Be the bad guy in this modification for Half-Life 2 : Episode 2 and step into the boots of a stranded Metrocop, left for dead in the abandoned City 10. Experience a time before the fall of City 17 - 11 months before the deployment of Gordon Freeman. Bring the brutality and chaos of the Combine regime to the hidden rebel sanctuary of City 10. Endure the bitter cold as you fight your way through rebel shanties, infested tunnels and subway systems. Survive the Combine plague, and reclaim the Combine stronghold known as ‘Pillar 10’.

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Blue199
Blue199

Da HAAAAAAAAAAAAAAAAAAAX!

They remind me of snarks, but flying :D

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_origami_
_origami_

Oh man that's COLD. :-D

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Captain_Hell_Knight
Captain_Hell_Knight

I remember having a lot of fun with the manhacks in Human Error. If I may ask, will it be possible to manually control them like in Human Error?

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Breadman_at_Hartley Author
Breadman_at_Hartley

You won't be able to manually control them - This is because a lot of the maps are open, but they have designated playing space. I'd have to go and detail/fill in all of that space to stop it from looking shoddy.

For example if you were playing through one of the early chapters and decided to fly a manhack as high as you could, you'd start to see holes in geometry where nodraw is employed and such. Filling these voids would put too much of a strain on the engine and would force me to redesign areas which are fit for purpose.

I am however playing with ideas of how we might be able to incorporate these manhacks into various puzzles and such. We'll see what happens. At this stage of development, anything could change.

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Captain_Hell_Knight
Captain_Hell_Knight

That is understandble. However, I am digging your idea, using manhacks for puzzles. That would be pretty damn good.

The way I picture it, if manhack control is to be used for puzzles, I would guess you'd need something like a Combine generator nearby, or something, to empower the tool and give control.

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ReezeTheVampire
ReezeTheVampire

Really, really neat. This will really help make this mod unique and fun.

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Description

A big thank you to the Human Error team for releasing the models, animations and code to the community. And thanks to CW3D for pointing me in that direction!

Works like a treat and will really add some Combine flavor to this mod.

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