Experience Half-Life 2 like never before. Return to City 17, held within the iron grip of the Combine and the Consul. Reunite with old friends, and enemies. Traverse vicious canals, make new allies, and brave the horrors of the Quarrytown. Immerse yourself in a revitalised combat system featuring old arsenals made new again, with added features to raise the bar in gameplay. You've been waiting for quite some time, now. It's time to climb aboard.

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Report RSS Raising the Bar: Redux V3.2 Animation Updates
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Blue199
Blue199 - - 6,971 comments

I kinda like that Tau Cannon.

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Linus.Hyper
Linus.Hyper - - 132 comments

******' A. I love all those little detail like the fan in the exhaustion port.

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Chocolate-Helicopter
Chocolate-Helicopter - - 227 comments

dont like the grenade's animations

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SPY-maps
SPY-maps - - 2,906 comments

I did comment on this before but i don't believe you did comment on it back then. Sorry when you did do so and i overlooked it. But, the grenade, that animation isn't right. You see the left hand pull the first small pin but then the grenade is thrown away. And that is not right as far as i know. The big pin also needs to be pulled. Now the large pin stays in place and is thrown away together with the grenade. Can't understand why no one else comments on this because it can clearly be seen.

Leon

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Asievol
Asievol - - 26 comments

Ashley!

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Ashtrayr
Ashtrayr - - 9 comments

Yes, that's because apparently, to cook a grenade, you just need to pull it back, and when the player, both on HL2 and EPS, gets ready to lob it, it starts cooking. Removing the pin when equipping isn't that good of an idea, as it would make no sense to pull the small pin of the same grenade over and over again. This also happens in HL2, so i'm not complaining.

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Zorro_de_la_noche
Zorro_de_la_noche - - 562 comments

Everything else is fine except for the grenades. I would have preferred that the character did not have to remove the fuze from the grenade every time he selects it, because it does not make sense, except when the player throws the grenade.

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ReezeTheVampire
ReezeTheVampire - - 3,937 comments

The tau cannon really should have more sounds, not sure if you're intending on that. It's odd to see that fan spin up, a detail I love, and not hear it, same with the charged shot.

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Kralich/David Author
Kralich/David - - 832 comments

More sounds are indeed on the way

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wrenge
wrenge - - 30 comments

I don't like the sound of the sniper rifle. The original beta one sounds much more powerful.

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WolfRTCW
WolfRTCW - - 501 comments

Great work as always.

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GoreTech5
GoreTech5 - - 242 comments

The tau cannon needs more punch into it when it's overcharged.

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JimmyBobb
JimmyBobb - - 2 comments

This looks amazing! I can't wait for a playable demo.

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kaiyao7
kaiyao7 - - 2 comments

animation look so rough

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FuSioN_408
FuSioN_408 - - 13 comments

i got to say this animations look awesom and are really well done but...is it worth having that many weapons from the beta wich i know it had but in the more action sequences many of them will be overshadowed by others like in why use the mp5 when there is the mp7, and why use the mp7 when there is an ak47, and WHY USE THE AK47 WHEN THERE IS THE OCIW

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CYrid
CYrid - - 83 comments

late reply I know, but there will be several weapon drops in the mod so that the arsenal is balanced. (e.g In the arctic, you won't have the MP7 rather the MP5k. Or before Street wars you'll get the AK and then when you do get to street wars, you'd have the OICW.) Also, some of these animations are old and we have now revised them.

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Guest
Guest - - 691,035 comments

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Plλyer
Plλyer - - 18 comments

Some shading on the weapons would be nice.

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TauGuy
TauGuy - - 40 comments

if that tau cannon gonna be in the game im gonna kill myself

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Raising the Bar: Redux V3.2 Animation Updates