Half-Life: Anti-Climax is my take on the "battle you have no chance of winning" the G-Man offers you once you decline his job offer at the end of the Half-Life campaign. Is there truely no chance to win or can you lead Gordon to victory and freedom?
The mod was pretty alright!
I like the level of detail and design of the maps.
The randomized parts of a map is also neat.
The no linear navigation is different and I liked the idea of it.
Multiple endings is always a plus!
The difficulty is a bit too high right off the bat with what feels like not enough resources to get through the mod correctly.
The teleport to different areas is a neat idea like I said above, but feels too much like a waiting game, and could be more than just a singular teleport. Maybe if there were a series or tunnels to each teleport spot.
It's quite a short experience that mainly seems to drag itself out with the difficulty which I'm just not fond of using to pad out a game/mod.
That's just my take on the whole thing!
Anti-Climax is a gorgeous looking pack of three maps that expertly draws out the playtime to last around an hour.
Having only recently seen the mod appear on ModDB, this release caught me totally of guard. However, given the fantastic attention to detail on display in the screenshots, I just had to dive in as quickly as possible.
First of all, let me just say that anybody going into this mod expecting your usual Half-Life game play experience is going to be very surprised, in a good way. The mod uses only a handful of areas to deliver a solid follow up to Half-Life's bad ending. The key is that the means to progress are multifaceted puzzles that require you to teleport between these different areas to complete them.
Solving these riddles is satisfying, but not without headaches. The mod suffers from an overall lack of narrative, in that it isn't always clear what your goal is. The first location I found myself in was the lambda labs and I genuinely thought I had broken a sequence somewhere before returning to the main teleporter during an act of desperation. It is also possible to miss key elements. I think I must have walked over the keycard three times before consulting the included walkthrough.
Lastly, the one section of Xen that includes floating islands is riddled with clipping issues, making the dependence on accuracy in your jumps a rather frustrating experience.
Don't get me wrong, this is an overall fantastic map pack with a satisfying and challenging conclusion (especially when shooting for that good ending) but it is marred by Goldsrc's technical issues regarding complex terrain, and at times struggles to convey your primary goal.
There is not much to add over what everyone has said - I really really enjoyed this.
I am such a fan for unique and different setups from the norm in a mod.
This mod has a fun little mechanic, and reminded me more of something that came out 15 years ago. A time when you might get easily lost, and have to experiment by trial and error to succeed and understand the authors intention.
If this were a longer mod, the lack of direction would be hindering, but in such a small contained set of spaces - I just felt it worked.
I look forward to more :)
Damn, short but sweet.
Anti-Climax is very very difficult, sometimes grating but mostly doable. The jumping "puzzles" are pretty inexcusable (just like the original game), which is why this mod wasn't a 10/10 for me. The mapping quality was very good, definitely better than Valve's work. I especially enjoyed the Black Mesa section and the Xen Prison in terms of detail and adhering to the original artstyle while also expanding on it in interesting ways.
Overall, the mod is vanilla enough and creative enough to feel like one of the official Gearbox expansions. In terms of difficulty it was definitely reminiscent to me of Adam Foster's mods Someplace Else and MINERVA: Metastasis. I really like levels that are slightly randomized to provide a different experience each time, I wonder why more mods didn't try it? Good job on that part!
With the random teleporter being the focal point of the whole mod, there were a few moments where I was simply dumbfounded and didn't know what to do. These were usually fleeting, however.
I definitely recommend Anti-Climax if you're up for something that's pretty damn difficult, but quite good on the design aspect.
Finished it in medium difficulty, first without walkthrough and I got bad ending then I went to your walkthrough to see what I’ve missed.
Overall this is a « short » in size but pretty difficult mod as I’m not a great lover of jump+crouch / long jump.
But, then, I liked what you did with that random teleport thing, what’s interesting is that you want to tell a tiny story without messing too much with HL lore (everything that happens stays within HL1 and HL2 boundaries), it seems you really wanted to make that « a battle [you] cannot win » so it is overall intended to not casual gamers.
It could really fit as a « cut content » of HL1.
I liked also the light hearted tone here and there and especially in the good ending.
Ok, I'll be honest: I was about to rage-quit in the beginning. It's very dark and some of the jumps turned out to be somewhat tricky. If you disliked the original Xen, you will probably not like the beginning. But I continued anyway and got to play a very enjoyable and creative (short) campaign. Considering this was only done by one person, I'm really impressed by the scripts in this considering all the random events and connected puzzles. Only finished my first playthrough and will probably play it again to seek another ending. Very well done!
Currently doesn't support linux build natively. Can't give more than 3/10 because vortigaunts are still enemies and i don't see any "randomly generated rooms" like some of commenters have pointed out. The game just using original hl.so and works just like usual hl1. Map with grunts is pretty dark and confusing. Almost nothing to shoot. Plot is good, but because game uses original hl.so it is ruined.
Good mod, recommended!
Great mod. With some very minor polish it can, for real, be officially added into Half-Life as a bonus campaign. For "bad" ending.
Couldn't complete it on Very Hard yet, but then again.
Also, yes, it is better than Echoes, better as continuation/closue for HL1, better in visual design, better in stability, smarter.
This mod was pretty nice.
Good job man! I like your design of the map!
No reviews were found matching the criteria specified. We suggest you try the review list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Highest Rated (6 agree) 8/10
The mod was pretty alright! Pros: I like the level of detail and design of the maps. The randomized parts of a map is also neat. The no linear navigation is different and I liked the idea of it. Multiple endings is always a plus! Cons: The difficulty is a bit too high right off the bat with what feels like not enough resources to get through the mod correctly. The teleport to different areas is a neat idea like I said above, but feels too much like a waiting game, and could be more than just a singular…
Mar 18 2019 by Magic_Nipples