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Minerva: Metastasis 2

  • Campaignjunkie
  • March 4, 2006 at 12:11 AM
  • Tequila
    • March 4, 2006 at 4:27 PM
    • #21

    Yeah. Phenomenal. Wonderful.

    Some challenging combat too on Normal - HL2 had none of that.

    Some of the creativity and subversion of existing content is fantastic; reminds me of the old days where anything was possible even with limited materials, for example Neil Manke making a SPACESHIP out of standard HL1 stock.

    Looking forward to the third episode. How about some Striders and other assorted bad boys next time around?

  • Algor
    • March 4, 2006 at 5:59 PM
    • #22

    looks cool, i enjoyed #1, i'll have to give this a try when i get home.

  • Spellbinder
    • March 4, 2006 at 6:18 PM
    • #23

    d/l'ing

    Spellbinder.

  • Mazy
    • March 4, 2006 at 6:29 PM
    • #24
    Quote from -Stratesiz-

    Uhmm... It's done by Adam Foster, a Nigthwatch sir ~~

    Anyway, the second part was brilliant! Level design kicks Valve's buttocks in terms of freedom of movement and multiple pathways enabling far richer strategic possibilities.

    Yikes, well I haven't been into checking mods out alot in the last couple of years.

    Should try and chance that I guess

  • General Vivi
    • March 4, 2006 at 7:22 PM
    • #25

    wow the mapping and stuff just blew my mind away . this person is very talented. .. . .. very. i seriously can't wait to see whats comming around the ben here.

  • Ginger Lord
    • March 4, 2006 at 8:19 PM
    • #26

    Visuals is excellent, gameplay ok, the find a button miles away and backpedal gamestyle is becoming a tad overused now.

  • dissonance
    • March 4, 2006 at 9:20 PM
    • #27

    In-fucking-credible.

    And what did he do to the lighting? That is some of the best lighting I've seen in Source.

  • Furyo
    • March 5, 2006 at 2:07 AM
    • #28

    Just played it, and while I thoroughly enjoyed the first one, this second part feels a little bit like a "deja vu". Of course not in the mapping sense, but in terms of history and gameplay. Like GL said, the finding a button far away is nice for a while, then it gets boring because it gets predictable. And while the idea of going to the same place multiple times and having different things happen is always a welcome addition to a level, I don't like the feeling of going in circles trying to find some obscure switch, which already was a sensation I had playing the first level, though not on the same scale.

  • dissonance
    • March 5, 2006 at 6:23 AM
    • #29

    Ah, true, I agree. When I saw those orange cask things, I immediatly thought of Quake for some reason.

  • Bic-B@ll
    • March 5, 2006 at 6:39 AM
    • #30

    i thought "awesome"

  • Skjalg
    • March 5, 2006 at 5:06 PM
    • #31
    Quote from Bic-B@ll

    i thought "awesome"

    indeed, this is the best single player mod out there for source imo =)

    Hell, it even rivals hl2.

  • JAL
    • March 5, 2006 at 8:04 PM
    • #32

    yep, this is definitely the best singleplayer mod for hl2 out there, at the moment. The story telling isn't the best possible, but what can you do unless you want to do voice acting

  • Quakis
    • March 5, 2006 at 10:28 PM
    • #33

    I thought it was a fantastic play through, read my review here if you wish to: http://%7boption%7d

  • Bic-B@ll
    • March 5, 2006 at 11:35 PM
    • #34

    the only thing i want is a little more variety. running around to find buttons and kill either a few headcrabs, a million basic combines, or a handful of elite combines gets super redudant. i guess that's more of a hl2 problem though.

  • Algor
    • March 6, 2006 at 12:09 AM
    • #35

    The level design and atmosphere in this one is great. There was a very cool effect in that tall room where a huge gun sound happened every few seconds and the view dimmed black a little (although almost too much). Very cool though, a more detailed and atmospheric version of Combine.

  • xRYqX7pY2Kko2YBOCL
    • March 6, 2006 at 1:27 AM
    • #36

    Did anyone find it a bit easier than the first episode? I remember the end of episode 1 was really quite a challenge on hard settings. Aesthetically episode 2 was great, but the game-play was a let down at the end.

    Then again, episode 3 could just be around the corner.

  • Bic-B@ll
    • March 6, 2006 at 1:33 AM
    • #37

    if you call "around the corner" 6 months, then yeah, around the corner

  • dissonance
    • March 6, 2006 at 1:53 AM
    • #38
    Quote from Bic-B@ll

    if you call "around the corner" 6 months, then yeah, around the corner

    in true Half-Life fashion, lol.

  • MJ
    • March 6, 2006 at 4:35 AM
    • #39

    hmm im a little lost. What do I do when im up on top (where the combines are on the catwalks). On top of the train tracks.

  • Bic-B@ll
    • March 6, 2006 at 4:36 AM
    • #40

    in the middle there is a room with a shield, throw a grenade in there to knock the plug off and turn the shield off

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