Instead, such organisms occasionally define chapters, and the player is generally expected to use the terrain, rather than firepower, to kill the boss. There are few bosses in the conventional sense, where the player defeats a superior opponent by direct confrontation. Some puzzles involve using the environment to kill an enemy, like turning a valve to spray hot steam at their enemies. The game regularly integrates puzzles, such as navigating a maze of conveyor belts or using nearby boxes to build a small staircase to the next area the player must travel to. Progress through the world is continuous, (except for short loading pauses) with each map of the game connecting directly to the next, with the exception of levels involving teleportation. Half-Life has no levels it instead divides the game into chapters, whose titles briefly appear on screen as the player progresses through the game. In line with this, the player rarely loses the ability to control the player character, Gordon Freeman, who never speaks and is never actually seen in the game the player sees "through his eyes" for the entire length of the game. Compared to most first-person shooters of the time, which relied on cut-scene intermissions to detail their plotlines, Half-Life 's story is told mostly using scripted sequences (bar one short cutscene), keeping the player in control of the first-person viewpoint. Unlike most of its peers at the time, Half-Life uses scripted sequences, such as a Vortigaunt ramming down a door, to advance major plot points. Half-Life is a first-person shooter (FPS) that requires the player to perform combat tasks and puzzle solving to advance through the game. Gameplay An in-game screenshot of the player battling enemy marines, an attack helicopter, and a gun turret in the chapter "Surface Tension" It was followed by the expansion packs Opposing Force (1999) and Blue Shift (2001), developed by Gearbox Software, and the sequels Half-Life 2 (2004), Half-Life 2: Episode One (2006), Half-Life 2: Episode Two (2007) and Half-Life: Alyx (2020). Half-Life inspired numerous fan-made mods, some of which became standalone games, such as Counter-Strike, Day of Defeat, and Sven Co-op. In 2020, Crowbar Collective released an unofficial remake, Black Mesa. Valve ported Half-Life to its Source engine as Half-Life: Source in 2004. It was ported to the PlayStation 2 in 2001, along with the multiplayer expansion Decay, and to OS X and Linux in 2013. By 2008, it had sold more than nine million copies. It is considered one of the most influential FPS games and one of the greatest video games ever made. Half-Life received acclaim for its graphics, gameplay and narrative and won more than 50 PC " Game of the Year" awards. The science fiction novelist Marc Laidlaw was hired to craft the plot and assist with design. Valve developed the game using GoldSrc, a heavily-modified version of the Quake engine, licensed from id Software. Unlike other games at the time, the player has almost uninterrupted control of the player character the story is mostly experienced through scripted sequences rather than cutscenes. Valve was disappointed with the lack of innovation in the FPS genre, and aimed to create an immersive world rather than a "shooting gallery". The gameplay consists of combat, exploration and puzzles. The player assumes the role of Gordon Freeman, a scientist who must escape the Black Mesa Research Facility after it is invaded by aliens following a disastrous scientific experiment. It was Valve's debut product and the first game in the Half-Life series. This texture is always fullbright.Half-Life is a 1998 first-person shooter (FPS) game developed by Valve Corporation and published by Sierra Studios for Windows. This texture is always fullbright.Īcts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Z. This texture is always fullbright.Īcts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Z. This texture is always fullbright.Īcts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +Y. This texture is always fullbright.Īcts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Y. This texture is always fullbright.Īcts like CONTENTWATER and func_pushable with a speed of 2048 units/s in -X. For detailed usage of each texture, refer to it's individual wiki page.Īcts like CONTENTWATER and func_pushable with a speed of 2048 units/s in +X. They are found in halflife.wad and zhlt.wad. These are the tool textures used by Vluzacn's ZHLT v34. Tool textures are special textures which control how the map is compiled.
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