Half-Life Episode Two begins exactly where Half-Life ended, after accepting the job agreement with Gman Gordon freeman is sent back to the Black Mesa Research Facility, why? Its up to you to find out.

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Report RSS Half-Life Episode Two Beta gameplay
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23-down
23-down

What else to say but epic work... The long construction time is definetely paying off... Looking forward to play it one day. The only negativ thing I noticed would be probably that blood splatter at 18:42 that looks to repetitive and simply bad mix it a little more with some additional or different sprites.

Also good work on the voice acting, music it sounds really professional not forgetting the mapping and enhanced game engine itself. :)

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Captain_Hell_Knight
Captain_Hell_Knight

I've been waiting for something like this for a long time. Epic work man, this is incredible, can't wait for the mod <3.

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ranma5261996
ranma5261996

perfect

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Phenixtri
Phenixtri

Pretty much spot on just one minor flaw the SPAS-12 shotgun should have an 8 round magazine capacity not 13 :P But yea other than that its very very intriguing.

Also it would be cool if the shotgun could toggle between fire modes like the real SPAS-12. You know primary fire would be regular pump action fire and secondary would be semi auto kind like in 7_coop.

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hunk_guerrius Author
hunk_guerrius

The only mistake was me thinking that the SPAS 12 could hold 12 + 1 rounds, after I read your commented I gave it a check and it's actually 8 + 1, hlep2 supports a chamber system, I'll fix that later.

The reason why the SPAS is only semi-auto is because the pump action mode is left for the Mossberg500 shotgun, which can be found in the game.

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Phenixtri
Phenixtri

well you could have the SPAS-12 with both fire modes and the mossberg can be the military version with 9+1 round magazine tube and usable M9 bayonet.

Mossberg 590A1 to be exact.
pics
Gunreports.com
Gnbi.com
Flickr.com
Frankbaumer.com

info
World.guns.ru
Mossberg.com

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hunk_guerrius Author
hunk_guerrius

That looks neat, I guess having the ability to switch fire modes would indeed be interesting, I could actually implement fire mode switching instead of a secondary attack, only issue that I'd have to solve would be a HUD indicator for the fire mode, but I'll definitely think it trough.

If you have any more ideas post them all, this is the kind of stuff I like to do when I get bored :P.

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Phenixtri
Phenixtri

will do :) hell I can list loads of weapons, vehicles, equipment, & other ideas if you want. Just be warned my ideas tend to be very realistic from a visual standpoint such as weapon functions, animations, and even player and NPC animations. My goal was always to make a very realistic looking Half Life mod that truly immersed the player and make the game very believable.

PM me if you want to hear more of my ideas id be happy to help you as a military adviser.

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U-Jooy
U-Jooy

Wow I...I don't know what to say. It's looking ******* amazing. Keep up the awesome work!

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Doommarine23
Doommarine23

Watching a few minutes of it so far, we may have never always seen Eye to Eye, but I'm glad to see you have improved yourself and your work, and it all definitely looks like there has been major improvements upon your work. The new sounds for walking are a welcome touch and your overall design of areas and quality is much more constant and flowing. Along with extra definination

I hope the animations I gave you for some of the guns is a welcome improvement by the way, they definitively seem that way. I wish the best of luck with the rest of your mod here.

TL:DR

You maek gud stuf

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briggswag
briggswag

Awesome. How did you get the cbar idle anims working?

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hunk_guerrius Author
hunk_guerrius

The original cbar doesn't have the WeaponIdle() function, I just added it with proper timming prediction.

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briggswag
briggswag

Oh ok, cause it looks awesome. And by chamber system do you mean like in BF3? like you said, the shotgun can hold 9 rounds?

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hunk_guerrius Author
hunk_guerrius

I never played BF3 so I can't be sure, but the chamber system in hlep2 is just like in Crysis, you can always hold + 1 round if you ever reload the weapon after inserting a full clip.

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briggswag
briggswag

Thats exactly what im talking about. Crap like that is making this mod more awesome than it already is. awesome work

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ranma5261996
ranma5261996

I kinda agree with Phenixtri. I find it annoying that the shotgun has 13 rounds.

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ranma5261996
ranma5261996

Also, I noticed that the amount of M4 ammo dropped by the soldiers is kinda low.

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HL-Rul3z
HL-Rul3z

this is ******* amazing

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amazingcomedy
amazingcomedy

One thing I would suggest implementing is having the gun sway as the player moves left, right, up and down, similar to how they do in Source. It adds some realism, even if it does seem kinda insignificant. ;)

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hunk_guerrius Author
hunk_guerrius

There is a supported feature, it is called Viewmodel lag, I didn't use it in the demo because I don't really like it.

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amazingcomedy
amazingcomedy

A couple more suggestions:

1) Have the player have no weapon in the dream sequence at the beginning. Having a weapon kinda kills the whole strangeness of the scene, as no weapon will make the player feel completely powerless. The crowbar can be a few feet away from them when they wake up, as well as the pistol (if you want, you could even replace the M4 with the pistol, as this can make the first gunfight at the mine alot harder. The player can get the M4 from a dead soldier).

2)Moonlight Sonata is a great choice, but I think that you should play it reversed. This can make the dream sequence alot more scary, as MS sounds creepy as **** reversed. You can see here. Youtube.com

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hunk_guerrius Author
hunk_guerrius

The player is supposed to have no weapon at the dream sequence, but the feature wasn't programmed in yet when I recorded the demo, the M4 in the mine is nos supposed to be there, it was included exclusivey for the gameplay recrding.

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Description

The first gameplay video of the most up-to-date version of hlep2, 28 minutes of pure gameplay...hope it's enough.

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