"The Masked Prisoner" explores the untold stories of several Half Life characters - taking place in a prison on the outskirts of City 17.

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The first blockout version of "The Masked Prisoner" is released!

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The first blockout version of "The Masked Prisoner" is released!

Blockout Screenshots Blockout Screenshots
Blockout Screenshots Blockout Screenshots

As this is a block-out/rough version of the mod, I'll depend on the community's support to offer feedback and help me make this the best experience possible. I'll be releasing multiple versions as I address notes you guys will give me. Don't hold back! Please offer your thoughts on anything, even the name! I want to understand how each of you are playing this. Have fun!


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FlippedOutKyrii
FlippedOutKyrii - - 3,502 comments

This looks really cool! You got yourself a watcher :)

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mikeanderson Author
mikeanderson - - 44 comments

Thanks buddy!

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Armageddon104
Armageddon104 - - 3,128 comments

I loved it, and once found out you did Outpost 16 I know why. I think it was all really good. Two points, the rooftop section atop the comms tower after you blow it up, I wish there were more enemies, maybe a hunter drops in or something. There were just like 6-9 metropolice and a few manhacks. It wasn't as challenging as I was hoping it would be, also maybe some alarm lights/sounds there along with a music track would work well.

The second thing is the elevator after that section down to the mine area with the railroad track. I'd make a whole section around that, like a combine area with a hole in the ground opening up to the mine area, maybe have some platforming to get down. An elevator straight to a dirt filled cavern didn't work for me. The log section after it was really cool looking but the body of water didn't seem big enough for it, it reminded me of a similar scene in the Insomnia remake.

The citizens at the end running through the swamp with zombies, they stopped to shoot even though the guy was yelling to run, I had to wait about 30-60 seconds at the end gate for him to come around and open the gate and then it just ended, kind of took away from the momentum. Maybe add some poison slime there so the player has to watch his step and maneuverer around the area so it slows him down a bit.

At the start was really great. I felt I was a little rushed along the camp though, it would be cool if a few people talked to you or asked you to do something before going straight through the alley. Like a "pick up that can" moment.

Once you polish up the art this'll be one of the best HL2 campaigns in awhile.

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mikeanderson Author
mikeanderson - - 44 comments

Thanks for taking the time to write down your thoughts! I'm trying hard to build a nice progression of combat through the mod so I'll definitely take this into consideration. My primary concern is pacing so these are great notes.

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