Barrel Fix
Patch 2 commentsThis simple map edit fixes the infamous barrel bug.
Now… the Fallout begins…
“Freeman escaped. The nuclear weapon was disabled, within
seconds of its destruction, and wouldn’t be able to be launched again until a new generator is placed and wired. Gordon succeeded, and is on route to the Lambda Complex. Why? Were not sure. More troops will be inserted in the area in moments. Our squad has been decimated, and only me, you, and a few others still survived after the ensuing battles. Our squad, and Freeman both know this — Our squads mission was to destroy the base. We will be treated as traitors to our people, our country, our government and military for disobeying orders and trying to destroy the Black Mesa facility.”
“We will be killed by the new troops coming in if they find out what happened here. Me and you both know what to do now, kill the only witness of our rogue intentions — Gordon Freeman.” the Lieutenant said. “But…how? We have no idea where he is..” sighed Allen Morris, ” !@#$%^&* Morris, there is no time for questions, we kill him, or they kill us. He was here about 30 minutes ago, load up... we are going to kill Gordon Freeman.”
Derek 'Hellfire' McBurney
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what must you do by that water section???
There is a little puzzle with 3 barrels, but one of the barrels can be unmovable, because of inner bug of the map. So you can try to break it manually (it has 9000 health :p) or use god/noclip to leave the section (there is an underwater way that will work as intended if you solve the problem with barrels).
is the first ground zero a half life 2 mod?
Nope, of course. First Ground Zero is a Half-Life 1 mod. You can get it here:
Planetphillip.com
Hl.loess.ru
At first the level design is rather average but then it gets better at some points, giving us a strange complex. Water testing facility, and a little puzzle to do. And theres some good ideas like a grunt shooting himself dead, just before you can reach him in barricaded room.
At one point you have to use the teleportation gun to get the longjump module which not all players will do, and with the noticeable green patch on the wall it seems like it was designed for the Portable barnacle, but you don’t get that till a bit later.
But by the end you can’t help but feel ripped off, I had quite a bit of ammo and 5 big guns to use, which I had no use for. That sort of arsenal begs for action and we where only given one big fight which was quite easy due to the amount of sniper rifle ammo we had gotten by that point. There is some variety in enemy types with a voltigore area, a few shock troopers and pit drones.
But the difficulty curve is average at best and a little to easy all the way through and abundance of weapons and ammo you don’t need serves no purpose. Then the mod suddenly ended and felt rather unsatisfied.
It needed to be longer I think.
5/10
Help me, please.
I'm on map gzero2_3. I already cleared all the map. But I cannot pass to the next map, because the door switch writes me "Required keycard". I explored all the map 3 times. I swear, there is NO ANY KEYCARD anywhere on this map! So tell me, please, where can I find this keycard and how can I pass to the next map (without typing 'noclip')?
Thanks.
It's in map 4. After jamming open the dodgy door, kill grunts, pass a ledge with electrified ladder. Go down to parking in lowest level & kill drones & turrets, from a GOOD DISTANCE AWAY shoot out junction box on wall by table. Return - electrified ladder now safe. Climb up & kill grunt, card is by his feet with glowing sprite.
Did you manage to move stuck NaOH barrel by ramp? Need savegame!!