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You can turn left and go through a door after defeating the first wave of hunters. That way you'll enter the room with 6 Hunters through a door and will be in more convenient position to fight them.
Yes, the puzzle elements can be puzzling, but I see nothing wrong in making the player stop and think for a while.
Right, the moment of becoming small is awesome. I remember thinking about it and how great it would be long before I reached creating that metal room.
And above all, I'm happy to see that you enjoyed the map.
These screenshots and new ones that I found on the site ( Violationentertainment.com ) look promising so far. I like the car design.
If some more progress will be made on this, I'll be happy to see it.
I just watched some screenshots, and said "Wow!". Indoor areas have nice clean design, atmospheric lighting. I certainly would love to walk around these places. Hope the mod will be finished and released one day. And there are also town and forest levels! Cool! Also some originally looking mysterious places on first two screenshots. Overall, great variety of locations.
Custom models look stylish and well-detailed.
Thanks for support :) As for the dislikes, I think there are two reasons for that.
Firstly, some people can't do jumping sections in this mod, and it makes them angry. My bad, I should have made them easier, I didn't realise how hard they actually are.
Secondly, some people didn't see a REALLY bad mod, they should see it to understand that Typical Disaster is not that bad:
Thanks for commenting. I'm glad that you found the planet and liked the mod. Unfortunately, I don't know how to fix the trader, so had to leave him as he is. By the way, you can see more videos and images from early in-development versions of Freelancer here:
I know that there was an intro cutscene in Freelancer which took place on planet Pygar, but it was cut from the game. You can watch it here:
If you're interested, here you can read very detailed reviews of Z-Hunter and Salvational Temple:
The ventilation on the lower roof is the exit of slums_2 map.
The two doors are in the end of riverbed_3 map.
Wow, this mod was different. I left a review:
Some feedback that didn't make it into the review:
The gameplay contains very challenging environmental puzzles, where we have to carefully explore the place to find a way to advance. I solved them all without a walkthrough, they just require some time to think. But at one place where I was supposed to climb on the rooftop of the building, I had to explore the level with sv_gravity, because I didn't notice a way to the roof at first. At another place I found the way out only when I started to explore the level with noclip. There was a ventilation shaft on the lower roof, and for some reason I didn't consider trying to go it it. In the place with two doors with red lights above them I thought that I should get to the fence which is to the right from them but when I put a trashbag in order to get on the ventilation, the clip brush stopped me. After that I used noclip to make sure that I have to go through these doors, then went back and found a way to open them.
I only had to use the walkthrough close to the end where I was supposed to destroy the wooden planks with pyrokinesis. I totally forgot about it. Maybe the fires on the distance were supposed to remind, but they didn't help me to remember that I can launch fires.
Thanks :) Good to know that you enjoyed it.
If it wasn't fast and easy to just try every possible lock combination in Saw, I would think about adding more clues or removing it.
I plan to make more maps for this mod in the future, but considering how very very hard it was to bring myself to finish and release this one, I need a miracle to actually create them.
Thank you, carlos0809!
Sorry, but I don't see the need in checkpoints, because the map is small and if you have difficulties and die, you can make a screenshot of the puzzle, pause the game and solve it without the pressure.
But, of course, if I ever make more maps for this mod, I will put places where the player can die not far from the map start point, so you won't have to redo a very long way.
Thank you, rabyte and SPY-maps!
I can't wait to find out your impressions about the mod when you complete it.
The design is excellent. We are in some unknown city, and while in general everything is very similar to Half-Life 2, there are many unique details.
In the end we'll have a glimpse on fantastic original location. I hope we'll be able to run, jump and swim there in the future.
This mod has many familiar things, but they are done differently, so it's definitely worth playing.
Read full version of the review: Moddb.com
Excellent City 17 based mod. We will visit city streets, tunnels, canals, flats. The design is well done and atmospheric. There is a pleasing puzzle which uses the game's resources creatively.
The HDR is too bright.
Thank you, nice to hear that, because I put some effort to make it interesting.
Prey is one of the best games I've ever played.
Few interesting videos:
Custom deathmatch maps gameplay with bots
Moth's playground: Youtube.com
Experiments with Prey engine
Gravity system: Youtube.com
Latest add-on maps
Deathmatch map Bender: Youtube.com
Single player map Surprisingly Focused: Youtube.com
Small deathmatch map. Here we have two symmetric floors which are connected with portals and wallwalks. The design is top notch, it mostly uses tech_wall\kf_* textures. The author also found a place for two small gravity volumes.
What's great is that this map plays very well with bots, they provide fun and challenging fight.
Could you please tell me the exact sequence of actions that I need to do in order to freeze the AI?
Your review contains valuable feedback that I'll keep in mind in the future. Thanks.
I like this game. It has original gameplay, great graphics, beautiful and interesting world. I can't wait for more content.
I agree that Half-Life modding has advanced these days and this mod is not one of the best ones. But it's also far from the worst, and release at PlanetPhillip showed that people who like the old-school feel are still around. It was well received there and that's why I decided to give it more attention. As for doing more practice and coming up with better - it's already done, the links are at the bottom of the news post.
Thanks :) Unfortunately, modding Freelancer is not in my current task list, but who knows how the life will change in the time ahead...