This Mod is a well balanced mix of FPS action and puzzles. Each level may be more focused on one than the other, but overall it is a balanced experience. There are also 'secrets' stashed throughout every map; ammo hidden inside of places rewarding players who might try to open a fridge (one example) just to see whats inside, or if it even opens at all. Overall, the focus of this mod is fun gameplay and a good story to keep the players involved.

Report RSS 8-12-2010 Big Update

I have decided to implement an item collecting system, though using the items will be totally contextual and you (so far) canno manually equip them. Items so far to be inluded are PDA'a (for recovering information such as passwords and general game backstory) Hacktools (for hacking electronic locks and other devices) Lockpicks (um- for picking locks...) and Batteries (not HEV suit Batts, these are for powering certain entities in the game)

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In addition, there are carryable proximity mines and timed mines, as well as placeable dynamite. The dynamite must be detonated with a good old fashioned plunger detonator that must be placed on the ground to use. (preferable at a good distance from the dynamite, but hey, play how you want) The proxy and timed mines must be carried one by one to where you want them and you cannot have a weapon out while holding them, but they can be dropped at any time and picked back up providing you havent armed them. (you can still pick them up after arming them, but thats not exactly something The Freeman would do) I thought about trying to make the mines an iem that could be equipped like any other weapon, but 1.) Id need a coder and 2.) Freeman does not have a knapsack and I dont think his pockets were big enough to stuff a land mine in. (if he has any at all)

You will be allowed to carry multiples of each other item for use as you see fit, and generally using them wll not be a necessity but rather a way to gain extra ammo, health kits, and more cool toys to play with. In some instances you will be required to find a PDA for a passcode, and a few other minor cases but I wont send the players on a treasure hunt through the entire game.

Heres a little vid showing some of the scripting of the enemies. They appear a little smarter than usual due to the extensive scripting that was done. Once their cover is gone they will move to a new location or fully retreat to regroup. Once the player reaches a certain point some scripts become obselete and unused as they are no longer 'enemy disadvantage points' etc. In a nutshell, they react dynamically to your position and the cover availible to use.

There is also a high level of destructibility implemented in the second map. Things really get messy after a well fought battle. It may appear laggy because Im still using Xfire for vid as its the easiest and fastest to upload and it gets exposure on the community there as well. The downside: well, it makes me laggy when I play. Ive tested this without xfire running and its quite smooth, except in one instance where I moved several barrels together and made them explode nearly simultaneously.

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agent00kevin Author
agent00kevin - - 1,276 comments

I have no idea why that soldierdecided to just hang out by the wall. He is fully scripted and thats the first time he's done that...maybe a smoke break?

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XenuXemu
XenuXemu - - 435 comments

Probably taking a ****.

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agent00kevin Author
agent00kevin - - 1,276 comments

Lol oops his node was facing the wrong way...

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RustySpannerz
RustySpannerz - - 641 comments

With proper detailing I can see this mod going far!

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