A side story of another victim of Resonance Cascade, a SAS operative, Gerard.
In this campaign, you will have to survive a catastrophic events happening when resonance cascade happened. In this mod:
In this update, I have added and tweaked many things:
- Weapons behavior
-- Beretta is now 15 rounds instead of 17. Damage increased
-- Python has zoom function
-- M4 now has 30 rounds and use 5.56mm caliber. Its ammo pool is also separated from Beretta. Damage increased
-- Grenade now has primary and secondary fires. Primary for far toss and secondary for near toss.
-- And other small tweaks!
Maps
- Added gerard0, gerard3
- Modified gerard1, gerard2
Feel free to ask me anything!
Latest release with bug fixes from Beta testers gameplay.
Latest build of Half-Life Gerard! - Changed weapon behavior! - Completed the maps!
Revised version for the Half-Life: Gerard. Expanded and polished the map details.
The demo version of the map. Plan to do: - Add different weapons - Expand maps
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
A lot of cool and unique ideas.
I think there is a little too much of the same ones used repetatedly though, NPCs unlocking doors is cool, but not if it's done so many times throughout the whole mod, same with keycards.
You seem to be using 32 units as a default wall width for most things, I suggest changing that to 16, it will make your maps look much nicer and more realistic.
Thanks for the suggestions! I will try to improve for my next project!
A decent, scripted sequence heavy (always a plus in my book) mappack.
You have unique ideas: healing the barney by dragging a medkit, vort giving you a crowbar, taking and using items like planks to get across etc. refine them, improve your mapping skills and I'm sure we will have a masterpiece from you someday.
Thank you very much! I will do better for my next project!
Thank you very much for the comment!
And I thank you very much for your mod!
An interesting idea, but sometimes there are ill-conceived puzzles and impassable places. A place with two blue boxes is a vivid example of such an ill-conceived task, which can take a lot of time to solve. Sometimes it seems that you are not playing a shooter with puzzle elements (as in the original), but some kind of adventure game with shooter inclusions. The end is unclear - whether this is the end or to expect a transition to another place.
A little more than 2 hours were spent on the full passage and understanding (and not, as the author writes, 20-40 minutes), not at the standard level of complexity, but at the hard one.
Thank you for the playthrough! I just realized that I accidentally delete an important hint to those blue boxes puzzle. That's maybe the big reason why it's too hard. Will fix it soon. Thank you!
An interesting situation has turned out with these boxes in general. If one box is pushed from the second floor into the passage, where the assassins appear , then everything is fine. I pushed the second box out to the gate, behind which there are zombies, and it just hung in the air at the level of the second floor and did not fall to the floor. So I pushed only one box. another mistake is where you need to find a ladder and climb through the window on the second floor - if you get on the jeep and accidentally fall back behind the jeep to the wall with camouflage , it is no longer possible to get out back.
Thank you for the feedback!