I don't think HL3 is actually going to show up this summer.

+2 votes     reply to comment
Cvoxalury
Cvoxalury Jun 28 2013, 3:22am replied:

Well all that 25-13-3.7 stuff… I am not a person who's into all this, but you never know how it could turn out. =)

*sigh* Yes we do know how it will turn out though.

+2 votes     reply to comment
FestiveLuna
FestiveLuna Dec 15 2012, 7:10am says:

Are you still working on dark interval?

+3 votes     reply to comment
TheZealot
TheZealot Jun 7 2012, 3:06pm says:

Is there any chance that Dark Interval will be released when it's finished?

+5 votes     reply to comment
M0rg0n_Fr33m4n
M0rg0n_Fr33m4n Jun 7 2012, 9:18pm replied:

dont see why not, they have been putting lots of effort into the mod

+3 votes     reply to comment
Cvoxalury
Cvoxalury May 19 2012, 11:52am says:

I don't like that new status. «GarrysMod»? I don't even know what this garrys mod of yours is.

+5 votes     reply to comment
mediochrea
mediochrea May 13 2012, 5:58pm says:

Зелёные титизены.

+2 votes     reply to comment
Cvoxalury
Cvoxalury May 19 2012, 10:24am replied:

Нет.

+3 votes     reply to comment
hogsy
hogsy May 13 2012, 10:41am says:

Tracking you :)

+2 votes     reply to comment
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