Lost Industry 2 is a mod based on Half-Life 2, using modified Source SDK 2013. This is official ModDB page for Lost Industry 2. This project was started in 2018.06.28. on GameBanana by Peredice. //gamebanana.com/wips/48884

RSS Reviews  (0 - 10 of 53)

What is good:
+ the last map looks so nice: the abandoned atmosphere, a huge spaces;
+ visual effects, lighting, shadows: really good work!
+ shooting features make the gameplay more interesting;
+rep for opportunity to see the body when player looks down;

What is bad:
- some level design mistakes (for example, players just press "use" for the first keypad but with the next keypad player should press number buttons - it disorientates);
- most locations look uncomely (except the last map, maps from showcase video and screenshots);
- level designer, you really were bored doing your maps? Empty hallways, not empty map is strangely filled. Zombie spawn closed by caution-tape - your imagination is not enough to delicately design this place? High-contrast color-correction makes dark places unbearable dark. And many other small flaws.

Also, what about testing? Regular broken scripts (stucking elevator after zombie fight, rebels lost his ways, helicopter stuck in buildings roof), many Z-fightings. Attention to details so close to zero.
Sorry for sharp words, but mapping requires more love to this craft.

I'm going to give this a 6, I played this on hard.

Some of the stuff that I liked in this mod were the shadows and the shaders, brings this mod up to higher standards, the last few levels outside looked really good, this whole thing combined with good level design, I had fun. Voice acting was fine, nowhere near annoying, so that's good. Any animations are better than the standard HL2 ones so I'll take them. The story and pacing was ok.

Something right in the middle was the length, it felt kinda short, but it wasn't really an issue.

What I didn't like was the level design in the first levels, some of the hallways looked really unfinished, empty, just hallways with basic geometry and so on. What were your playtesters doing? Didn't feel to be playstested at all. The sudden difficulty spike at the generator defence segment surprised me, resulting in me finding a corner and just camping there for the most of the segment. Oh and the elevator sequence similar to the bit in episode one, the tape near the door solution is quite a lazy one in my opinion. After this segment, it gets way better, shame it only lasts for a while.

So basically:

+Custom soundtrack
+New animations
+Last few levels
+Shaders
+voice acting

-Some of the rooms were too "basic" (with almost no detail), really threw me off, especially in the early stages
-didn't feel it was playtested at all
-got lost a few times, player telegraphy really wasn't there when needed (the vent after the generator defence segment or the ladder at the start for example)

I'm writing this because I hope these things will get fixed/improved upon in future patches, can't wait!

7

KrispyOS says

May contain spoilers Agree (2) Disagree (1)

Short and laking the good level design at the beginning (which pretty much did not change from the first playable level back from 2018) but great looking shaders, last few levels were top notch, the gameplay was purely satisfying and decent voice acting for a mod! I feel like 7 would be fitting for this mod, can't wait for more maps!

I'm follow this mod when the mod is started working. First i'm impressed about the visual effects, shadows, atmosphere, combat and story.

Well if I say the negatives, first the level design some area feel like just a basic build and unfinished, the voice acting is fine but sometime they can be boring at the last map i hear the voice is fusing make the scene funny, the keypad puzzle first I don't need put code on it, but second the keypad need code wow disorientates! After I push button the elevator yep fight with zombies time, but at this point I don't get it why zombies spawns and go through the police caution-tape? That just weird.

On the next map is very good huge spaces and the graphics is beautiful, the rebel protection is the pain the rebel can seems to be stupid sometime, because just one of them died the game will reset this point I don't like it anyway. The last fight with heli was good but a bit vague the heli can be stuck some building I'm completely surprise and a bit laugh.

Overall the mod about 2 years to finish is short but is worth playing, but I hope creator the mod needs more attention for the mapping details.

Rating 8/10

Awesome sound effects and much graphical improvement, but short average playtime. But I love it because it is improved than Half-Life 2 very much.

Even though it's a little short, I had fun playing this mod.

As Angry Joe would say "DAT LOOK GOOD!!!"

Мод оставляет впечатление аналогичные обычным технодемкам - казалось бы прикольные технические нововведения, но очень посредственный геймплей и локации которые сделанны на уровне проходных модов времён 2006 года.

Посоветовал бы не тратить на него своё время

9

Great maps, the lighting work is very nice on this one.

8

Relatively short mod, but a professional experience that features a lot of polish in a lot of ways, but neglects some important areas as well.

New weapon animations and sounds are a fresh touch.

Lighting effects were cool, but definitely overdone. Also, the environments were a bit too dark which made little sense with how bright all the light sources are. Difficult to see details. It got old real fast that my first move when entering a new room was turn on the flashlight and clumsily look around for anything of use. Too many pointless dark rooms that just wasted time.

Awkward combat encounters. Enemies are far too often beyond a window so just their heads are showing. Either that or they're swarming out in the open with no real purpose.

Brutally difficult, even on Medium. Enemies were spongy and all the herkin' and jerkin' from the head bobbin' and weavin' made aiming difficult. The "focus" feature was annoying but a requirement to hit anything. Fortunately, it wasn't too hard to use, but I did keep forgetting all the time, making firefights harder than they had to be. The shotgun was my go-to weapon because it seemed like the spread was the same, focused or not.

Quick change timing was off. Had to wait a split second to pull out my AR instead of being able to mash 3 twice. Ruined combos galore.

Loved the outdoor area. Looked great with detailed, fleshed-out environments. Hell, all the levels felt polished and thought out. Level design felt a little clunky at times whenever I missed a freshly-opened door.

There was an attempt at scripting, and for the most part it worked, but sometimes events were clumsily-executed like the balcony defence segment after taking out the snipers. Unclear if I should backtrack all the way to the bottom to help my buddies out, or provide covering fire from above. Problem is, all the enemies were clumped around the bottom of my screen between the bars of the railing, making it difficult to get a good shot. Same issue as the soldiers peeking through windows. This game is hard enough, no need to artificially inflate the difficulty like this.

Kinda conflicted on this one. It's definitely worth a play since it's enjoyable at baseline and one can appreciate the immense amount of effort that went into it, but it has a few glaring issues like combat and scripting. Some great ideas that are well-intended, but falls a little flat. This massive team definitely blew the budget on beautifying the weapons and effects when they should've been focusing on fundamentals. Gonna round this one up to an 8 because I don't think you'll be disappointed.

10

Nice