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Fast Detect 2 : D I G G E R Для начала должен сказать, что заниматься второй частью на более сложном движке в одиночку я больше не смогу, это отнимает колосальную энергию и не даёт проекту быть доработанным во всех отношениях, но останавливаться я все равно не буду, так как проект Fast Detect еще не раскрыт полностью. Для того чтобы сделать интересный и полноценный геймплей Fast Detect 2, нужны хорошие ресурсы. Вторая часть никакого отношения к Half Life больше не имеет и получает собственный мир и сюжет.

RSS Reviews  (0 - 10 of 33)

Let me start with saying that i know what it is to make a mod alone. And that for years. I just released myself a mod which i worked on for 5+ years, as some of you maybe know. I have been following this mod for severel years and the screens and videos did show great stuff. So i expected quit a lot of this mod. Ofcourse are the screens and videos always much better as the mod itself, because it does show the best parts. But, now that i have played the full mod, took about 6 hours. I am very disapointed because there are so many issues with it that it shouldn't be released like this. I have made a list of issues below;
Still, i do admire his time and effort that he did put in to this. But overall the quality is very different, some parts are really very well made. Others look and feel like they were put together in a few hours.
So, all in all i give this one a 5 out of 10. I could play it on my GTC960, 8 core computer, but still had quit a lot of fps losses and crashes. So i assume many people will not be able to play it at all.

-i love open worlds but map 1 is a bit to much in that way that as player i didn't know
were i needed to go.
-I encountered two buttons from which i didn't know what they did.
-there are some glass windows that alow you and combines to jump and shoot through.
-some textures are very nice but others are scaled up which makes them kind of uggly to
see up close.
-did encounter quit a lot of crashes while i saved manually, did miss quit a few auto saves
which made that i had to start all over again earlier in the level. When you find for instance
a new weapon it would be best to place a autosave trigger there, in my opinion.
-sequence of activating the portal is very confusing. You need to push 2 buttons, but its not
clear what they do and in which sequence you need to activate them. Took me quit some
time and walking around severel times through the entire level to figger this out. And it didn't
help when i finally reached the working portal and it broke down which made me have to
remember and go back to those same buttons to activate it again.
-did like the idea of level2, but the layout was way to big, all that walking back and forth to
just get ammo and health. And the fps were awefull in some places.
-level3 also awefull fps, and many enemies can be killed from far away while they just stand there.
-i like the idea of taking the weapons away of the player in particular cases, but do to this with
a text on screen that says; i cast away my weapons and go on quietly???
-large inviseble wall in a tunnel, small inviseble walls were it is not sure if a player could get to
the other side or not are ok. But to block a whole tunnel with one is a no no, when you ask me.
-right after start of map P5L1 the player needs to open a electric fence, but he doesn't have his
physcannon, even when it was given to him earlier. So i used the cheat command to get it.
-and in one level the player had new footstep sounds it seems, although they give running sound
when you walk, and walksound when you run. Quit confusing because i thought i was music or
map sound, or, someone following me.
-the map before P6L1 had a button that opend a door at the other end of the map it seemed, took
me at least a half hour to see that suddenly that door there was opened. Am not even sure if i
opened it with that button.
-map P6L3 started with a "AI_Diabled".
Had to restart manually map P6L3, after restarting game, but then i noticed i lost all my weapons,
health and suit. Which means this or all levels don't have a playerstart with weapons etc. Which is
best to do in the future, because sometimes people want to play manually just one particular map.
-and P6L3 had doors which were just door models placed against a wall, without door doorpost
or anything. I understand why the mapper did this, but it is very lazy mapping when i may say so.
And when it was just one door, but there were at least 10 to 15 of them made like that. really odd!
-missing textures, in some levels there is one or two textures missing, same with a ammo model.
-map P7L3 has large holes in the ground were you can fall/walk in but can't get out.

Leon

Was very disappointed with this Mod.

Performance issues and buggy such as NPC's totally ignoring you - but they are minor things compared to the major issue. The Map design is terrible with absolutely no narrative or direction.

The first map is basically a sandbox type map, where you have to visit precise locations to trigger events, which aren't explained. You can also easily find yourself trapped if you venture into certain locations without triggering events.

Stopped playing it after an hour. Couldn't find anything, couldn't figure out how to progress - it's extremely frustrating and not enjoyable to play in any way.

This Mod obviously wasn't even play tested once.

10

Let me start with saying that i know what it is to make a mod alone. And that for years. I just released myself a mod which i worked on for 5+ years, as some of you maybe know. I have been following this mod for severel years and the screens and videos did show great stuff. So i expected quit a lot of this mod. Ofcourse are the screens and videos always much better as the mod itself, because it does show the best parts. But, now that i have played the full mod, took about 6 hours. I am very disapointed because there are so many issues with it that it shouldn't be released like this. I have made a list of issues below;
Still, i do admire his time and effort that he did put in to this. But overall the quality is very different, some parts are really very well made. Others look and feel like they were put together in a few hours.
So, all in all i give this one a 5 out of 10. I could play it on my GTC960, 8 core computer, but still had quit a lot of fps losses and crashes. So i assume many people will not be able to play it at all.

-i love open worlds but map 1 is a bit to much in that way that as player i didn't know
were i needed to go.
-I encountered two buttons from which i didn't know what they did.
-there are some glass windows that alow you and combines to jump and shoot through.
-some textures are very nice but others are scaled up which makes them kind of uggly to
see up close.
-did encounter quit a lot of crashes while i saved manually, did miss quit a few auto saves
which made that i had to start all over again earlier in the level. When you find for instance
a new weapon it would be best to place a autosave trigger there, in my opinion.
-sequence of activating the portal is very confusing. You need to push 2 buttons, but its not
clear what they do and in which sequence you need to activate them. Took me quit some
time and walking around severel times through the entire level to figger this out. And it didn't
help when i finally reached the working portal and it broke down which made me have to
remember and go back to those same buttons to activate it again.
-did like the idea of level2, but the layout was way to big, all that walking back and forth to
just get ammo and health. And the fps were awefull in some places.
-level3 also awefull fps, and many enemies can be killed from far away while they just stand there.
-i like the idea of taking the weapons away of the player in particular cases, but do to this with
a text on screen that says; i cast away my weapons and go on quietly???
-large inviseble wall in a tunnel, small inviseble walls were it is not sure if a player could get to
the other side or not are ok. But to block a whole tunnel with one is a no no, when you ask me.
-right after start of map P5L1 the player needs to open a electric fence, but he doesn't have his
physcannon, even when it was given to him earlier. So i used the cheat command to get it.
-and in one level the player had new footstep sounds it seems, although they give running sound
when you walk, and walksound when you run. Quit confusing because i thought i was music or
map sound, or, someone following me.
-the map before P6L1 had a button that opend a door at the other end of the map it seemed, took
me at least a half hour to see that suddenly that door there was opened. Am not even sure if i
opened it with that button.
-map P6L3 started with a "AI_Diabled".
Had to restart manually map P6L3, after restarting game, but then i noticed i lost all my weapons,
health and suit. Which means this or all levels don't have a playerstart with weapons etc. Which is
best to do in the future, because sometimes people want to play manually just one particular map.
-and P6L3 had doors which were just door models placed against a wall, without door doorpost
or anything. I understand why the mapper did this, but it is very lazy mapping when i may say so.
And when it was just one door, but there were at least 10 to 15 of them made like that. really odd!
-missing textures, in some levels there is one or two textures missing, same with a ammo model.
-map P7L3 has large holes in the ground were you can fall/walk in but can't get out.

Leon

7

Huh, this mod was a trip. To say the least the mod is really ambitious, but very roughly made. On to the breakdown:

Mapping: By far the focus of this half-life 2 mod. Almost every level was exquisitely and painstakingly made, giving a very strong surreal and lonely feeling. However, numerous bugs abound, such as fps drops in medium sized maps, ai-disable being enabled on various levels, or the player spawning in different locations between maps.

Story: Erm, it is there. It's something about nuclear warfare, more than that I don't want to spoil. What I am holding back though is very little, as it seems like the maps were made first and the story came afterward.

Sound: The music is indeed very beautiful, as well as the extensive use of new sound effects for different objects and enemies. However, some of these entities bug out, resulting in no sound from various actions (doors opening, bodies dropping, etc.).

Gameplay: Brutal, play this on easy mode as enemies deal horrendously high damage and resources are poorly spaced out. Taking damage in one level will come back to bite you as spawning in the next level will put you in front of enemies who immediately attack you, providing damage you can't avoid. Also, the laser room in the power plant can go to hell, had to play this on god mode.

Overall, this mod is a very ambitious mapping project with a focus on ambiance, but it can still use A LOT of polish.

6

Raibert says

May contain spoilers Agree Disagree

Долго ждал этот мод, и разочаровался. Слишком сюрреалистично. Понравились некоторые локации, в том числе в "индастриал" стиле. Но в целом атмосфера довольно угнетающая, и не в хорошем смысле этого слова.

Game is good.

It is long enough, cool graphics, fun weapons and sounds. Ambience is very good.
Story is so, so... it is interrupted multiple times.
There is AI disabled bug in a single level. SMG reload sound is not proper. Overall it is a good game 8/10.

Может автор и старался, но предупредить, что это не мод, а набор недоделанных карт - должен был.

Радостей по поводу дизайна тоже не разделяю. Эталонная безвкусица (кроме пары мест мб).

Great mod, the level design is stunning, shadows are tweaked, and the story is amazing.
I like the scary post-apocalyptic theme myself (A lot) and i encourage the development team to continue working on this great mod.

Listed as released and yet has nothing to download. If I cannot play it it's not released. So, for the false advertising I'm going to give it a low score. 1/10

Amazing level design and custom textures. man ppl really should help this guy he is doing it alone!