The combine have discovered a Time Machine in the vastness of space, built by a non combine alien race, the combine hope to turn it on and invade earth at an earlier period in history when modern weapons and Gordon Freeman doesn't exist. The Time Machine was built 100,000 years ago, so the combine can go back in time to a period sometime in that 100,000 years. The Time Machine was left partially on, and the Combine hope to get it running at full power. Gordon Freeman and Alyx get sent there durring the slow teleport from Nova Prospect to dr. kliner's lab, and you have to somehow stop the Combine from turning the machine on. The problem is that if the Time Machine goes to full power it pulls the sun towards the machine, the sun then enter's the time vortex surrounding the planet and then goes on a strange trip and does a lot of damage to the place where it goes, namely your Earth. There's a 2 minute cut-scene at the beginning where you can't do anything till you...

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7

Arkanium says

May contain spoilers Agree (1) Disagree

Generally interesting and intelligent level design and enemy placement. Nice use of tiggered sounds.

I found that in the train yard I was able to approach 5 Combine Soldiers before they spawned (which looked like floating smgs) as I had destroyed the Scanners quickly. When I respawned the music seemed to begin twice.

The barnacles dropping you so far at the start that it was instant death seemed a little harsh, maybe a two-hit kill would be better.

Areas could use a little more detail. Try using coloured lighting, or the carving or displacement tools to make them seem not so square. In the apartments you could have made one of them partially destroyed by heacrab cannisters with piles of rubble and fires providing the lighting.

At the start, Kleiner bugged a little and faced the wrong way as he approched the switch on the right, and the texture of the glass made it hard to see through. He also went to his idle anim (arms out on both sides) when using the retinal scanner.

I was also able to enter the room with Gman near where you watch the Rebels appear, which I assume was not intentional.

The corridor with rooms with powered locks was painful to stand in due to the number of doors making sparking noises all at once. Maybe just have the locks green, and an occasionally sparking electric box on one wall nearby?

Keep up the good work! I look forward to seeing you develop the story in the next sections. I hope my comments were useful. :)

I can only rate what I can play. This came out before the Steampipe update in 2013 and hasn't been patched for it. I tried to fix it, but couldn't. I'm not sure what it was like back in the day, but you can't play it now.

I had mixed feelings upon finishing this many years ago.

It's certainly not bad, and it was fun to play. It just felt unfinished :(

maps are good but incomplete.
npc don't do anything useful.
no custom textures, no custom weapons, no custom models.

3

LAS11 says

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Fast_Train says

4

stampp says

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Mr.Mundy says

4

breamer says

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Mooostache says