TRIAGE Part 1
Jan 11, 2013 Full Version 19 commentsThere's just too much Triage for one mod - so it's coming in two parts! Here's part one to enjoy.

Following the destruction of Nova Prospekt, Gordon Freeman has abruptly disappeared and is presumed dead.
The city has no hero and morale is low. The fate of City 17 now rests on the resistance fighters.
You are Matthew, a citizen who lost his family and home during the invasion. After barely escaping with your life when the police raid your apartment, you are recruited into the resistance and must prove yourself on the wartorn streets of City 17.
Triage shows the darker, grittier side of the conflict between the combine and the resistance from the perspective of a common citizen. Witness the horrors of the combine-human war and the devastating toll it takes on both sides.

Triage is an expansion to Half-Life 2's single player experience. New weapons, upgraded AI, large scale firefights and a mature story are only a few things to look forward to in this mod.
The mod takes place after Gordon Freeman's teleporter malfunction in Nova Prospekt, causing him to disappear for a week. Triage tells the story about the turn of events allowing the resistance to regain control of City 17 in his absence.
Features include:
10 comments by wilsonC on Apr 25th, 2013
Hi everyone, it's WilsonC here, the lead developer of Triage.
It's been a few months since the release of Part 1, and we've left our audience in the dark as to what's happening to the project, and I apologize for that.
I also have to apologize for some bad news: Part 2's development has halted and will not be completed. However, Part 1's major game breaking issues will be fixed in a patched release, and the functioning and presentable portion of Part 2 will be uploaded as a "behind the scenes" release, though we can't promise it will be fun, we hope it will be a slight consolation to aspiring modders and our dedicated fans.
There were many reasons for this, and it wasn't easy. Please let me explain.
Triage was started in 2008 by me, WilsonC and my friend FRABAR while we were in high school. As teenagers we had pretty ambitious goals, and throughout Triage's long development (2008-2013) many team members joined and left (including FRABAR). I don't blame them for leaving, the commitment was pretty demanding and it was purely volunteer work, modding has no guarantees or rewards.
Anyways, after releasing it and reading through the reviews, we realized we'd made a mod that wasn't as fun as we wanted. We were just a small team and making this huge project required many sacrifices, and in the last couple years the mod became a chore we had to finish and we just didn't care anymore about making it fun.
Part 2 is about 75% complete, but after going through the reviews of Part 1, we played through it and realized it suffers the same problems as Part 1. The level design, voice acting and overall polish of the mod suffered as a result of the sacrifices we had to make to complete it. Even if we fixed those, we'd have to find a way to make it more fun, and that would be impossible when we're not even enjoying developing the mod. So we took a break, and the team moved on to their own things. I talked to some of them recently, and we again agreed that it wouldn't be worth it forcing out a mod we wouldn't enjoy making and people wouldn't enjoy playing.
So that's what happened, and that's why Triage will not be completed. I will still be working on fixing up Part 1's major bugs (the broke radio, level clipping etc), and I will upload the better parts of Part 2 to those who really want to see it. I will also post another news post showing some reviews and commentaries we found to be interesting, both positive and negative. If you'd like to have yours mentioned, please let me know in the comments below!
On behalf of the team I'm really sorry that we could not finish the mod. I would like to thank my team for working so hard and doing what we could, our loyal fans for supporting us the whole time, and anyone else who played it and gave input, all feedback is helpful.
There's just too much Triage for one mod - so it's coming in two parts! Here's part one to enjoy.
Highest Rated (13 agree) 7/10
This mod didnt get my attention on the moddb page but hey. This mod is "overwhelming" like in the first level you start shooting and blasting everything you see outha nowhere! wich is fun ;P though the first two levels couldf used more Detail like the last 2-3 levels! The city is SO ugly! and flat and empty! the there's almost "nothing" in the skybox on the second level witch makes me sad :( Though after you buckled trough that you get to the 3 level. Witch is lots of fun and stress since you get…
Jan 12 2013, 1:30am by AncientT
(buried)
regen health 2 weapon system?! what is this GAYlo?
You need to clean up the files you put into the download. There is 107mb of useless bmp files that users don't even need to play the mod included in the download. There are lots of other files that are not used by the mod, for instance old ai graphs and soundcache files which add bulk to the download and make it look unprofessional.
The new weapon anims and the way you have implemented the ADS system feels very nice, very smooth. I enjoyed the new weapon sounds also, however the slowed strafe speed was irritating as hell to deal with and I don't understand why you decided to remove essential gameplay items like the flashlight and zoom.
The flashlight is the real killer here, there are a lot of pitch black areas and without the flashlight it is nigh on impossible to see where you are going in these areas.
The maps themselves are a mixed bag. There are some really fun sequences in them (the zombie canal springs to mind) and some confusing and annoying ones too (the first firefight). It was very difficult to hear mission critical chat from the npc's while in combat most of the time, which is where my confusion came from.
You also break some visual language rules that HL2 has set. For example you ask the player to break a crate to gain his weapons and items, but no method of breaking the crate is provided. Players will be mentally conditioned to find an object or a device that can break the crate to get the items inside but that is impossible in this case. As it turns out you only have to use the crate and it breaks apart and you get your items, but this feels very wrong in a Half-Life game.
The main issue I have with the mod overall (and this is a personal opinion) is that I dislike regenerating health and ADS systems in first person shooters. In fact one of the primary reasons I still play the Half-Life games is because they focus on movement and diverse weapon choice during combat, which your mod has removed by implementing ADS and a 2 weapon system.
There is a reason its called a tactical shooter. This is closer to Brothers in arms then half life. Think about this, your playing a regular citizen, he dosent have a flashlight on his chest or magic zoom glasses like Gordon freeman, he also isn't wearing a H.E.V. suit meaning he cant bench press 5000 pounds, so hes limited to two weapons. Also, have you ever tried strafing in real life? Its a lot harder then video games make it out to be.
I realise that you are playing a different character in the story of this mod, and its nice that there are some changes in the players abilities to reflect this. However as a result of removing the flashlight you are taking away a critical piece of kit that makes it impossible to navigate in the dark areas of your levels. If the player has no flashlight then the maps need to be designed with this in mind, either brighten those darker areas or have some other way for the player to create light.
I never really agree with "its hard in real life" arguments when applied to game design. No game ever created has been anywhere even close to realistic. You can slap photo referenced textures on the walls and get characters to spew canned lines but in the end its all just puppets in a labyrinth. You can try and hide it as best as you can with good sound and visuals but the game design itself should primarily just try to be fun. While a 2 weapon system can create some interesting choices for the player, a slow strafe speed certainly does not.
Its not my intention to attack the mod or sound negative on purpose, I'm just giving my honest feedback.
Hi there and thanks for the feedback.
It was really more of a balance issue than something for the sake of realism. We decided on slowing down the strafing (and general movement speed) after a lot of testing.
We found that the original HL2 strafing speed was too fast and allowed players to just strafe into cover when they were out in the open. Now with the slower strafing, players usually stay closer to cover or would turn and sprint to cover instead.
Triage's AI will automatically seek cover when they're hit or bullets land near them, allowing the player to "suppress" them with fire. With the original strafing speed testers would just stand in the open, and when low on health they'd strafe into cover while spraying and suppressing the enemy with fire. You can still do this in triage but you have to be very close to cover or your magazine will run empty (since it takes much longer to get there).
Things I did NOT like about this game.
-Terrible movement controls (slow strafing and walking backwards)
-Faster zombies (inconsistent with entire Half-Life series)
-Voice acting
-Regenerating HP
-No actual storyline feel to it. I feels like I was just walking around and shooting ****.
Despite those cons of the mod, it has potential to grow greater and fix those dislikes/issues. I can see it :P
They really should get voice actors for the mod, since it's becoming more popular
I will say, though. Not all the voice actors are bad. They got one from 1187, Human Error, Cry of Fear, and others. But he was only in it for a little bit as a Rebel Commander. [/shameless self-plug]
You did a great job with your voice acting, sorry we didn't have more roles for you :(
nevermind my question has already ben answered sorry