Remind me again how Half-Life 2 was a paragon of good level design?

Remind me again how Half-Life 2 was a paragon of good level design?

Game so far has had me ascending and dropping floors left and right, and just when it had me thinking I had to drop somewhere, apparently I was supposed to balance myself on these tiny platforms to progress.

4/10 game at best.

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Nah, you're just stupid.

You're near the end of the game this part makes it a 4/10 game? By the way, play SMOD.

I remember playing this game at 16 and wondering how the devs expected dumb people to know to walk on the beams. I mean, as I am not thick it only took me a few seconds, but you're right OP, they should have made it more obvious for players of your calibre.

I agree. I don't know why games journalists defend this mediocre game when many games after it do it better.

youtube.com/watch?v=FRBisIZvl24

Old game, but you can still see some parts of brilliance in the level design.

Probably because the games older than you baby

I'm not citing from one example of course. There's pic related and the prison, for another example. Getting by these were so tedious and often unnecessary.

You might be Valve playtester material.

>There's pic related
What? You were complaining about the apparent lack of conveyance of walking on the beam. Are you saying you didn't know to walk on the beams under the bridge?

>By the way, play SMOD.
Play 2004 HL2 so you can bunny hop at hyper speed blowing people away with the shotgun.

man this was such a great section

>Going under the bridge

That's what I've been doing mostly. I'm interested in seeing what SMOD's like after seeing user's webms.

To be fair, I enjoyed Father Grigori's section.

Half-Life has always had platforming, and the bridge is just that. Instead of being in a combat scenario, you are supposed to feel the tension of dangling up high. Kinda like the cliffside scene in Surface Tension. It even amps up on the way back when you need to make it to the rocket stash when the gunship is shooting at you. And this... Was deliberately designed to be a precarious thing to navigate, so that players would need to get rid of all the enemies before proceeding. The relatively calm scene with Dog and Barney wouldn't make sense from a direction perspective with several striders marching around.

OP is a retard confirmed.


Game is good because you do lots of different things for each chapter and the game does a really good job of mixing up the style of action and ambience. When you are done you feel like you have completed a pretty fun adventure.

Half-Life 1 is better in every other way though, while it doesn't throw as many new things at you it definitely has better gameplay and atmosphere.

The best parts are kicking, bullet time, and extra gore. You can gib people like HL1 if you hit them with the right attacks.

I don't recall anyone praising it for the level design. I think you're making this up as bait.

I agree, on the other hand I thought the tomb raider reboot had amazing level design and also was a better shooting game.

Okay, you all got me rethinking that part. I admit it was cool being in the situation and not cool at the same time that I had to go through more platforming on beams in first person. I still hadn't gotten over hating on the boat sections and the car after and now that one.

>When you are done you feel like you have completed a pretty fun adventure.
I'll see if I feel that way when I'm done. So far, it sure doesn't feel like my adventure, though.

>kicking, bullet time, and extra gore
My favourite movesets from FEAR and Dark Messiah of Might and Magic in HL2? Count me in.

yeh modern games do it way better

>My favourite movesets from FEAR and Dark Messiah of Might and Magic in HL2? Count me in.
You'll have a blast. Godspeed.

OP here. I agree with Tomb Raider reboot's level design, which makes progress very clear yet still open enough for exploration. Took me in by surprise

yeah, it is so refreshing to have a game take an already linear map design and cut it down so you literally have only one direction to go in, makes the world feel really hand tailored.

Good post, user. Don't mind if I take your exact words and apply it to Half Life 2.

I enjoyed HL2 and completed it once when it was released. Now? HL2's level design has aged like milk. HL1's level design is at least comfy cause it has that super secret underground base thing going on. You just want to explore it. I tried replaying HL2 a few weeks ago and I quit when I got that ant lion ball thing and was on a beach heading for the prison. Boring map design, boring setting, boring weapons, boring enemies, vehicle levels out the ass. I thought Shenmue had aged like shit but damn, HL2 is up there. Anyone still saying HL2 is great even today needs to take their fanboy nostalgia goggles off.

>didn't like the bridge
trial by fire, fucker.

I don't mind. you can be as wrong as you want.

Linear design always trumps open world design.

>open world design
there is a huge difference between not having a straight line as a map and having open world.

Dude, if you can't even walk in a straight line in a fps, I understand why you think it has bad level design

Not according to this post stop contradicting yourself.

>I got that ant lion ball thing and was on a beach heading for the prison. Boring map design
What's boring about the assault on Nova Prospekt from the beach? That shit's incredible. Fighting off Combine foot soldiers while pushing through the gunner's positions is fucking incredible with an army of antlions. Maybe you have shit taste.

Rebels literally tell you to head for the horse statue, and Valve specifically put sparkling streetlight to draw attention to it.

>not kicking buggy to gain extra speed
SMOD is one of best things modding gave to gaming, and whoever will copy/implement this sort of gameplay in proper commercial game with fitting level of polish will score enough money to live in mansion made out of gold.

>That third combine on the stairs running away after seeing is teammates get fucked by gordon's super shotgun

Talk about fearing the reaper.

>and whoever will copy/implement this sort of gameplay in proper commercial game with fitting level of polish
The closest you'll get is Underhell, and F.E.A.R. And of course SMOD itself.

Well Half Life 1 certainly was. Quake 1, Doom and Half Life were the pinnacle of fps level design. Doom showed us how to place enemies and upgrades, quake showed how to do fast-paced 3d mazes, and Half Life showed how you could make a believevable cinematic world without sacrificing gameplay. It also had fairly advanced AI for it's time.

you have to be 18+ to post here kiddo

Speaking of Half-Life AI, is it the only game ever to have NPCs that actually string together sentences from individually recorded words?

Unreal did the same thing Half-Life did on a grander scale, and with more action. It has a dodge mechanic, enemies would dodge, large open areas to tight, action filled corridors. But unfortunately it's overshadowed by Half-Life.

4/10 is overdoing it. I enjoyed the game, but people really did treat it like it was the second coming of christ. Still prefer HL1 to this day.

I'm telling you, man. Not just you, but any HL2 detractors, fire that shit up with SMOD. Some of the most fun you'll have with video games. I'm not saying vanilla HL2 is good because of SMOD's existence. I'm just saying SMOD makes HL2 really fucking great.