-
The Science Behind Half-Life: Weapons
Welcome to the second part of The Science Behind Half-Life. In the first part, I looked at the game names and this article looks at some of the weapons.
I’d like to mention that I’m not going to cover all the weapons used in the game, just the ones with science connected to them.
-
Estranged: Act 1
Estranged, the story of a lone fisherman, stranded on a mysterious island during a violent storm.
Explore rich environments and meet the curious inhabitants of the island as you find a way back to the mainland.
-
Jim’s Rules Of Half Life 2 Mapping
For those not following Jim Partridge’s RTSL livestream event, called Critical Jim, he plays and dissects a different mod every month.
He normally has a guest to throw and crush ideas around.
Here are his starting mapping rules. Don’t be surprised if they get added to and/or updated as he finds new elements to discuss.
-
The Work Area
You must escape your work area.
Apparently, you’ve always worked in the basement, so you don’t really know what to expect on the higher levels.
They might even have secret doors for all you know.
-
Fathom 2.4
You find yourself outside a marine research facility waiting for rescue.
Unfortunately, things don’t go according to plan.
You need to try plan B, and maybe even plan C!
This map was entered into the TWHL Competition: Water and won.
-
Cataxen
Ever wonder how human scientists might travel between Xen islands safely?
Wonder no more, this map present one possible scenario.
This map was entered in the TWHL Xen Transportation Competition.
-
Freeman Escape
Your objective is the F-15 hangar.
To get to it you need to pass through a number of aggressive obstacles.
Reaching the hangar is only part of the battle, getting inside also requires some thinking.
Good Luck, Freeman.
-
Urban Combat
A simple unrealistic square with a few buildings.
Freely spawning Combine battle against the Resistance.
Kill as many as you can before they kill you.
-
Absolute Redemption
It was written in the ancient scrolls of Xian that, during the last Crelat of Xen time, a portal would be opened between two universes and a being would cross the void and cause the second re-birth of Nihilanth, and all Xen would be drained of their lifeblood, their knowledge.
And that, in this time, the Xen race would be oppressed by the armies from the far side of the portal.
It was also written that once the portal was opened, a human known as “Freeman” would cross the galactic transverse into Xen space, and set free the three sacred Telnorps, the guardians of the gate who had been captured from the ancient enemies of the Xen, the Zan from the Theldran galaxy.
And so it was that the prophecy came to pass, and the weakened Xen were powerless to resist an onslaught from the Zan. In the dawn of the first Ashaan of Xen time, the elders of the high council sanctioned an uneasy alliance with the perpetrators of the impending disaster, the Human race, in order to restore the sacred telnorps, and thus sealing the Zan gateway… forever.
The ambassador of the Alien Investigation Unit on earth was called upon to “redeem” the situation by employing the use of the very individual who had inadvertently caused the situation…
This is April’s Classic of the Month mod.