Gordon Freeman

[Open Assets] Gordon Freeman 0.9a

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TwoTailedHero submitted a new resource:

Gordon Freeman - "Gordon, you're alive! Thank God for that hazard suit!"

THIS MOD IS PARTIALLY UNFINISHED, AND YOU MIGHT START WITH JUST THE CROWBAR AND HANDGUN IN THE FINAL RELEASE.
THIS ALSO USES A KEYBIND SYSTEM OF ITS OWN TO ACHIEVE CERTAIN EFFECTS, THOUGH IT STILL HAS BASIC SUPPORT FOR CONTROLLERS. IT IS EXTREMELY RECOMMENDED THAT YOU USE A KEYBOARD AND MOUSE FOR THE BEST EXPERIENCE, HOWEVER.



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A pretty-much feature complete port of John...

Read more about this resource...
 
I've been waiting for you Mr. Freeman. Honestly i was hyped to get this character a shot and im so very impressed. Love him to my heart and now is on my collection of the Shooters Family
 
First of all this is extremely cool, up to Deep Sea Zone which is about where I normally start remembering that time exists while I'm playing this game. I absolutely love the viewmodels, they're pretty incredible, and I keep feeling at least enough like this is Half-Life to press F5 to quicksave.

Also I love the combustible lemons.

That said, I assume from you saying it's unfinished that you want some feedback:

1. Maybe I've been playing too many Boomer Shooters lately (I was actually about to play Dusk when I found out this was out), but I don't remember the HL1 Shotgun feeling so weak? It feels like it does nothing at mid range and pretty bad damage at close range too. Also there isn't very good hit feedback on bosses, I couldn't even tell if I was hitting Eggman.

2. Gordon has both no way I can tell to refill health and ammo, and no use for rings. I'm not gonna pretend to know the exact way to address those, but I definitely feel like those are two problems whose solutions should be linked. (Fractional health refill, ammo in item boxes? Counter-Strike style shop? Idunno.)

3. Likewise, Gordon gets nothing from item boxes. Half-Life 1 and SRB2 both tend to encourage exploration, but the way Gordon just gets nothing kinda discourages it. Maybe put ammo in there, maybe let Gordon have shields but no shield special, idunno, but he should probably get something.

4. I'm pretty sure the walk button is useless, and if Half-Life 1 doesn't default to crouch on Left Shift then I've been dealing with a mandela effect on that for every shooter I've played since that doesn't put crouch on left shift that I then immediately rebind. That and long jump by default would probably be an improvement, although that's also easy enough to change with the console commands you included.

Again though, love this, great to see it released.
 
First of all this is extremely cool, up to Deep Sea Zone which is about where I normally start remembering that time exists while I'm playing this game. I absolutely love the viewmodels, they're pretty incredible, and I keep feeling at least enough like this is Half-Life to press F5 to quicksave.

Also I love the combustible lemons.

That said, I assume from you saying it's unfinished that you want some feedback:

1. Maybe I've been playing too many Boomer Shooters lately (I was actually about to play Dusk when I found out this was out), but I don't remember the HL1 Shotgun feeling so weak? It feels like it does nothing at mid range and pretty bad damage at close range too. Also there isn't very good hit feedback on bosses, I couldn't even tell if I was hitting Eggman.

2. Gordon has both no way I can tell to refill health and ammo, and no use for rings. I'm not gonna pretend to know the exact way to address those, but I definitely feel like those are two problems whose solutions should be linked. (Fractional health refill, ammo in item boxes? Counter-Strike style shop? Idunno.)

3. Likewise, Gordon gets nothing from item boxes. Half-Life 1 and SRB2 both tend to encourage exploration, but the way Gordon just gets nothing kinda discourages it. Maybe put ammo in there, maybe let Gordon have shields but no shield special, idunno, but he should probably get something.

4. I'm pretty sure the walk button is useless, and if Half-Life 1 doesn't default to crouch on Left Shift then I've been dealing with a mandela effect on that for every shooter I've played since that doesn't put crouch on left shift that I then immediately rebind. That and long jump by default would probably be an improvement, although that's also easy enough to change with the console commands you included.

Again though, love this, great to see it released.
Going through this point-by-point:
1. The shotgun's weakness might be because of the spread?? There should be the same amount of pellets... I might have to go back and check if I defined the shotgun right.
2 (& 3?). There are plans for Monitors to drop weapons (and Badniks to drop ammo aswell), but it's not really "visible" what you're gonna get when everything's placeholdered to one sprite. I haven't actually looked into the health issue, but I could add it to the Monitor drops. Actually allowing Shield Specials is gonna be finnicky if people aren't using the vanilla keybinds, but I can't account for everything, I guess.
4. Gonna be honest here, the +speed thing was just extra flair that people can just remove, but I could see the point for the Long-Jump Module being the default.
Post automatically merged:

Forgot to reply to the hit feedback thing, I've been thinking of manually damaging the boss every 1/8th-ish (or 1/12th for Brak) so that you know there's damage being done. SHOULD be in the next, if I don't forget.
 
Going through this point-by-point:
1. The shotgun's weakness might be because of the spread?? There should be the same amount of pellets... I might have to go back and check if I defined the shotgun right.
2 (& 3?). There are plans for Monitors to drop weapons (and Badniks to drop ammo aswell), but it's not really "visible" what you're gonna get when everything's placeholdered to one sprite. I haven't actually looked into the health issue, but I could add it to the Monitor drops. Actually allowing Shield Specials is gonna be finnicky if people aren't using the vanilla keybinds, but I can't account for everything, I guess.
4. Gonna be honest here, the +speed thing was just extra flair that people can just remove, but I could see the point for the Long-Jump Module being the default.
Post automatically merged:

Forgot to reply to the hit feedback thing, I've been thinking of manually damaging the boss every 1/8th-ish (or 1/12th for Brak) so that you know there's damage being done. SHOULD be in the next, if I don't forget.
Honestly he doesn't even need shield specials, and actually some of them might reduce the charm of needing to grenade jump to get past stuff that Sonic easily clears but Gordon, being an FPS character and not a platformer character, has trouble with.

Just blocking one hit (two for force) and getting the passives (drowning immunity, ring magnetism, ect) would be enough to make shooting a monitor worthwhile. Well, I suppose ring magnetism wouldn't actually be, once you realize that rings do nothing for Gordon, but it would still feel better than busting open a monitor to get absolutely nothing. I suppose in the longer term monitors dropping weapons and ammo is probably better, though. (Maybe rings can give like, 1/2 or 1/4 hp or energy? Idunno, it just feels weird realizing they do nothing.)
 
Honestly he doesn't even need shield specials, and actually some of them might reduce the charm of needing to grenade jump to get past stuff that Sonic easily clears but Gordon, being an FPS character and not a platformer character, has trouble with.

Just blocking one hit (two for force) and getting the passives (drowning immunity, ring magnetism, ect) would be enough to make shooting a monitor worthwhile. Well, I suppose ring magnetism wouldn't actually be, once you realize that rings do nothing for Gordon, but it would still feel better than busting open a monitor to get absolutely nothing. I suppose in the longer term monitors dropping weapons and ammo is probably better, though. (Maybe rings can give like, 1/2 or 1/4 hp or energy? Idunno, it just feels weird realizing they do nothing.)
I could probably work with that, since I don't really have anything else at the moment. Might have to nerf the ring-to-health conversion a bit for Ringslinger (where Freeman feels more complete imo), since... there's a lot of rings that people could easily re-stock on health with.
 
I could probably work with that, since I don't really have anything else at the moment. Might have to nerf the ring-to-health conversion a bit for Ringslinger (where Freeman feels more complete imo), since... there's a lot of rings that people could easily re-stock on health with.
Just wanna note that that conversion rate was entirely off the top of my head, because 1 to 1 felt like obviously too much. I have no idea what would actually be a good conversion rate.
 
i don't actually know what I'm supposed to be doing with these prerenders but uhh errmmmmm what the sigma:trole:
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i don't actually know what I'm supposed to be doing with these prerenders but uhh errmmmmm what the sigma:trole:
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Kinda funny that you used this level as an example because Gordon's fall damage makes it impossible to beat (I wasn't aware of the fall damage command until sometime after typing that, nevermind it doesn't save when you close the game)

I also found some issues...
Damage floors/fofs drain your health to almost instakill
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The flashlight... could use improvements (the main thing being actually letting me see in the dark)
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Using the spray at any point will just have it... stop working for some reason, changing/reloading the level fixes it, but idk why it's like this.
Also using the grenade/timed bomb on the sea egg has a chance of clipping it out of bounds and making the level impossible

This last thing is more of a nitpick, but all the weapons feel WEAK, it takes several shots to kill anything (wasting the ammo that as of now can't be replenished), there's little to no feedback for if you actually hit anything and it makes avoiding enemies altogether better in the long run

other than the issues I had with it I enjoyed my time playing as Gordon nonetheless
 
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Kinda funny that you used this level as an example because Gordon's fall damage makes it impossible to beat (I wasn't aware of the fall damage command until sometime after typing that, nevermind it doesn't save when you close the game)

I also found some issues...
Damage floors/fofs drain your health to almost instakill
View attachment 168997View attachment 168998
The flashlight... could use improvements (the main thing being actually letting me see in the dark)
View attachment 168999
Using the spray at any point will just have it... stop working for some reason, changing/reloading the level fixes it, but idk why it's like this.
Also using the grenade/timed bomb on the sea egg has a chance of clipping it out of bounds and making the level impossible

This last thing is more of a nitpick, but all the weapons feel WEAK, it takes several shots to kill anything (wasting the ammo that as of now can't be replenished), there's little to no feedback for if you actually hit anything and it makes avoiding enemies altogether better in the long run

other than the issues I had with it I enjoyed my time playing as Gordon nonetheless
The FOFs seemed to ignore the check I had in place for situations like this?? Can't be certain of HOW because. They can't hold stats??
The Flashlight's somewhat of a regression since I can't add true dynamic lights but in Freeman's home game it behaves closely to as depicted, minus not being able to point it at the floor

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But the weak weapons... I might need to go in and rebalance the enemies. The damage values are the same as their home game.
 

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