Playing as Gordon Freeman, you are a “person of Interest” and the Combine want you.
Your objective, as stated on the screen, is to escape City 17.
Can you do it? The Combine will do their best to stop you.
Basic Details
- Title: Person of Interest
- File Name: hl2-ep2-sp-person-of-interest.7z
- Size : 19.89MB
- Author: Mark Romphf
- Date Released: 19 August 2012
Download Options
Notes
The file above also contains one grid view image, along with instructions on how to use it.
Installation Instructions
- Copy the half-life2PersonOfInterest folder into your SourceMods folder.
- Restart or start Steam.
- Half-Life 2: Person of Interest should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
Videos
The playthrough below is provided by Custom Gamer. See more of his playthroughs on this site: VP: Custom Gamer
Screenshots
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
Reader Recommendations
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Meta Review Data
Statistics based on 21 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 19 Users
Time Taken:
Average: 1 Hours, 43 Mins
Shortest: 0 Hours, 37 Mins by Miigga1
Longest: 10 Hours by John
Total Time Played: 36 Hours, 9 Mins
Using Gauge: Users
Manually: 19 Users
Time Taken:
Average: 1 Hours, 43 Mins
Shortest: 0 Hours, 37 Mins by Miigga1
Longest: 10 Hours by John
Total Time Played: 36 Hours, 9 Mins
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Jump to a review
My view of this final release is a little jaded as I have beta tested 3 or 4 versions in the last few months.
I did enjoy playing it and there are a couple of nice set pieces.
Originally, the mod came with voice acting, but Mark decided to remove it as he felt it didn’t add to the setting – I fear I had something to do with that when I called the voice acting “terrible” – whoops!
I feel there’s a gentle increase in difficulty and for a first release it’s pretty good.
Mark made the common mistake of making something too big and consequently got a little tired and rushed at the end.
It needs more detail in a few areas, a solid background story and it could be a very good release.
Overall, I have no hesitation in saying you should play it. It’s not the best mod you will play this year, but it’s definitely worth your time.
Manually
Easy
1 Hour, 5 Minutes
I quite enjoyed this mod. It started off very easy and got progressively harder throughout the mod until it ended in a fairly difficult big battle.
It could have more actual puzzles, but that’s just my taste.
I have some mapping-related tips to the mapper.
You should use an env_tonemap_controller to adjust the bloom and HDR. It seems evident that you were just using default settings for bloom and HDR, which causes the maps to be too bright. Check this for more information: https://developer.valvesoftware.com/wiki/HDR_Lighting_Settings
Your stairs looked kind of wacky. The standard dimensions for stairs is a ratio of 8 units up and 12 units forward. That way you’ll get normal-looking stairs.
Also, there was a zombie-infested area that was completely 100% pitch-black. Pitch-black areas are generally inadvisable because they look weird and aren’t much fun to play in. You should probably use at least a little bit of ambient lighting in even the very dark areas.
Also, I managed to prop jump myself outside the map here: http://i.imgur.com/ML7YL.jpg
Overall this mod is quite fun and I do recommend playing it.
Manually
Medium
37 Minutes
what can I say….. I thoroughly enjoyed this mod and from the beginning it was a joy to play
it had all the parts you expect in a hl2 mod including good set peices and nice lighting , and I especially liked the combine firefight in the canal… you dont see many firefights in water
I gave it a PF since there wasnt anything I could find wrong with this mod… it was the way all mods should be created.. so may I thank mark for what was the best hl2 mod this year.. well done mate !
Manually
Easy
52 Minutes
I felt it was a pretty average mod. It didn’t do anything bad, but it also didn’t do anything very exceptional.
Its well done when it comes to combat I felt (even though it was too easy), but there were a couple of things that kind of pissed me off.
The first were the snipers. You can see the first sniper and when you go to kill him, there is one behind that just massacrates you. Then, because you know there is a second one, you play it more carefully but when you are going to kill the second the third hits you in the back. I felt the snipers positions should have been more easily spottable.
The second thing is the water where the boat is. When you first enter the water you are supposed to go forwards and climb a ladder. But this ladder is not that easy to spot and as such I ended up going to the right towards the boat. All of a sudden eels start attacking me and bring me down to about 20hp before I can react fast enough and turn back. It makes no sense to me that you open up a path for the player and then almost kill him with no warning, especially when this looks like the way forward.
Aside from these two points I enjoyed the mod without problems. The combat arenas where fun to play and the music/sound effects were nicely placed to make it more enjoyeable.
Manually
Medium
1 Hour
I made pretty much the same mistake you did with the water area. I DID notice the ladder, but I was curious enough to “investigate” where the other path goes… and I died.
I’m not in the habit of timing myself so no metadata for this one.
Indeed it lacks polishing in mapping, putting a story together and why not, putting a name for the #chapter_title. While I’m at it, rename it into something original rather than a line from HL2. But mapper has a lot of potential and fresh ideas and he managed to release a great mod with believable locales, increasing difficulty and awesome combat.
Right from the start every location has a sense of realism, like I would imagine a real storage/warehouse or a garage having a working business in those areas. And also a nice change for a vent entrance, too bad the rest weren’t so inspired.
At first I’m bombarded with a sh*tload of health and armor, I get an invisible wall as I jump from the balcony over the forcefield. Am happy to have sighted G-Man although was wondering why would he be in the outskirts of that city. The room where you have to turn on electricity, after the 2 turrets, has a light fixture which is lit, but there’s no light from it. And at one point the brick walls became a bit repetitive/boring. The layouts are more than ok, some constructions are even laudable, but using different textures at times or taking the time and adding small details here and there is what makes a quality mod imo.
Finally mod picks up the pace and I’m lucky to step into very nice locations of combat. I managed to even die in the sewers and that whole set was pretty atmospheric but I sense it could’ve been even more with some inspired lighting and simple details besides the copy pasted long corridors.
Nice reuse of the boat and the outdoors, followed by large to extra large areas of combat which were a refreshing change from your usual cramped mod.
I could’ve done with bit more environmental sounds, some live rebels and definitely some puzzles, but what it does so far it does good, mapping and combat wise, and also keeping me on my toes.
With a little guidance, I hope we’ll see more from this author in the near future.
As Dalannar said, not bad, but not exceptional which is a perfect way to describe it.
The scene is set in City 17, as the player will go through a maze of warhouses, rooms, factory and even sewer areas. The player is never in one sub enviroment for too long. Although staying in one type of enviroment for too long can cause fatigue, so can the enviroments changing too often. It makes it tedious. Some places felt cramped as well.
Another problem is archatecture. Textures not looking right sometimes…stones connected to brick walls, stuff like that. Some places felt thrown together just to create a game, like some rooms exist for no apparent reason. It reminds me of the mod Precursor, where there were rooms with windows looking into the sewers!…didnt make sense. And all of the sewers use those big ugly bars to block off the openings. The author also uses stairways a lot, and these stairs look big, blocky, and generic all the way to the end of the game.
And let’s be clear…this mod has a bad case of “Combine-ites”. Too many times the player is trapped and cannot retreat or advance, arena style…and has to fight off waves of the dreaded Combine, so a door will open. That get’s tedious.
Many things were good about this mod. The use of other enemy props like turrets, manhacks, mines, etc – gives it a variety in combat. Some areas of the maps were well designed. The overall atmosphere and ambience was pretty good as well. So the author has talent, no question.
Should you play it? I say yes, but no hurry…
Pingback: How Interesting… |
I already rated this mod, but wanted to pop back after seeing another post.
zonbie wrote: “This collection of maps feels like it could benefit from much more work”
That statement really says it best, I wish I had said that. The mod feels like it has the basics already there…if the author could just go in and work on some of the issues and re-release it, it could be a great mod. That’s how I feel about it, for whatever its worth.
This was a pretty good mod with a surprising amount of content for such a small download. The difficulty level started off easy and got harder as the mod went along. I noticed in the first parts a few occasions where exploding barrels were situated right beside the enemies which made taking them out a breeze. I enjoyed the sniper section unlike some of the other reviewers.
The visuals in the ending area were really nice. I liked being high up in the waterfront setting. The final battle was pretty standard stuff, but overall it was fun to play and I thought the quality level was pretty good.
Minor issues:
– It looked to me like I was supposed to jump in the water at one point. Death by leeches. I would like it to be obvious that I am not supposed to go there
– The metal bridge between two buildings gave way when I ran on it and that was another death. I went slower the next time and avoided that, but it was a little annoying. Death traps that you can’t foresee are usually something level designers should try to avoid.
Definitely worth playing and I will replay it at some point in the future!
Manually
Easy
1 Hour, 20 Minutes
A first release? It’s pretty darn good.
The combat scenarios were fantastic and, by far and away, my favorite aspect of this mod. While the environments are not exceptionally detailed, they do a fantastic job of playing to the strengths of the different enemies. Funneling Zombies down narrow walkways, having tons of natural and prop-based cover for Combine, and always making sure the enemies have multiple ways into the space. This mod is an excellent example of how architecture and enemies reinforce each other.
Even the Crossbow, underused by most mods, gets its chance to shine here thanks to the diverse environments. There are even a few clever moments with the Combine floor turrets as well.
As I mentioned earlier, the environments could stand to be more detailed, but at least they are consistent the whole way through and enough to get the point across. I actually enjoyed the dichotomy between the pitch black interiors and sunny exteriors. While it didn’t make them scary, the darkness at least provided a welcome twist on Zombie gameplay. There were a couple rooms where Headcrabs of all different sorts were mixed with standard Zombies, and these were some frantic and interesting fights.
Besides, if the environments were more detailed, then something else would probably be sacrificed, like length. This mod strikes an acceptable balance between the two.
I enjoyed this release and look forward to more from Mr. Romphf.
Manually
Easy
1 Hour
First off you are greated to some fairly basic mapping, not terrible but more just “Giant cubes with tiny cubes inside with some props!” but it makes sense for the areas you are in which is a warehouse and sub-parts of that… it really gets noticeable when you hit the “city” sections and it is really just 1-2 city blocks that you can tell are separate from any other locals.
Another thing just kind of minor is the use of vent textures. Now in HL2 onward the vents you can go in have always been the vent cover model, but you used the vent TEXTURES, not a big deal just something I thought I’d mention.
One really good thing about the entire maps is that they are extremely large and for that reason I’d say that they are fairly well optimized. Idk cause I’m running on a fairly decent computer but if they weren’t I’d feel you be able to tell.
The crossbow and magnum just feel… idk given to you to give you a weapon, not really planned or anything. Also in the “city” section in the first map some of the Combine walls have strange reflections on them, idk what is up with that.
I loved the ending map with the gunship fight, and the underground train-station. Kind of feels thrown in and out of place, but they do extremely well for looking good. I love those areas.
Your bigger firefights are extremely well done, but the one in the 3rd map with the red-door of death, just felt like an arena, no real reason for why the door was there, why we needed to fight, just why? Why this? Why that? Felt really, really strange. I did love the gunship fight, the gunship destroying the door was a good-good highlight for me and a good way to end.
Also… the drink machines don’t work! I wanted some soda-water! 😛 Basically the jist of this “review” is that the map was good, not the best, not terrible, had some good ideas, just lacked polished and mapping improvements.
Manually
Medium
2 Hours, 20 Minutes
This is a great modification with brilliant combat and its mainly the combat that got me impressed and is the reason I played it on hard.
A great challenge could have used some more cover here and there ore more health kits but then again hard is a bitch.
[spoiler]mainly in the huge water management/canal room[/spoiler]
the mapping is rather mediocre as mentioned before but for a fact the maps are big and I reckon the lack of detail should be forgiven as the combat as stated is superb.
But what I really disliked is the lack of any source of light causing for pitch black spaces and faulty lit props and more problems that could be caused by that.
Overall great entertainment PIN!
Manually
Hard
1 Hour, 15 Minutes
A little too easy on “easy”, too much ammo and health, no real puzzles on where to go next! BUT I had fun, which is what counts!!
Looks-wise it was fine, however it was just not taxing to play, most of the action is in bursts then stocking up on ammo and health ready for the next burst. Now I could go into the positives and negatives of person of Interest but this mod has actually helped me!
A couple of months ago I hit a complete mental block on playing FPS’s (even the HL series), I just overnight stopped enjoying them (sorry Phillip, that’s why I fell out of the TREE!). I’ve tried getting back into them, but I just couldn’t get the enthusiasm up and running again. That was until now, so I’d like to say a special thank you to Mark, although he may not see it that way.
Was just right to get me going again. To explain that, I liked Miigga’s Baryonic Predicament, but at the time I didn’t have the patience to to enjoy it (my fault Miigga, not yours).
So hopefully I’ve got over my block thanks to person of Interest, which means my recommendation really is a personal one. Again thank you Mark.
Manually
Easy
1 Hour, 30 Minutes
I really expected more of this this mod.
The idea behind it could’ve been fleshed out into a wonderful, thrilling experience, but with the obvious time limit, the mod seems a bit rushed and sketchy.
The mapping work was hastily done, and while I don’t consider myself the perfect mapper, many things could’ve been improved, both technically and atmospherical. Dimensions really matter for a realistic feeling, and that was a major deficit of the mod.
The lighting wasn’t that good, some places missed the right feel to it, others were too dark or looked too bright.
Use spotlights to guide the player to ladders (=mentioned already with the leech canal), doorways or switches.
Use emitters, decals and prop_statics to spruce up your locations, many of them were just some concrete and steel boxes.
And also try to stay close to real-life locations. Catwalks need support underneath them to not collapse, canals aren’t huge canyons between warehouses, and the room where you fight combine soldiers until the exit door explodes and a hunter chopper appears, looked as if it was just build to serve for this exact battle.
The gameplay was nice, but pretty much just “run and gun”.
Nearly no puzzles, exporation rewards or npc interaction, but the time limit seemed to be the factor fot that.
I liked the doorways branching from the main areas, which made the appearance of soldiers more logical, and the different combat styles and tactics needed for the varying locations. (Warehouses, canals, zombie canalisation).
Last point to criticize is the sound design. With the right ambience, everything feels more real, but your maps were mostly silent, when escaping City17, I expected there to be sirens, APCs in the distance, overwatch announcements and Metro police voices. The maps lacked environment sounds like water, wind, birds, people and sounds of the city. Creating your own soundscapes isn’t that much work, and I would recommend it to you for your next mod.
I’m sorry if this sounded really harsh, but maybe the mod was a too large project for you, and so many things were done hastily and lazy.
I know how much work it is to create a custom story with custom maps, events and interactions, because I created two mods myself, though they never ever saw the daylight because I was too bored or too stressed to continue working on them. Next time, try to set smaller goals for yourself, create smaller maps, put more effort and work into them, and you’ll see that it’ll be much more rewarding! 😉
Manually
Medium
1 Hour, 10 Minutes
In the beginning there are quite a few overwatch announcements actually. It’s the rest that lacks environmental sounds.
I really enjoyed this mod, and congratulations to the modder for a great first release.
The architecture of City 17 is consistent throughout the mod, not hugely detailed but good enough to be convincing. There were quite a few set pieces I enjoyed, such as the sniper encounter, the battle with Combine in the water early on, and traversing the huge drop in the final map. I did think the ending seemed a bit rushed, as I’m not sure we really “escaped” City 17 as was our goal, plus the gunship battle seemed thrown in just to give the mod an ending. However all of the combat was well planned out, there was a good balance of supplies and environments flowed together well. In addition, it always seems like we have a purpose and are not just running around aimlessly.
I had only a few small issues with the level design:
– many outdoor areas are way too bright.
– pitch black areas are not fun.
– As others mentioned, all the staircases look very bad, which is jarring compared to the quality of most of the mapping.
I had a lot of fun, the only reason this missed out on a Personal Favourite for me is that it doesn’t do anything new. This may seem like really harsh criticism, but I think mods this size need some unique features, such as new puzzles, a different environment or whatever. What I’m trying to say is that nothing in this mod surprised me or was particularly stand-out.
With that said, it is definitely a very fun release, and I hope we see more from this author.
Manually
Medium
1 Hour, 30 Minutes
I really enjoyed this mod overall, although the style of gameplay got repetitive (stock up on health and ammo, battle, go through corridors with many turns and so on). There were also a number of fantastic scenes and battlegrounds though, especially the outdoor scenes. I enjoyed a mod that didn’t end too soon, ie; was long enough to start thinking about when and how it would end.
Manually
Medium
2 Hours
As this was released almost at the time Lost Under the Snow, was also launched, I felt PoI, better than the first. And tough it’s not my intention to compare them, I strongly feel, this mod, was so much more tested than LuS.
Thats talking about how important beta testing is, and well here my general feeling and impression, is that we are into a md with a clear goal from the beggining, escape from City 17, maybe that’s why I enjoy the “City#”thematic, in mods and maps, they are simple and the permit to build great scenarios for puzzles and combat, maybe Phillip would run a “City-ville” comp??, who knows, but that would be a great time to see cool maps.
The quality of the maps in here was not few, indeed I felt t with a very acceptable quality level, especially being a begginer’s map, so congratulations to the author for that, I tell you, I enjoy the last map, and i’d would say some maps in here, were even kindo of better than the, Migga’s maps in my opinion, maybe because Migga only makes single maps, and not propper story-mods, but in this case this mod has very good maps I highly enjoyed the battle against the hunters, at the end, and the sniper part, so cool done, also the balance between zombies encounters and CMB soldiers are perfectly well balanced in here, so that’s another good point.
Finally, well, i’d love to see more of this author if he is planning to work and release some more maps.., then maybe a really important shortfall in this one, was the lackness of a propper ending, I definitely, would have love to ride an airboat in those canals in order to escape from city17, than just get into an empty hallway with a light at the end that finally fades down the screen into black, I hope the author pay more atention to make better and more elaborated ends, they don’t necesary need too be complcicated, but as a good beggining, afarily ok well done end is allways required and appreciated in every mod.
Manually
Medium
1 Hour, 20 Minutes
This collection of maps feels like it could benefit from much more work.
Depending on the history of the designer, this is probably a decent mod. But it feels like a “first mod” where common mistakes include not setting physics objects to debris, or unsuccessful lighting caused by inexperience.
It feels like one combat scenario after another. There is no story to back up any of the action. The lighting is too harsh in certain areas and too dark or non-existent in other areas (ie, there is no decent blend of light and dark in any one area, and bright hallway bulbs seem to not cast ambient light onto nearby surfaces).
I think the mod is too easy on Hard mode, except in one arena where there is absolutely no cover available to the player and the Combine are attacking through the metal catwalk floors. That arena feels cheap and worthless.
The only area I really liked was the pitch-black zombie tunnel. The reason for this is that it has the potential to provide a sense of claustrophobia and panic. However, I was able to get through that very short section without killing a single zombie. It was too easy.
Something as simple as some radio transmissions and a joke or two could have boosted the quality of this project. Without an inkling of story, I feel that it is not really worth the download or the promotional countdown that Phillip gave.
Manually
Hard
1 Hour
Overall I enjoyed this series of maps. You could see the mappers skill improve from map to map as you played through the pack. While it’s always nice to see improvements like that its a shame the first map or two weren’t brought up to the quality level of the final few maps.
Of particular note were the “arena” fights in a later stages of the release. Really fun and for the most part, well designed. Play this!
Manually
Medium
1 Hour, 10 Minutes
I enjoyed it – some good battles. I am not a good run and gun player so I tend to find the most defensible place and fight from there. I was able to find (after a few deaths) good spots at the swimming pool and when dealing with the hunters so I was happy.
I gave this mod a play it later for a few reasons. It does start out so easy and kind of boring. Then when some action shows up, well your at the end. I did love the textures and world.
I think if you were new to the HL2 universe and wanted to share a mod with a friend so they could see what its all about this would be the one.
In a few areas the puzzles were pretty good and I love the Gatling guns behind the chain link fences where you can not get to them. This required some ingenuity on the players part “ok now what”.
Looking forward to their next installment.
Manually
Medium
10 Hours
A nice collection of maps. I initially checked the map sized and thought it might be a short mod with 4 maps, judging by the sizes, but taken together it was around one hour long and therefore much more than I awaited. Unfortunately tthe small size hints at one problem: the lack of detail. The maps are pretty bland and could use a lot more objects and eye candy. But nevertheless they play fine and I would recommend the mod if you crave some more HL2.
Manually
Medium
1 Hour
WOW. JUST WOW. FIRST RELEASE. This is just amazing. I had tons of fun with this mod.
Most of it takes place in City 17. The atmosphere doesn’t really feel like C17 in my opinion, it’s a bit too light hearted, but that’s not a problem at all. There’s two types of areas, open air and confined. Open air is exactly how it sounds and you mainly fight Combine in it. Confined is underground and you usually fight zombies in it. Both are very very fun. One thing I noticed is that there are no fast zombies. Weird. The three most common enemies are Combine soldiers, zombies and Zombine.
The map design is awesome and is fun to navigate. I had fun with it from the start to the end. There’s even some pretty clever turret fights since the easiest way to kill them is with the hopper mines. The fights are very fun to play and it always gives you just enough ammo to get stuff done.
I overall liked the open air levels a bit better. I like the confined ones but A. they’re a bit too dark and B. they’re more linear. There’s one really fun part where you fight a large horde of zombies, Zombine and poison zombies. Some people might consider this lazy design but it’s only one part and it’s not very long so I like it.
The finale is just brilliant. I love the environment, the lighting, the level design and the combat. It’s just perfect. There’s soldiers, Elites, Hunters and even a Gunship. It’s tons of fun.
I LOVE this mod. The capslock is most certainly necessary. This mod is fun, has good level design and is the perfect length. One of my new favourites. Play it, it’s awesome.
Manually
Medium
1 Hour
Pingback: Person of Interest | Jelly's Half-Life Mod Reviews
In order to run this mod you have to modify the gameinfo.txt as follows:
“GameInfo”
{
name “Half-Life 2: Person of Interest”
game “Half-Life 2: Person of Interest”
title “Half-Life 2: Person of Interest”
title2 “”
type singleplayer_only
icon “resource\icon”
homepage “”
developer “”
FileSystem
{
SteamAppId 420
ToolsAppId 211
AdditionalContentId 220
SearchPaths
{
game+mod |gameinfo_path|.
platform |gameinfo_path|.
game_lv hl2/hl2_lv.vpk
game+mod ep2/ep2_english.vpk
game+mod ep2/ep2_pak.vpk
game |all_source_engine_paths|episodic/ep1_english.vpk
game |all_source_engine_paths|episodic/ep1_pak.vpk
game |all_source_engine_paths|hl2/hl2_english.vpk
game |all_source_engine_paths|hl2/hl2_pak.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game |all_source_engine_paths|hl2/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
mod+mod_write+default_write_path |gameinfo_path|.
game+game_write |gameinfo_path|.
gamebin episodic/bin
game |all_source_engine_paths|episodic
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
}
}
}
This is a first mod? Wow!!!
I’ve spent today playing this and I’m incredibly happy. It hits every nail on the head. Everything I love about these parts of “HL” is here. What an adventure that takes us through a variety of different environments. I loved their styles, even if the darker areas where too dark for my liking. This didn’t spoil the day and I’ve loved every second of it.
Each level is designed well and I thought the battles where well-balanced too. If i was to moan, it was that I wanted the more industrial/outdoor areas to be “more”. Continue on further because they are awesome and would have worked well being bigger with even more content. Then again, I like outdoor areas and anything urban or industrial…
I wanna play more by Mark Romphf
One of the best mods I’ve played in a long while. Brilliant.
Ranked it a favorite. WOW what a wonderful playthrough. Everything was smooth as butter. I,m not a mapper just a player and in my experience this one is what I like, nothing overwhelmingly hard just smooth skillful playing. Lots of nice surprises with the enemies and the hunters near the end being one of them. Excellent and masterful mapping. Thank you for making this. I,ll be playing this one again soon. Was not expecting it to be as long as it was but also glad it was longer than I expected. PERFECT!
Using Gauge
Easy
3 Hours
Something classic to play
It’s most of the time straight forward good general design but nothing tremendous no real puzzle but most of the time the action is the main way to slow down your progress
Ending was a little abrupt
So if you like combats with not too much thinking this one is for you 🙂
Using Gauge
Medium
1 Hour
Looks good. Plays good. Seems weak at first but it picks up.
Manually
Easy
1 Hour
Three words that could summarize this whole mod, run and gun. Puzzles are completely non-existent obviously. The layout of the map looks very weird and unrealistic. Example: some catwalks have no support beams under them so I must’ve thought that they would fall if I go under them but turns out, they’re just built that way. Large canals right next to factories make no sense either unless those factories you traverse through are disposing waste. It’s kind of like those factories in Half-Life’s Residue Processing chapter. Combat appears to be fairly balanced but there is one enemy that has been felt useless which is the helicopter. It appeared briefly shooting you down and I thought it was the boss of the mod. Turns out it never came back and the gunship replaces it so it’s kinda weird why they’d send the helicopter only not to return afterwards. Overall it is not a very bad mod. It is really fun to play so I’d recommend you’d give this a try