Author’s Note:“Das Roboss is a 3 map series of single player goodness for Half-Life 2. I made a number of HL1 single player maps and I’ve been itching to make a good HL2 set. DR is difficult. After my last release “Infinite Rift” I got a lot of feedback saying it was too easy. I didn’t want to make that mistake again. If you don’t want to be frustrated you will probably like Easy mode. If you want a real challenge try out Hard.”
Combine forces are in the process of constructing a huge robot in an abandoned government fallout shelter outside City 17. The robot, codenamed “Das Roboss”, is the most destructive Combine creation yet. It makes Striders look like daddy long-legs.
Your mission is to infiltrate the occupied bunker and find Das Roboss. If you can destroy, steal, or otherwise remove the robot from Combine hands you will be doing City 17, and the world, a great service.
- Title: Das Roboss
- Filename: sdk2013-sp-dasroboss.7z
- Original Filename: hl2-sp-das-roboss.7z
- Size : 10.10MB
- Author: Tyler Munden
- Date Released: 11 February 2005
This mod contains fixes most issues related to engine branch incompatibility and is designed to run using the latest “Beta” of Source SDK Base 2013 Singleplayer.
The patch which has been incorporated into the file was created by Marc-Antoine Lortie AKA malortie and Koneko created the RTSL file with the patch incorporated.
More detailed installation instructions are included in the file, in a file called “README_fix.txt”
Ensure that you have Source SDK Base 2013 Singleplayer installed and configured to use the latest beta, “incoming”.
If not set it:
- Right-click on Source SDK Base 2013 Singleplayer.
- Go to the “Betas” tab.
- Change “Select the beta you would opt into” option to “incoming”.
- (Optionally restart Steam).
Next verify the integrity of game cache for Source SDK Base 2013 Singleplayer.
- Right-click on Source SDK Base 2013 Singleplayer.
- Go to the “Local Files” tab.
- Click “Verify Integrity of Tool cache…”
- Wait until game cache inspection is completed.
- Optionally launch Source SDK Base 2013 Singleplayer to update game data files).
Continue with the instructions below.
- Copy the dasroboss folder into your SourceMods folder.
- Restart or start Steam.
- Das Roboss should now be listed in your Library tab.
A walkthrough for this mod is available. It is in PDF format. You may be able to open this directly in your browser, depending on which one you use and its version or alternatively you can download the free Adobe Acrobat Reader
- Das Roboss Walkthrough PDF (228Kb)
This mod was originally released as maps and a PP reader, andyb, kindly converted it to a mod. It lacks a custom loading screen or menu image but it works perfectly.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots may contain spoilers.
Please note: These statistics are valid from December 2010
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6,539Overall
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0Today
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4Last 7 days
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20Last 30 days
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224365 days
Using Gauge: Users
Manually: 10 Users
Time Taken:
Average: 1 Hours, 16 Mins
Shortest: 0 Hours, 30 Mins by lukkasz323
Longest: 2 Hours, 15 Mins by noogie
Total Time Played: 13 Hours, 55 Mins
If you believe this release is missing important tags, please suggest them in a comment?
any1 know what this is about?
Introduction:
I never thought decent industrial maps could be made in Half Life 2. This three map series proved me very wrong.
Gameplay:
he map series is very action packed in a smooth, controlled way without there being too many enemies, which is balanced well. Ammo is very balanced with enough around. Health can be sparse in some areas, but there is plenty when you get further. Theres a lot of fun throughout the series with some nice ideas and gameplay elements, like the batteries for the generator or driving the mech that “makes striders look like daddy long legs” which is indeed true.
Design:
Top quality with a lot of brushwork details. This map doesn’t over use props which is really good. Rooms are not flat and have very good texturing, and well picked textures. Lighting is really good too. Outside locations are really good too, displacements are well made and look realistic. Coloured lighting works well and don’t go over the top either.
Conclusion:
One of the best map series for Half Life 2, really recommend you play this one.
Tylaks “Das Roboss” is one of the very few good SP-Map-Packs for HL2. It oozes professionalism. Probably because Tylak worked as a pro before he made it.
Superb. A must-have for any HL2 owner. Nuff said.
Yes, agree with all above, this a good game well worth the download, it’s hard and the layout is complex in parts, it’s also well designed with large detailed sets, also the end map is one of the best of any game.
Very good map, made me work for it. The robot at the end felt a bit cheesy, but even that took quite a bit for me to get to work right. 4/5
It’s a great-looking and essentially well-done map, but it’s just too difficult for me. I could handle the lack of health and suit power-ups, but I’ve been playing for hours now, and the map itself is just frustrating me. I’m stuck on drob2 and about to give up.
Indeed, the author’s description says that it is “difficult.” But it goes on to say “If you don’t want to be frustrated you will probably like Easy mode.” Easy mode is no solution when you’ve no idea what to do, and you’ve been around the entire map 300 times.
Too easy is bad, but too hard is equally undesirable. Actually, AFAIC, it’s worse. If a game is too easy, at worst you’ll be bored. Too hard, though, and you’ll be bored and frustrated.
After finding info on various web sites (which in one case did far, far more harm than good), I managed to get through map 2. I could explain what the trouble was, but I don’t want to let a spoiler slip.
Only after finishing (on god mode, since by map 3, I’d had enough), I discovered that the map author has his own walkthrough!
When I updated my website this link was broken. But you can still reach the original walkthrough I posted by using this:
http://www.tylak.com/oldsite/drobwalk.html
Thanks to everyone who played! Especially those that commented here. 😉
Review:
Your mission: Find and destroy “Das Roboss”, the next terror weapon under Combine construction.
On this occasion, I played through the game on easy mode. I don’t think it matters much between easy and normal mode, as I remember getting through it when it was first released on normal level without too much trouble combat wise. That’s not to say you won’t encounter a number of other difficulties along the way. I had no technical issues with it and the display was very smooth.
If, like me, you enjoy exploring and wandering down alternative routes, then you will find the first two levels of Das Roboss have plenty to offer the wandering soul.
These first two maps have a fairly complex layout which must have involved a lot of pre-planning and hand mapping before entering the world of software. We are faced with seemingly alternative routes at every junction. They all lead somewhere with the player finishing up where he should be. The worst that can happen is finishing up where you started, so this is an interesting layout which offers the player alternative paths that enrich both content and gameplay.
The whole game consists of 3 maps and is contained solely within industrial layouts. Some may say that this restricts the gameplay giving the player only a grey and drab environment, but this must be seen against the storyline, and where would any one expect the Combine to build their future terror weapons? In the middle of a sports arena! You will face mostly Combine troops including the elite core plus a scattering of headcrabs, zombies and scanners, with antilion supplying cannon fodder. One memorable encounter takes place against the “Antilion Guard”, this being an extremely well thought out sequence which played better than the original HL2 encounter. I played the chase sequence through a couple of times just for both the hell of it, and also to see what was the most effective way of killing it. However, you need to find that out yourself.
The 3 maps are well linked although the gameplay in each is different, with the first map being the journey, the second is the search and the third is the kill. The second map gave me the most problems, being difficult at first to find your way around not knowing what the objective was. You will get lost and circle around a few times but the essence of this level is to both work out and find, what makes that generator work, and thats the only hint I am giving away, ever. The third and last map is without doubt the most unique piece of HL2 custom design so far seen, and that is all I am going to say on that subject
Overall the set design is good if not that varied, being mostly industrial areas and building complexes with much of the action taking place in corridors, stair wells and open rooms. The player is afforded plenty of space and the action is never cramped or squeezed in any way.
As previously mentioned much planning must have gone into the layout to create a complex pattern of paths through maps 1 and 2 and the authors deserve lots of credit. The texture and attention to detail is good throughout, without noticing much in the way of new stuff. The architecture does not open up and come alive until the final map with unique settings and gameplay on a grand scale. Plenty of new stuff here but you may not get the chance to admire the scenery.
Negatives:
None that matter.
Positives:
Just one – the whole game from beginning to end
Conclusion:
One of the best HL2 custom games to date. Whether you are talking mods or mappacks, it’s nice to have a release that gives the player a complete story and game. There are too many bits of games and non-complete HL2 stuff around these days. This game is a great example of how to mix plenty of action with a story line that has lots of navigating, exploring, searching and task solving. For me that means great balance of gameplay.
Thanks to the author, Please give us more.
Nice Job Mel,
Even if it doesn’t matter the starting spot like if you came from nowhere was for me the only important think missing in this release would have been better to add a small cutscene…
Thanks Stef,
Agree with your comment, I guess I lean on the positive side with these reviews. I like a definate introduction to a game, makes you feel from the start that the game is a cut above the average.
HELP!!!! I need help finding the batteries in the second map. thx.
Fuuun stuff, this one. The setting is predominantly industrial, which I didn’t have a problem with, but which some might find boring after a while. The battles are all fun to play through, and the end is an absolute joy.
Wow, this was really good. The second map was probably the most convoluted and nonlinear layout of any mod that I can think of, and the finale was extremely original. Much fun. The main puzzle was a bit odd though, and seemingly arbitrary, and as others said it would’ve been nice with some sort of intro, but altogether outstanding work!
Great fun! Challenging and original.
Every time I play this map, I get more amazed at just how good it is.
5 stars!
I’m stuck on the 2nd map. Where do you find these batteries etc. to charge up that generator thingy? Iv’e looked everywhere!
leave the room and go up 1 flight of stairs and climb the ladder.Walk over to the edge and you will see them.They need to go in the holes in the section below where they are.
Somehow I overlooked this mod. That was a mistake. It’s wonderful. Great level design and storyline. Nice balance between fights and puzzles. 5 Star material
You missed a good part of playing time lol.I made this into a mod insead of a map pack but dunno if Phillip put it up.I also made another map pack(leons hl2 map pack) into a mod but I’m not sure if he has permision from leon to put it up.
Considering this is in my top 5 favourite mods I don’t know why I haven’t commented before.
Anyway, I love this mod because it’s just the kind of mod I like. Mostly indoors, with a Black Mesa feel. Plenty of action and lots of twists and turns. There’s just the right amount of enemies in each section adn also the right amount of “Find a button to open this door” type gameplay.
The ending is very cool too. I just wish there was one really thoughtful puzzle involved.
YOU MUST PLAY THIS MOD!
Oh yes. One of the most intense and memorable HL2 experiences of my life.
Best one I’ve played in a while.
Well, I guess I will have to take your word for it Phillip.
Not a bad mod, but I didn’t think it was all that difficult to beat. I do agree with Mel that exploring reveals some alternatives and makes finding things easy. The last level though intense wasn’t difficult to get through once you figured things out (don’t want to spoil it).
Overall not a bad mod…but I can’t put it up there with City7: Toronto Conflict, Combine Destiny, or MINERVA: Metastasis, to name a few. Outside of those, not a bad mod.
Just my two cents
great mod
This is excellent all the way through. Custom textures and intelligent level design help distinguish the locale (to be honest the whole installation makes me think of a nuclear fallout shelter, for some reason.)
The gameplay is enjoyable, with well balanced difficulty and pacing. The ending is very unique. I won’t spoil it, but let’s just say that the… “unique equipment” you’re able to procure suddenly makes Striders a lot less fearsome.
Now that’s what I call a super weapon! Too bad you need a few extra men for it to work at full capacity 😀
This is one hard mod, but maybe I’ve been rushing though things and missed a couple of health packs. I even missed the crossbow, I only picked up some arrows. I got stuck at the batteries level. I thought I needed to find some other batteries, cause the visible ones wouldn’t budge, until I found the right angle of approach. Literally. And the last level was extremely frustrating with those doors closing in on me, I didn’t dare to take a shot at them for the first couple of times.. It’s more of a puzzler than I thought. With the running around in circles and all that. But hey, it’s better to have a circular map, or different paths leading to the same place, than backtracking long, boring routes. Or maybe the solution lies somewhere in between. Other than that, I liked the mapping, had lots of hidden goodies and a favorite spot from where to take down the antlion guard.
With a variety of enemies, weapons and good gameplay, it’s far from boring, has a quick pace at times and for 3 maps I would’ve expected it to be shorter. Nice surprise. Exploration and observation are rewarded. Some tactical skills are required at times, some perseverance and patience at other times..
The piece de resistance is of course the machinery in the last map, for that alone you have to play this mod!
some parts lag bad on my computer. I’ll have to wait with the reviewing… 🙁
Edited by andyb.-watch the language
Playing this at the moment. Fantastic! This is much more like HL2 than the actual game (which I recently played for the first time and was highly disappointed).
Sorry to hear you were disappointed with HL2. Glad you like this mod though, it’s one of my favourites. You have a surprise waiting for you!
BTW, I love your site, haven’t been there in a while.
My only complaint about this mod was that it didn’t seem intuitive to me where to put the batteries… Or maybe I’m a dork.
Really liked this mod. The second map sometimes had me confused, but since everything’s interconnected you can’t get lost. It took me two tries to figure out how to (mostly) control the thing at the end, but I managed to do it, and win. That’s always fun. 🙂
Well, it is divided in three maps and the difficulty isn’t well-balanced, in fact the first two maps aren’t so entertaining, and there aren’t many health packs and it is hard to fight all the enemies… and the overall map design is good, but could have been better.
The last map with the Roboss is really fun, however, the author has done a great and convincing job with this GIANT mechwarrior (you won’t believe it when you will crush a Strider with its feet!!!), and the final fight against another Roboss is really epic.
Overall, this isn’t a great mod until the end… But it still deserve to be played…
Excellent mod. Professionally done.
I’d love to check this mod out, but it seems the link is broken. FileFront is now GameFront and they may have possibly lost many, many files in the changeover.
No files have been lost, but ALL my links to the file son their servers have broken. They are currently looking into it and will hopefully have it fixed soon.
Thanks Phillip, I kinda thought that may have been the case. I did find it through a Google search and played it. Wow, I was impressed. For a HL2 mod circa 2005, I thought it was quite good. Took a little while to figure out the Roboss, but (spoiler, avert your eyes) the rapid file missile launcher saved my butt.
Ive found 1 battery in map 2, ive looked everywhere, killed everything in the map, found every nook and cranny, and cannot find the other 3 batteries (the firs is on top of the actual machine).. please help anyone?
Excellent. Completed on Normal but definitely challenging. The industrial complex is good looking and complex.
The planetphillip download for this mod is missing.
The start isn’t anything too exciting, middle section is a huge spawling map which can be a bit confusing and frustrating, but it’s a nice change from linear “sequence of independent boxes” maps. It does look a little drab in places, but not horribly so. The ending is hilarious, and makes the frustration of the middle section all worthwhile.
Manually
Medium
2 Hours, 15 Minutes
This is a nearly perfect mod.
The story is that the Combine are building a huge robot of mass destruction. The story is not the best point of the mod but it’s certainly not bad.
The first map is my favourite. It mostly takes place outdoors. I love the setting in this mod, it’s unique and atmospheric. It’s very gritty, almost like Black Mesa after HL1. The little details make it seem realistic too. This map also likes burrowing headcrabs a lot, there’s tons of them. This isn’t a bad thing or a good thing, it’s just a thing I thought I’d point out. One great thing about this mod is its nonlinearity. There’s always at least two ways to get where you’re going and even some secrets. It’s almost like a Doom/Quake map reincarnated into HL2.
Map two is also very good. The layout is a bit confusing but not labyrinthine, again, like a Doom/Quake map. There’s a secret Grav Gun here as well as some Antlion Guards. Instead of liking burrowing headcrabs a lot, this map likes Elites a lot, almost too much. I like fighting Elites but not in large quantities. The environment feels even more like Black Mesa in this map too. I like this map but not quite as much as the first.
SPOILER
Remember when I said it was nearly perfect? Well, the last map is the flaw. You get to control Das Roboss which sounds fun but is not. You’re not even controlling a lot, just the weapons. He moves way way way WAY too slow. Also, his “weapons of mass destruction” are extremely disappointing. The arm cannons were too restricted and the beam gun thing just didn’t do enough damage and wasn’t accurate enough. The gunship was way too hard to take down. You also get to fight another Roboss but he has the same problems you do and remains stationary so he’s really easy. I think Das Roboss would be no match for the rebels.
SPOILER
So yeah, play it. It’s pretty much a perfect mod apart from the last boss.
Manually
Medium
1 Hour
Wrong gameinfo.txt
Will be updated soon. Or you could try the latest MapTap beta that attempts to fix this.
Can you give me the right SteamAppId … !
Thanks
I’d never even heard of this until I clicked on the Hall of Fame listing for it. FYI the images are all broken links.
I’m not ready to give a review, because I can’t get past the ‘battery’ section. I’ve watched a walkthrough – but the problem isn’t that I don’t know what to do, it’s that I *cannot* get the gravity gun to pull the batteries out of their holders. No matter what angle I’ve tried, above or below, or even noclipped standing in mid-air in front of them, they simply don’t come out of their holders. I’ll try again a little later, but it’s been kind of frustrating seeing that this is how it’s ‘supposed’ to run, and just doesn’t work.
And of course, right after posting that they didn’t work, the grabbity gun did work. I still haven’t been able to make it to the final scenes, though.
I only ever heard about this map pack because it’s somehow listed in the Hall of Fame. I’m going to preface my review with something found in the (current) poll / discussion topics of 2015: this review IS a product of its time. I’m looking back at a very old mod indeed. I’ve played a lot of half life 2 and 1 mods since beginning my journey through the franchise.
I find myself resoundingly disappointed by this mod. It had a lot going for it, I’m sure, when it was new, because no one had ever seen such ambitious work or very little of it. Unfortunately it doesn’t stand up through the years. I’ve played dozens of maps and mods that are far more enjoyable and much better made than this, so it honestly does surprise me how many ‘amazing work’ comments there are about it.
Looking at it plainly: this is a half life 1 mod, in hl2’s guise. The mapping itself is needlessly convoluted and confusing, highly repetitive, and nonsensical to an extreme. There are whole rooms I was just looking around wondering what on earth they were FOR? If this was some kind of underground base, they served exactly zero purpose for anything. Storage? Maybe, but there would be much better ways of doing that and have a lot more ‘move the heavy thing from place to place’ machinery around to show that. Housing? There was none – the only evidence that people existed in the location at all were some scattered lockers and some medical/shield boosters. Otherwise, where do all the people who had to have been working here actually suit up, go to the bathroom, clean themselves, eat lunch? The inclusion of an emergency medical bay or even just a room where you’d have some cots or couches would have gone a long way to making this a remotely believable location. But since those things are distinctly lacking, I have to shake off this nagging suspension of disbelief that won’t go away.
Visually it was as meh as meh could be. There was never a location I looked at and thought “this is really brilliantly done!” it was all very samey, blocky, and in a word “half life 1 mod” quality. Some of the textures were interesting to look at, but even then there were places on some maps which were broken in their geometry and you could see through to the great Infinite Void.
The fights were few and far between at times, though that last one was kind of ridiculous. I’m not sure whether I broke a trigger at some point, since there was a stationary Antlion guardian looking down a hallway, which I killed in a couple shots, followed by a Combine guy who came from the hall shooting at me. They weren’t fighting prior to that, so I have no idea whether I just stumbled on it, or what. Aside from that, there was a LOT of time that I spent just running around not fighting, not hearing any sign of an alarm or troop arrivals, just… not fighting at all. Too much time spent trying to figure my way through a complicated area, and virtually none of it with either any sense of urgency OR any direction that I was being pushed toward.
The ‘puzzle’ aspect of this pack is also atrocious in its implementation. I’m given three (sort of) objectives in one room, but no ideas as to what I’m supposed to do to find any of their pieces, OR what to do with them when I do find them. The ‘battery’ situation is something I obviously had trouble with – but so did a large number of players (who commented anyway). A battery being tossed out and replaced in its shelter is one thing – and that is NOT what we’re supposed to do. That made exactly no sense at all. Why would I put a battery into a pit? The machine has spots for batteries, that’s *what they are for*, and there’s no ‘stack of batteries’ for use in powering things up by throwing them bodily into an obviously dangerous indentation.
The problem really stems from the author of the mod (and many other authors fall into this trap) *has no bloody idea* what machines do, and how they work, and how buildings work. It’s like asking a child to describe how a car works. It just ‘does’. But for a puzzle like this to have made any sense, I should have been doing the exact opposite of what actually happened here – I should have scrounged around 4 new batteries, and *put them in their proper places* where it says ‘high voltage’ and has a *battery shaped hole*.
The robot itself, I never got a look at aside from the view screens once I did somehow get the batteries into their pits. Was I supposed to know where it was? Did I completely miss a location where you see this thing? The bit with the robot is actually kind of bittersweet for me – it actually looks a lot like a ‘hand made’ version of a ‘giant nazi robot’ that City of Heroes had in a ‘task force’ mission. It never comes to life, though, you just have to destroy it and the people around it for the mission to work. This Roboss… really does resemble it in no small way, physically, though built from scrap parts and welded together in a very Lego-play way.
Which destroys my suspension of disbelief again. Because if a group like the Combine was making something like this, it would have been done in a location that worked, bearing Combine appearance, and more than likely a half-organic structure. If a Rebel base was making it, I got no impression that was the case, by the *lack* of any NPCs or information scattered around to indicate it wasn’t a Combine bot. What exactly was that area with 4 force-fields containing some animals and one lone human? Was that something I should have been able to open? Because there was no control, and they remained sealed off when I passed by them on numerous occasions. If the guy in one of them had shouted instructions, or even shouted at ALL, I would have believed a little more in the location.
There was no ‘set/window dressing’ for this mod, which would have gone a LONG way to creating a much more believable location.
… All in all, this is a playable, somewhat difficult, but overall boring and dull mod pack. It took much too long – of that 2 hours I list, at least 40 minutes of that was trying to figure out where I was going, and some of that was also trying to understand the nonsensical battery puzzle. It could easily have been broken down into a shorter, more flow-oriented map with proper instructions or combat forcing the player to understand where to be – or not to be, with gated / ‘you haven’t done this thing yet’ properties.
Again though, I understand that *in context*, of being released 10 years ago and only barely after HL2’s existence, it does still represent more in my mind of a ‘transition mod’ between the older expectations of Half Life 1 modding, and the more fluid HL2 dynamics possible with AI and scripting – all of which were notably absent.
Using Gauge
Medium
2 Hours
For Linux Users: You have to lowercase all files, and edit the gaminfo.txt after that it is working. 🙂
The mod is worth playing, but has problems.
Pros:
+ level design is solid most of the time
+ some good fights
+ antlion boss section was cool
+ good player guidance
+ feeling of progress
Cons:
– some unfair encounters (elevator), creator probably didn’t test on Hard mode, cause on Medium you can just tank the damage in these unfair situations
– some ugly geometry
– overall visually not very pretty
– encounters feel random, first you fight headcrab, then fast zombie, then combine shotgun
– the thermo battery or whatever that is damages you, which is stupid as hell, because you have to figure out where to put it, so if you keep picking it up you will die. And it doesn’t make any sense anyway
– there is one Error model
– there is a buggy sound (elevator)
Manually
Hard
1 Hour
Even thought this mod is more than ten years old, playing it remains an excellent experience. Many mappers can learn from this mod about how to make their map non-linear without making it confusing(geting lost in a map) and annoying(when you ask yourself wich way to go without missing an alternative way). I only got stuck because I wanted to activate the battery-charger without the gravity-gun, which I found after I stopped to fool around with harmful battery-box, which was not plugged in like the 4 ohter boxes. The enemy spawns are well made, there are enough enemies to keep you busy in more complicated fights(more opponents at one time, and variety in environment- geometry), but there are only to many when you get to the roboss, which is fine since it forces you to use all the custom-made utility you get in the final fight. The creators somehow manged it to get the player unstuck after he got sucked in by the moving walls of the roboss, that is a problem of many other source-engine games i played. There are many well hiden secrets to find and it is necesary to search for at least some of them to keep yourself supplied. Sadly i could not get the version from rtsl running, i downloaded from moddb, which has a steampipe-update patch.
Manually
Medium
40 Minutes
This release has now been updated to work with the Source SDK Base 2013 Singleplayer engine.
Full details have been added to the post and in the new download.
You can see all the other releases that have been update via the TAG: SDK2013 Updated. Remember, releases get updated regularly, so check back often.
I really enjoyed this map. Its level design is great and I enjoyed exploring the map. The industrial feel really works for it. The story is short and sweet, stop the combine from building a big robot. The fights were also good. My only complaint is having to find the batteries maybe I’m just not observant.
Manually
Easy
1 Hour
Great work. The map is quite complicated, I liked it, the final scene is also good.
The only thing I did not like is the mapping. I don’t like maze-style mapping with a bunch of passages.
Manually
Medium
1 Hour
Great and non-linear level design, nice atmosphere, rewarding secrets, fun puzzles and perfect length.
Really one of the best mods you can find.
Manually
Hard
30 Minutes
Nice map. I’m not good at non-linear maps so I spent a little long time for finding the paths. I love the combats, especially the final one.
Manually
Hard
2 Hours
Fix: Difficulty played at hard -> medium
Good looking. Plays good. Spoiler…. At the end it is kinda clunky the Das Roboss. Hint: When you got onto the Robot, hit the center button. This will start the robot walking. Then crouch and move back and forth from either side hitting the right button then the left. Keep repeating till you are past the big door. Once past the door, drop down two levels in the robot. You can’t drop in the hole on the top level you have to go off the side. Then walk down one level. From there take on the gun ship with the rocket launcher. Once you dispatch the gunship walk up to the level above then take that platform back to the top. The platform kinda wiskes you up on a breeze of air. That’s why you can’t drop in there to go down. Crouch and man the two buttons like before. There are two suppression guns in between the three buttons. Once you have dispatched most of the enemy on the other robot. Man a suppression gun and go for the kill.
Manually
Easy
40 Minutes
Das Roboss
I understand why this mod is rated very highly.
It plays well and has a good progression and buildup to the end. The Roboss sequence itself is a very interesting battle and is very impressive for the year it was made in.
Manually
Hard
1 Hour, 50 Minutes