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Half life horror mods
Half life horror mods












Now the visuals were certainly pretty good, I guess that’s also due to the creator only having to detail what the cams are looking at, leaving out spots to detail. When both entities come at you at once, you just have to be kinda lucky and spam W in the hope the jammer powers up again before you get a (weak and not very well implemented) jumpscare. Some differences in their behavior would’ve certainly reduced the repetitiveness.Īnother weak point in the gameplay is how it feels kinda luck based (even though it may not be). Every entity has the same path to go (the same amount of “steps”) and they both behave the same. You really are just doing the same things over and over for what seems like way too long.

half life horror mods

My main gripe with this entry is the gameplay it’s very repetitive.

half life horror mods half life horror mods

It also would’ve been good to tell the player that the entities are already active when the night starts, that may have given them more incentive to check the cams immediately. I think a more “interactive” phone call could’ve worked here, like, I myself already had an idea of what the jammer did when I used it when the hudhint came up, but for some people it won’t be clear until they’ve heard from the phone guy what it’s purpose is, and when that time comes there may already be entities at the door. Although the camera switching took a bit of time to get used to, I got the hang of it pretty quickly.Ī phone guy was also a nice touch, but I think some players will be overwhelmed by the amount of information given to them, even though it isn’t really that much. Nice job converting the FNaF concept into HL2 and not entirely copying it.

  • The Replay Experience Experiment aka TREE.
  • half life horror mods

    Halloween Horror II: The Darkness – Map Labs #6 | RTSL Menu














    Half life horror mods