This Mod came as a surprise and is extremely well polished.. well done to all involved, you created a CLASSIC! it's in my top 10 list of best Half-Life 2 Mods I ever played! Let me know what you guys think! It's detailed and loads of fun Easter Eggs so leave a timestamp of your favorites!
An update with some fixes has been released, the most significant ones being that 1) you can now enter the first hut with the Snowdrop flower sign in a different way and that 2) you will be shot in the back by an ambushing enemy (that can be seen broken in this video) in the certain moment I'm not gonna spoil.
This mod despite the troubles with voice acting is truly breathtaking. The devs of these kinds of mods really know how to make an actual mod, meanwhile we can shit on hunt down the freeman
ironically the characters were the best voice acting was the Totally-not-a-Nazi Combine Handler at the end, for as little as he had to say he certainly made you feel his voice
@@Hammerite12 nah they kinda fixed it the story cannot change but with the m3sa build its kinda enjoyable worth it only when its in promo tho cause some part havent been changed too much yet
@@Bolloxed HDTF is good and bad mod at the same time. Good because it has a lot of good and inspiring things and features that look sick. Plus they called the real people to do voice lines. Bad because some of the ideas are failures and after game war created, it was need another month or two to close bugs and problems. Even the creators knew that they made so many mistakes, that one of the achievements says that. Nevertheless, creating HDTF is need alot of time and strength, that I can give a respect. That's all I have to say.
@@BulldogZakuul wow, I never quite thought of it like that. Thanks for that little philosophical speech, it makes me think I should play then compare notes to other experiences before casting my final judgment. Well, maybe I won't play it but still.
@@EnclaveSOC-102 My idea is that some people tried to made a mod for HL with cutscenes, new levels, weapons and mechanics. And some of them was not fully complete. Even is HDTF is trash, but with star"You trieded!". I mean everyone can do something good. But it need time. P.S. There is a video about that on Pyrocynical's channel
I was very impressed with this one. I like how it starts quite normal for the first hour, but then introduces some supernatural/science fiction elements later on
So your telling me that we are controlling a soldier form the aperture security force remnants who wishes to retake their lab while considering the combine and resistance hostile?
Finally, a mod where shotgun is done right! Although calling this a mod is an understatement - it's a piece of an art. Giving me some EZ vibes at beginning. And the authors do dig russian stuff nicely (maybe because they are rus themselves).
@@Schmoper it is semi-automatic, fast firing and don't have second barrel. So it is right. It wouldn't be an issue if the shotgun itself were totally fictional, like Ratel in HL:Alyx. Hovewer, I recently found out, that there is another mod altering shotgun (along with some other things). It is "Improved AI" by Калдыбаев Еркебулан (not sure how to transliterate his name in English). That guy is a really smart one - he working with things that not every modder dares to look into. He made alterations not only for Combine AI, but for some weapons as well. And his shotgun is semi-auto, but retains double shot. And, man, it kicks asses really hard.
This mod is my favorite for several reasons, the biggest being the guns. I mean c'mon! A FAMAS? I especially liked the silenced weapons. The story was a bit odd at times bet held together well. That guy on the ship was cool. The beginning is slow to start but pays off by the time you get that old rifle. Helluva mod. Made me restart my Source 2 FPS like mod in the HL2 universe. Thanks for the awesome video!
And the flare pistol early on uses the L4D2 grenade launcher reload sound. And the doors in the complex sure do sound like the doors in the Umbrella Complex in Resident Evil 2!
Not only the SMG. The AK-47 and the SPAS-12 animations are from L4D2 too, the flare gun and the double barrel shotgun reload like the L4D2 grenade launcher and I think they took the FAMAS animations from CSGO
Y'know, I really like the concept behind the story, with the idea that the multiverse is so vast and infinite that even if Half-Life Earth is under the Combine's control, they can't access all the others. It also matches up with my own view of the multiverse: it honestly doesn't matter what horrible events have happened at any point, because there's always going to be a universe where it never happened. I also loved the idea of that anomaly functioning as a window into those parallel worlds, it's very creative and engaging. I'm curious to see what a sequel will do with this idea if they ever make one.
"There's no need to save humanity, it's already saved." That line resonated with me far more than it probably should have, but when you're talking about things from a multiversal perspective, well... it's true. And of course, just because there may be no need to save humanity of that Earth, it doesn't mean you shouldn't try anyway.
Wow... i stoped watching you a months ago! I feel so weird... But your gameplay wasn't changed a lot. Still those funny gestures and shakes with camera. Still shooting and killing people for no reason. Same Bolloxed as i remember
The mapping in this mod is very good. Its visual appealing,very detailed and atmospheric. Its obvious that ppl with skill and passion made this mod. However,the number of puzzles are getting anoying over time,especially on the first playthrough later in the game. Nevertheless i personaly rate this one of the best mods so far made for HL2.
This mod has pretty silly voice acting, but everything else is top notch! I really like the icy cold landscape and the Metro-inspired tunnels. The puzzles seem to be well thought as well, although a little bit drawn out at parts. And the music is really great as well! Reminds me of Metro and Stalker, but it is in Half Life universe.
This mod was awesome to play. have you found a hidden ending? I'm sure the tape at the start might be a clue to do with the copper spheres. I hope we get a follow up from these guys.
There are 2 endings : the first one is the "bad' ending, somehow, with the ending after "Afterword'" chapter, and the "good" ending where you use the box at @02:11:08 , with the code you got at @01:11:29
@@Rod0411 fucking red herring flood lights spent like an hour trying to figure it out lol. They knew what they were doing with those lights next to the puzzle 😄. Thanks for the answer I couldn't find it anywhere else.
how this is prequel of Silent Escape, if Silent Escape will take place in middle of events of Half Life 2, but Snowdrop's Intro said that this happens 6 years after 7 hours war.
@@f0nszik Check out the ending, showing the main "Rebel" antagonist of Silent Escape. I believe it's implied that in the "Standard" ending, Hugo is brainwashed into becoming that sleeper agent.
2:11:55 - Blimey! It's the combine inspector Blakey and 'e looks right mad at you Stan, must've found out about that raffle you woz running on your route out of City 17! You're for it now!
JarekTheGamingDragon just did a review of this mod. It was... Less then stellar; he found It frustrating because too much roadblock puzzles and not enough shooting. What do you think?
The main problem is not the shooting, it's just that every damn puzzle use complete different mechanics than the previous one, you really scratch your head a dozen times not having a clue about what the hell you are supposed to do : will it be explosives, numbers, boxes, gas, messing with headcrabs...? This is a damn melting-pot of every crazy idea they were able to put in a Source mod.
The visuals and music are mind-blowing, but the actual gameplay (specifically the gunship chase parts where the mudskipper is prone to twirling about in the air and getting stuck in corners) has made me want to blow my mind open with a 12 gauge.
Оочень крутой мод! Работы сделано просто дохренища! Зато аутентично и атмосферно 🤣 Видны следы Метро 2033, Портал (если это не движке портала вообще), Каловдутия. Круто!
This is triple A development.😊 These mechanics should've been the evolution of HL2 epi.3. Great stuff.😊 Although I don't get how this fits into the HL universe shouldn't everyone be against combine? 😊
Only 11 mins in so far. First thoughts are: snowy landscape looks amazing. Impressed at working helicopter. Though why the hell has he been dropped in to a combat situation without a single weapon!? Makes no sense! Having to punch headcrabs is the dumbest thing I've seen 😆
When we getting a voice reveal? I dont know if you have i only watch a few vids from you every year dont watch half life videos as much as I used to either probably won't finish this 2 hours sheesh
So I just finished this mod (mostly), and buckle up, because this is going to be a long one: This has potential and had amazing visuals, audio, and music, and while it’s far better than Hunt Down the Freeman, there are certain aspects of this mod that just frustrated me. I’ve seen people in the comments here say that the voice acting was the only really bad part of the game, but I disagree. In fact, they’re the least concern I have with this mod, since the Russian accents actually make sense for a game set in, well, RUSSIA. It’s been done before; see the Precursor mod for instance. The only bad thing about them is that they’re so thick at times that you need the subtitles on to understand what they’re saying. First off, the story. This mod had a good story; albeit after thinking about it, I take issue with Leonids’ logic that other worlds not being exposed to the alien invasions meant that there was no need to save “humanity”. Yeah. Try telling someone who’s spent six years (by the time of this mod) living under an alien regime far more authoritarian than anything witnessed here on Earth that there’s no need to liberate their Earth, because other Earths are doing just fine, and other “For the greater good” rhetoric, and it’s no wonder the Resistance calls you traitors. It’s like collectivist rhetoric combined with logic of questionable sanity (no surprise on the sanity part, considering this third party is partly Aperture). The whole shtick with parallel universes and “anomalies” such as the gateways between these universes and the living storm cloud do make for interesting plot points, but when combined with the aforementioned questionable logic of your side, makes you seem like an MTF soldier working for some kind of antithetical version of the SCP Foundation (after all, you’re pretty much sacrificing YOUR OWN universe to ensure that the ALTERNATE universes survive, whereas the Foundation (in what’s supposed to be our universe at least), generally operate the other way around. The sudden bad ending would have been neat if it wasn’t followed by the Afterword. The reinforcement of your fate at the REAL end of the game just feels like an utter disappointment after the hard work you put into getting through the Afterword alone. A similar problem occurs with the Black Mesa mod “Damocles”, that throws you a cliffhanger at the end of Part I where you get shot from behind after stabilizing a reactor and lose consciousness, right after seeing your two allies get seemingly shot dead as well. It would have been a nice cliffhanger had it not immediately been preceeded by the most sadistic puzzle sequence I’ve ever seen in a Half-Life/Black Mesa mod. Instead it just invalidates all that hard work you just did and results in a massive disappointment. I am aware of the existence of an alternate ending to the game, but I didn’t get to it for reasons that I’ll get into shortly.
The biggest problem I have with this mod is the puzzles. While some puzzles are clear cut as to what you’re supposed to do, others are very vague, and in some cases, the items you need to find are hiding in out-of-the-way places or otherwise difficult to locate. It got to the point where I had to look at this video quite a few times to figure out what I was missing. One such moment occurred at 29:40, where you have to disconnect the battery from the floodlights to reveal the glowing paint indicating the hatch you need to proceed through. While the developers were considerate enough to put a tooltip over the battery indicating that you can remove it, the tip is so small and low to the ground that it’s very easy to miss (which I did several times). Second, 30:32, where you have to start up the generator to power the button that opens the door. This one ISN’T vague, unlike many others, but the way you start the generator, by picking up the crank and quickly turning it, is rather difficult due to the handling of holding and moving something that’s attached to a surface like that. One of the biggest offenders was at 58:09. Having already replaced one fuse before this point, I knew there was supposed to be a good fuse lying somewhere around for me to put into the first fusebox, but it turns out that due to their small size, it was so hard to find the first one that I had to look at this video again, and promptly facepalmed when I saw where it was. It took me a little while again, albeit without video guidance this time, to find out that you were supposed to plug the extension cord into the gate in the lab first in order to access the good fuses you needed for the airlock. Another major offender was at 1:15:07, where another tiny tooltip that blended in with the oven made me look at this video to find out I was supposed to turn on the stove. Once I did that, I quickly figured out that I had to put a gas can on it to get rid of the cobwebs, helped by you having done a similar thing quite a few chapters back. Getting to the rebel leader for the yellow card in the next map was tedious to the point of annoyance. Having to run between the bushes was okay enough, even with the reduced sprint time, but repeatedly firing flares into the air to scare off the cloud while I figured out how to start the projectors was tedious. And then after I found out I had to fire MORE flares at the projectors to light them, trying to aim a flare into the last projector on the top of the pipes with just a narrow gap on one side was so infuriating that I eventually just noclipped above it and fired a flare down into it. Going through two alternate universe segments just to get the yellow card and go back to the first map made it seem like an excessive amount of work. (And before you tell me that Half-Life did the same thing in two separate chapters, you were searching for fuel pumps and generators for big and satisfying payoffs. Chasing someone down to get a yellow card from them is not really worth a separate map for, especially after doing the aforementioned vague puzzle just to get to THAT point.) I also want to mention one point, during the gunship chase on the snowmobile, where you have to activate a crane to lift a freight car out of the way. But the crane doesn’t have enough power, so you need to take that key, DRIVE ALL THE WAY BACK DOWN THE FROZEN RIVER WITH THE GUNSHIP STILL SHOOTING AT YOU, start a generator, and then DRIVE ALL THE WAY BACK TO THE CRANE, AGAIN WITH THE GUNSHIP ON YOUR ASS, and start it up to lift the freight car out of the way. This wasn’t really vague, the long wire with red lights on the poles leading away from the crane building made sure it wasn’t, but when I saw how far back it stretched and realized what I was supposed to do, I thought “This is suicidal.” Never, in any other mod I’ve seen, do you backtrack during an airboat chase sequence with a hunter-chopper. Why? BECAUSE IT’S PRACTICALLY COMMON SENSE. Keep in mind that in this case you’re not being chased by a hunter-chopper, with it’s really spread out fire that can’t really do much damage at range, but a gunship, with a pinpoint-firing gun that can quickly kill you if it gets a full burst in on you. The fact that it kept needing to adjust its aim while firing and the high-speed of the snowmobile is what saved me from getting filled with too many dark energy shots. Then, there’s the secret ending. While I had found the solution to the button panel from the secret area and taken a screenshot of it, once I had gotten past the door, I got stuck. LITERALLY stuck as well. I now know from another comment that you’re supposed to swap clothes with a dead rebel in the room to proceed forward, but that was also very vague. When trying to go through the open doorway, I was greeted with the text “I can’t leave leave here until I’m finished here”. I assumed I had to do something outside, only to find that I couldn’t climb back through the vent. I ended up noclipping again, thinking I could go back and it was just difficult to do so, and triggered the “normal” bad ending. And once that’s done and the credits are rolling, I figure I’ve reached the end of the mod, right? WRONG. I get dumped into the afterword, and upon seeing that I’m doing a jailbreak, I assume I’m going to get an actual good ending. Getting out of the cell was okay enough, but then I get into an absolutely INFURIATING stealth section where I have to dodge the cameras (while the text is misleading me by saying, “Don’t move under the cameras”. I think the developers are actually Russian with a tedious grasp of the English language.) And then moving turrets out of the way while trying not to knock them over and cause them to shoot, creating a lot of noise, or even getting spotted by them, with the alert sound triggering an alarm even if they don’t shoot at you. After several alarms, I just gave up and ragequit the mod, watching this video just to see what the actual ending was (and as I said before, it just reinforces the previous bad ending and invalidates your hard work and frustration getting through that section). Overall, most of the puzzles are extremely vague on what you have to do, and while they’re not difficult to actually complete once you do know what you’re doing, they start to get tedious and frustrating as you get closer to the end of the game. I should note a few thing here. One, I encountered similar problems with the puzzles in Damocles, although not quite to the extent of this mod, which makes me wonder if that mod was made by the same team that did this one. Two, I am normally VERY observant when it comes to the Half-Life series and its various mods, and I’m clever enough to make it through Portal and Portal 2 without much difficulty, so to have the solutions to puzzles go completely over my head is saying something.
The way they handled the mechanics in this game just feels off to me as well, and sometimes gets frustrating. The player uses auxiliary power notably quicker when sprinting, and while it isn’t much of a hassle, there are some moments where it is, particularly when you have to deal with that killer cloud. Limiting the player to only one weapon per category, while being more realistic, takes away from the Half-Life feel of pretty much every other mod. It’s especially bad when you can’t just choose a weapon and stick with it, in particular once the Combine start showing up. They mostly use AR2s with the occasional shotgun, so you’ll pick up an AR2 at that point, but then there’s one segment where you briefly encounter zombies again, so you’ll switch back to the SPAS-12, and then you realize that you’re not going to encounter more zombies any time soon (in fact, those are the last you encounter in the mod), so you switch back to the AR2. The fact that the RPG shares the same category is also a bit of an issue, but not much, as the game leaves one right next to a rocket crate when you’re actually supposed to use it, but regardless, having to use it for the first time made me hesitant to get rid of it for anything else, but I realized that I pretty much had to. The way they had to bind the grenade launchers and charged AR2 shots to another keybind so that the right mouse button aimed down the sights is also awkward to grasp at first, as the default keybind is clicking the mousewheel, as well as the fact that you have to press it to load a grenade, and then press it again to fire the grenade, and then repeat. The different guns also have different ammo types, which means you could very well end up low on ammo and not being able to find ammo for that particular gun more often than you normally would in Half-Life, and have to swap for another gun, if you can find one that is. There’s also the fact that the two guns that have grenade launchers use entirely different grenades, which again means that you could easily find yourself shit out of luck. I also got rid of the bolt-action rifle at the first opportunity and never touched the scoped variant as you cannot reload in the middle of a magazine. You have to completely empty the magazine to do so. I saw a similar system with the M1 Garand in SMOD (or was it Overcharged?), but oddly enough, not for the Kar98K in the same mod (guess which rifle I used in THAT mod). If there’s one thing I can praise the developers for with the weapon design, it’s making an accurately firing SPAS-12 for once. I’ve spent way too much time typing this up, so I’ll just conclude by restating what I said earlier. This mod had potential. It had good visuals, good music, and good sound effects, but anything related to actually playing through this mod is tedious, frustrating, and at times impossible without a video walkthrough to guide you.
the mod felt apart in the chapter 6 where you have to always carry the stupid snowbike...its not obvious at all and left a bad taste in my mouth...its a shame cause there are some amazing parts but the last chapter completely destroys all the goodwill of the prevoious chapters...such a shame
This is just a warm-up before *Silent Escape: Induction* comes out, but already one of the best. Further more! 😎
More like cold-up
Привет лучшему спеедранерууу)))
Вэр из ёр водка и балалайка, товарищ?)
Хей Аллан пройдёшь мод Half Life Echoes прикольный мод
Аллан же проходил вот теперь сидит и комментирует)
This Mod came as a surprise and is extremely well polished.. well done to all involved, you created a CLASSIC! it's in my top 10 list of best Half-Life 2 Mods I ever played! Let me know what you guys think! It's detailed and loads of fun Easter Eggs so leave a timestamp of your favorites!
Are you left-handed?
Yes
MOD's for Half Life = 1046
MOD's for Half-Life2 = 1217
MOD's for Half-Life Alyx = 6
(Source ModDB [dot] com)
The music is very good. Also added new features like keys for doors, some objects for interactions that makes gameplay more realistic and close to HLA
Hello, will you please do Mind Escape?
It's incredible what people can do with a game that came out in 2004! That is 16 fucking years ago! Hats off to the devs
Also with Doom, Doom 2, H-L and RTCW.
RTCW this november 20 years and great mods out there.
But the source Engine has been change a lot with updates
Actually it’s been 17 years now :O crazy to think
@@iiiiiiiiiiiiiiiiiii3209 this mod looks like CS:GO or Episode 2' source
This game is 18 now
An update with some fixes has been released, the most significant ones being that
1) you can now enter the first hut with the Snowdrop flower sign in a different way
and that
2) you will be shot in the back by an ambushing enemy (that can be seen broken in this video) in the certain moment I'm not gonna spoil.
Thank you
I was wondering why she was just sitting there when she had every opportunity to shoot him in the back of the head
This mod despite the troubles with voice acting is truly breathtaking. The devs of these kinds of mods really know how to make an actual mod, meanwhile we can shit on hunt down the freeman
ironically the characters were the best voice acting was the Totally-not-a-Nazi Combine Handler at the end, for as little as he had to say he certainly made you feel his voice
bruh there us hdtf m3sa build
@@PTSD-c2j Doesn't matter. Trash is still trash!
@@Hammerite12yes they attempting to fix it
@@Hammerite12 nah they kinda fixed it
the story cannot change but with the m3sa build its kinda enjoyable
worth it only when its in promo tho cause some part havent been changed too much yet
Bruh, that combine with the revolver looked like he really ment business
He looked like some kind of futuristic gestapo with alien cybernetics. Though with how Half-Life 2 portrays the Combine in general, I'm not surprised.
Edgy Nazi cosplayer.
@@peppermillers8361 exactly LOL
It looks like a beta combine with nazi things
@Bolloxed 18:26 I just love how you try to properly cut a carrot on the cutting board. Little things like that keeps your videos entertaining.
This mod is kinda like a low budget Metro 2033 and i like it!
Yep
Ehhhh,outside of the Russian stuff, not really.
Lol
@@aveyablueday relax Metro invented Russians anyway.
Im back watch this video because i cant forget your comment and i want to see again. I think you have the best comment in this video 🤣
Description:
"Other Recommended Mods!"
"Hunt Down The Freeman"
...Why?
You need to watch and suffer junk Mods so you can compare and appreciate the good Mods.
@@Bolloxed HDTF is good and bad mod at the same time.
Good because it has a lot of good and inspiring things and features that look sick. Plus they called the real people to do voice lines.
Bad because some of the ideas are failures and after game war created, it was need another month or two to close bugs and problems. Even the creators knew that they made so many mistakes, that one of the achievements says that.
Nevertheless, creating HDTF is need alot of time and strength, that I can give a respect. That's all I have to say.
@@BulldogZakuul wow, I never quite thought of it like that. Thanks for that little philosophical speech, it makes me think I should play then compare notes to other experiences before casting my final judgment. Well, maybe I won't play it but still.
The cutscenes tho
@@EnclaveSOC-102 My idea is that some people tried to made a mod for HL with cutscenes, new levels, weapons and mechanics. And some of them was not fully complete. Even is HDTF is trash, but with star"You trieded!". I mean everyone can do something good. But it need time.
P.S. There is a video about that on Pyrocynical's channel
I was very impressed with this one. I like how it starts quite normal for the first hour, but then introduces some supernatural/science fiction elements later on
So your telling me that we are controlling a soldier form the aperture security force remnants who wishes to retake their lab while considering the combine and resistance hostile?
Haven’t played this yet so I’ll tell you when I can
well youre actually part of a different organisation called radiohim that teamed up with aperture but otherwise yes
Finally, a mod where shotgun is done right! Although calling this a mod is an understatement - it's a piece of an art. Giving me some EZ vibes at beginning. And the authors do dig russian stuff nicely (maybe because they are rus themselves).
По хуевастому английскому это понятно. Ну а так то да, работа феноменальная вообще.
the shotgun being done right is questionable imo.
@@Schmoper it is semi-automatic, fast firing and don't have second barrel. So it is right. It wouldn't be an issue if the shotgun itself were totally fictional, like Ratel in HL:Alyx.
Hovewer, I recently found out, that there is another mod altering shotgun (along with some other things). It is "Improved AI" by Калдыбаев Еркебулан (not sure how to transliterate his name in English). That guy is a really smart one - he working with things that not every modder dares to look into. He made alterations not only for Combine AI, but for some weapons as well. And his shotgun is semi-auto, but retains double shot. And, man, it kicks asses really hard.
that glass shatter is amazing
It's from Portal 2
I think it's from Portal 2, somehow they put it in this mod
Bruh that was the first thing I said. "The glass physics though!"
@@Drakey_Fenix morr to you too
@@JustYesntMan morr?
These are fantastic mods I hope you keep the great gameplay up and hope the devs keep developing!
That intro kicks ass! FIVE YEARS in development, imagine that! And it was well worth it!
WELCOME TO APERTURE HELMET
DEVICE: OK
USER: OK
Damn, that pictures on whiteboard are outstanding.
@@bulletofhonor9407 well, this mod (Snowdrop) really good. Just completed. But so many puzzles, oh boy...
@@mitchellshephard7902 ironicly the puzzles are the worst part of the game...
@@Demicleas id say the worst one is the one at 2:10:56
like how are you supposed to know what is the combination?
There is also a good ending where you use the box at @02:11:08 , with the code you got at @01:11:29
I never knew that but thx
This mod is my favorite for several reasons, the biggest being the guns. I mean c'mon! A FAMAS? I especially liked the silenced weapons.
The story was a bit odd at times bet held together well. That guy on the ship was cool. The beginning is slow to start but pays off by the time you get that old rifle.
Helluva mod. Made me restart my Source 2 FPS like mod in the HL2 universe. Thanks for the awesome video!
The environmental design is top notch. This team did a fantastic job.
Did you all realised if the SMG Reload animation like a SMG in Left 4 Dead 2?🗿
Yeah
Yep. I noticed!
Not just the SMG but also the auto shotgun as well
And the flare pistol early on uses the L4D2 grenade launcher reload sound. And the doors in the complex sure do sound like the doors in the Umbrella Complex in Resident Evil 2!
Not only the SMG.
The AK-47 and the SPAS-12 animations are from L4D2 too, the flare gun and the double barrel shotgun reload like the L4D2 grenade launcher and I think they took the FAMAS animations from CSGO
Probably the best Half Life 2 mod yet
What about Underhell? It's also good despite chapter two not being fully finished and released to this day.
YEP
@@EnclaveSOC-102 Yeah Underhell is very trippy and cool as well. I think G string is probably one of the best.
@engineer with the drip bruh What kinda name is engineer with the drip
@@EnclaveSOC-102 Underhell ends when shit gets really good, but it's well made.
I don't know why but I find it hilarious how you "picked up" hands at 9:57 .
Запах водки Вам противен...запах водки Вам противен...
Y'know, I really like the concept behind the story, with the idea that the multiverse is so vast and infinite that even if Half-Life Earth is under the Combine's control, they can't access all the others.
It also matches up with my own view of the multiverse: it honestly doesn't matter what horrible events have happened at any point, because there's always going to be a universe where it never happened.
I also loved the idea of that anomaly functioning as a window into those parallel worlds, it's very creative and engaging. I'm curious to see what a sequel will do with this idea if they ever make one.
"There's no need to save humanity, it's already saved." That line resonated with me far more than it probably should have, but when you're talking about things from a multiversal perspective, well... it's true. And of course, just because there may be no need to save humanity of that Earth, it doesn't mean you shouldn't try anyway.
Wow... i stoped watching you a months ago! I feel so weird... But your gameplay wasn't changed a lot. Still those funny gestures and shakes with camera. Still shooting and killing people for no reason. Same Bolloxed as i remember
Players: Valve,We wanted a well scripted non-vr game!
Valve: ...
Players: Fine we will do it ourself
Yep
@@supergirlpyro5705 your name is reminds me of hitler
what are you doing here
visually this looks like something between Half-Life 2 and Half-Life: Alyx
Запах водки вам противен.
Запах водки вам противен...
Запах водки вам противен...
И медведей тоже.
Запах водки вам противен..
Запах водки вам противень
The mapping in this mod is very good. Its visual appealing,very detailed and atmospheric.
Its obvious that ppl with skill and passion made this mod. However,the number of puzzles
are getting anoying over time,especially on the first playthrough later in the game.
Nevertheless i personaly rate this one of the best mods so far made for HL2.
This mod has pretty silly voice acting, but everything else is top notch! I really like the icy cold landscape and the Metro-inspired tunnels. The puzzles seem to be well thought as well, although a little bit drawn out at parts. And the music is really great as well!
Reminds me of Metro and Stalker, but it is in Half Life universe.
Its already looking amazing
Yep
I do not know why, but beating the shit out of the Resistance is strangely satisfying.
woah im so glad the community is striding more than ever! first we had a huge release like G-String, and now we have this mod too! im so happy
Eai br
At the room full of bullsquids (@ 1:56 or so) you can sneak around them, they're sleeping. No need to kill them. Peace.
Ахахахххаааа)))) Проигрыватель: "Запах водки вам противен"))))
Lol, the briefing room drawings...
This mod was awesome to play. have you found a hidden ending? I'm sure the tape at the start might be a clue to do with the copper spheres. I hope we get a follow up from these guys.
There are 2 endings : the first one is the "bad' ending, somehow, with the ending after "Afterword'" chapter, and the "good" ending where you use the box at @02:11:08 , with the code you got at @01:11:29
@@Rod0411 fucking red herring flood lights spent like an hour trying to figure it out lol. They knew what they were doing with those lights next to the puzzle 😄. Thanks for the answer I couldn't find it anywhere else.
1:16:21 ору с повторяющейся фразы: запах водки вам противен
2:14:24-2:14:25 - вентиляционная решетка со станции метро Нарвская в Санкт-Петербурге))) (рыжего цвета)
I assume this is a prequel for Silent Escape?
Yes.
Yeap.
how this is prequel of Silent Escape, if Silent Escape will take place in middle of events of Half Life 2, but Snowdrop's Intro said that this happens 6 years after 7 hours war.
@@f0nszik Check out the ending, showing the main "Rebel" antagonist of Silent Escape. I believe it's implied that in the "Standard" ending, Hugo is brainwashed into becoming that sleeper agent.
2:11:55 - Blimey! It's the combine inspector Blakey and 'e looks right mad at you Stan, must've found out about that raffle you woz running on your route out of City 17! You're for it now!
This seems way better then the citizen the regular half life story 1187 and any other half life campaigns
I wouldn't say better than actual half life 2. That's an overstatement. Probably better than 1187, citizen and all that but not the OG HL2
I don't know, there's a couple puzzles in this that are total dogshit like the crane puzzle.
I’m smiling when I heard the sound.
“Ting~”
And good idea to swap weapons as you like.
1:26:50 hey it's Tyler from VNN.
1:46:24 what the actual hell? That is not fair.
1:51:41 .. Man !! ... this is a really good Mod...
Hey spud DJ here. Still in the background. Keep em coming. Brilliant MOD!
JarekTheGamingDragon just did a review of this mod. It was... Less then stellar; he found It frustrating because too much roadblock puzzles and not enough shooting.
What do you think?
The main problem is not the shooting, it's just that every damn puzzle use complete different mechanics than the previous one, you really scratch your head a dozen times not having a clue about what the hell you are supposed to do : will it be explosives, numbers, boxes, gas, messing with headcrabs...? This is a damn melting-pot of every crazy idea they were able to put in a Source mod.
Wow! Thank you for taking some part of my art.
Запах водки вам противен.
Запах водки вам противен.
Запах водки вам противен.
Запах водки вам противен.
The visuals and music are mind-blowing, but the actual gameplay (specifically the gunship chase parts where the mudskipper is prone to twirling about in the air and getting stuck in corners) has made me want to blow my mind open with a 12 gauge.
One of the best mods I've ever played.
Can't wait to play their new mod coming tomorrow!
The best modders together could make half-life 3 on current engine no problem.
Call of Half-Life: Metro Aperture Edition!
Just kidding. It's all good.
love this soundtracks so much
The puzzles in this mod are fantastic
Yep
Cant believe the design of this is such random nonsense that i had to look up playthrough to know im not crazy
Holy shit that's like the black lodge in twin peaks. The last fucking thing I expected.
Yeah, played this a short while ago, some of the puzzles stumped me for a while so it took me ages to get through, I thought it was good though.
Nice video
Оочень крутой мод!
Работы сделано просто дохренища!
Зато аутентично и атмосферно 🤣
Видны следы Метро 2033, Портал (если это не движке портала вообще), Каловдутия.
Круто!
Авторы этого мода еще в 2012 году собаку съели на Portal ;)) Погугли Mind Escape и связанную с ним Portal 2: Conversion
Урааа! Наконец-то годнота от русских мододелов!
thanks man! This helped me two times. This mod can be complicated at times...
Masterpiece! Thanks for this brilliant map...resist! :)
This is going to be an amazing video
I like how you can pick up med kits and move them!
Amazing mods like this would be completely missed by me if I hadn't made the great decision of subscribing!
The intro music makes me feel like I just got stationed in Blood Gulch.
Stalker-Life: 2033
Congratulations to the team that did it.
All around superb maps and puzzles!!
Hola, como estan todos :)
TAKE COVER!!!!! MEDIIIIIIIIIIIIIIC!!!
TAKE COVER!!!!! MEDIIIIIIIIIIIIIIC!!!
TAKE COVER!!!!! MEDIIIIIIIIIIIIIIC!!!
This one's right up there with Research and Development
It's good, but I can't say that the puzzles here are the focus.
Только сейчас заметил в начале игры часы "Электроника 7". Интересно, был ли аналог/прототип в Америке?
The briefing drawings LMAO🤭😭😭
The most satisfying thing in this mod is you can aim down sight
I want that friggin hack saw! Sheesh...
Sweet game. 4-5 years. Glad to see. people still so into my favorite game.
Half-Life Forever!
Yep
Yes! Snowdrop Escape!!!
This is triple A development.😊
These mechanics should've been the evolution of HL2 epi.3. Great stuff.😊
Although I don't get how this fits into the HL universe shouldn't everyone be against combine? 😊
This is such an amazing mod. :0
I love that guys artwork 3:04
lmao
Only 11 mins in so far. First thoughts are: snowy landscape looks amazing. Impressed at working helicopter. Though why the hell has he been dropped in to a combat situation without a single weapon!? Makes no sense! Having to punch headcrabs is the dumbest thing I've seen 😆
1:26:50 Tyler McVicker ?
*tyler mcdicker
i fucking cringed when i heard his voice in during gameplay
@engineer with the drip I can't blame them.
I love this mod, it's so underrated
Смесь сталкера и халфы, прекрасно!
best fucking walkthrough channel
Os there any half life 2 VR games Bolloxed?
Os there?
I still keep on writing os?
At the beginning looks already more awesome than Estranged.
god, i love this channel
Has the greatest intro.
When we getting a voice reveal? I dont know if you have i only watch a few vids from you every year dont watch half life videos as much as I used to either probably won't finish this 2 hours sheesh
Looking forward to the continuation!
Yep
Hello, will you do Mind Escape?
If the video was just 3 seconds short, the length would be 2:22:22
Black magic! 😡😡
13:48 Granade Launcher reload left 4 dead 2
I am not able to solve the puzzle tahr comes after you drive with tahr elevator 43:44
After first half of this movie I realized is not safe to cook an eat poison headcrab
given the most view moment spike i'm not the only one who was stuck here for hours.
I wqnted to say right from my heart half life will never die
So I just finished this mod (mostly), and buckle up, because this is going to be a long one: This has potential and had amazing visuals, audio, and music, and while it’s far better than Hunt Down the Freeman, there are certain aspects of this mod that just frustrated me. I’ve seen people in the comments here say that the voice acting was the only really bad part of the game, but I disagree. In fact, they’re the least concern I have with this mod, since the Russian accents actually make sense for a game set in, well, RUSSIA. It’s been done before; see the Precursor mod for instance. The only bad thing about them is that they’re so thick at times that you need the subtitles on to understand what they’re saying. First off, the story. This mod had a good story; albeit after thinking about it, I take issue with Leonids’ logic that other worlds not being exposed to the alien invasions meant that there was no need to save “humanity”. Yeah. Try telling someone who’s spent six years (by the time of this mod) living under an alien regime far more authoritarian than anything witnessed here on Earth that there’s no need to liberate their Earth, because other Earths are doing just fine, and other “For the greater good” rhetoric, and it’s no wonder the Resistance calls you traitors. It’s like collectivist rhetoric combined with logic of questionable sanity (no surprise on the sanity part, considering this third party is partly Aperture). The whole shtick with parallel universes and “anomalies” such as the gateways between these universes and the living storm cloud do make for interesting plot points, but when combined with the aforementioned questionable logic of your side, makes you seem like an MTF soldier working for some kind of antithetical version of the SCP Foundation (after all, you’re pretty much sacrificing YOUR OWN universe to ensure that the ALTERNATE universes survive, whereas the Foundation (in what’s supposed to be our universe at least), generally operate the other way around. The sudden bad ending would have been neat if it wasn’t followed by the Afterword. The reinforcement of your fate at the REAL end of the game just feels like an utter disappointment after the hard work you put into getting through the Afterword alone. A similar problem occurs with the Black Mesa mod “Damocles”, that throws you a cliffhanger at the end of Part I where you get shot from behind after stabilizing a reactor and lose consciousness, right after seeing your two allies get seemingly shot dead as well. It would have been a nice cliffhanger had it not immediately been preceeded by the most sadistic puzzle sequence I’ve ever seen in a Half-Life/Black Mesa mod. Instead it just invalidates all that hard work you just did and results in a massive disappointment. I am aware of the existence of an alternate ending to the game, but I didn’t get to it for reasons that I’ll get into shortly.
The biggest problem I have with this mod is the puzzles. While some puzzles are clear cut as to what you’re supposed to do, others are very vague, and in some cases, the items you need to find are hiding in out-of-the-way places or otherwise difficult to locate. It got to the point where I had to look at this video quite a few times to figure out what I was missing. One such moment occurred at 29:40, where you have to disconnect the battery from the floodlights to reveal the glowing paint indicating the hatch you need to proceed through. While the developers were considerate enough to put a tooltip over the battery indicating that you can remove it, the tip is so small and low to the ground that it’s very easy to miss (which I did several times). Second, 30:32, where you have to start up the generator to power the button that opens the door. This one ISN’T vague, unlike many others, but the way you start the generator, by picking up the crank and quickly turning it, is rather difficult due to the handling of holding and moving something that’s attached to a surface like that. One of the biggest offenders was at 58:09. Having already replaced one fuse before this point, I knew there was supposed to be a good fuse lying somewhere around for me to put into the first fusebox, but it turns out that due to their small size, it was so hard to find the first one that I had to look at this video again, and promptly facepalmed when I saw where it was. It took me a little while again, albeit without video guidance this time, to find out that you were supposed to plug the extension cord into the gate in the lab first in order to access the good fuses you needed for the airlock. Another major offender was at 1:15:07, where another tiny tooltip that blended in with the oven made me look at this video to find out I was supposed to turn on the stove. Once I did that, I quickly figured out that I had to put a gas can on it to get rid of the cobwebs, helped by you having done a similar thing quite a few chapters back. Getting to the rebel leader for the yellow card in the next map was tedious to the point of annoyance. Having to run between the bushes was okay enough, even with the reduced sprint time, but repeatedly firing flares into the air to scare off the cloud while I figured out how to start the projectors was tedious. And then after I found out I had to fire MORE flares at the projectors to light them, trying to aim a flare into the last projector on the top of the pipes with just a narrow gap on one side was so infuriating that I eventually just noclipped above it and fired a flare down into it. Going through two alternate universe segments just to get the yellow card and go back to the first map made it seem like an excessive amount of work. (And before you tell me that Half-Life did the same thing in two separate chapters, you were searching for fuel pumps and generators for big and satisfying payoffs. Chasing someone down to get a yellow card from them is not really worth a separate map for, especially after doing the aforementioned vague puzzle just to get to THAT point.) I also want to mention one point, during the gunship chase on the snowmobile, where you have to activate a crane to lift a freight car out of the way. But the crane doesn’t have enough power, so you need to take that key, DRIVE ALL THE WAY BACK DOWN THE FROZEN RIVER WITH THE GUNSHIP STILL SHOOTING AT YOU, start a generator, and then DRIVE ALL THE WAY BACK TO THE CRANE, AGAIN WITH THE GUNSHIP ON YOUR ASS, and start it up to lift the freight car out of the way. This wasn’t really vague, the long wire with red lights on the poles leading away from the crane building made sure it wasn’t, but when I saw how far back it stretched and realized what I was supposed to do, I thought “This is suicidal.” Never, in any other mod I’ve seen, do you backtrack during an airboat chase sequence with a hunter-chopper. Why? BECAUSE IT’S PRACTICALLY COMMON SENSE. Keep in mind that in this case you’re not being chased by a hunter-chopper, with it’s really spread out fire that can’t really do much damage at range, but a gunship, with a pinpoint-firing gun that can quickly kill you if it gets a full burst in on you. The fact that it kept needing to adjust its aim while firing and the high-speed of the snowmobile is what saved me from getting filled with too many dark energy shots. Then, there’s the secret ending. While I had found the solution to the button panel from the secret area and taken a screenshot of it, once I had gotten past the door, I got stuck. LITERALLY stuck as well. I now know from another comment that you’re supposed to swap clothes with a dead rebel in the room to proceed forward, but that was also very vague. When trying to go through the open doorway, I was greeted with the text “I can’t leave leave here until I’m finished here”. I assumed I had to do something outside, only to find that I couldn’t climb back through the vent. I ended up noclipping again, thinking I could go back and it was just difficult to do so, and triggered the “normal” bad ending. And once that’s done and the credits are rolling, I figure I’ve reached the end of the mod, right? WRONG. I get dumped into the afterword, and upon seeing that I’m doing a jailbreak, I assume I’m going to get an actual good ending. Getting out of the cell was okay enough, but then I get into an absolutely INFURIATING stealth section where I have to dodge the cameras (while the text is misleading me by saying, “Don’t move under the cameras”. I think the developers are actually Russian with a tedious grasp of the English language.) And then moving turrets out of the way while trying not to knock them over and cause them to shoot, creating a lot of noise, or even getting spotted by them, with the alert sound triggering an alarm even if they don’t shoot at you. After several alarms, I just gave up and ragequit the mod, watching this video just to see what the actual ending was (and as I said before, it just reinforces the previous bad ending and invalidates your hard work and frustration getting through that section). Overall, most of the puzzles are extremely vague on what you have to do, and while they’re not difficult to actually complete once you do know what you’re doing, they start to get tedious and frustrating as you get closer to the end of the game. I should note a few thing here. One, I encountered similar problems with the puzzles in Damocles, although not quite to the extent of this mod, which makes me wonder if that mod was made by the same team that did this one. Two, I am normally VERY observant when it comes to the Half-Life series and its various mods, and I’m clever enough to make it through Portal and Portal 2 without much difficulty, so to have the solutions to puzzles go completely over my head is saying something.
The way they handled the mechanics in this game just feels off to me as well, and sometimes gets frustrating. The player uses auxiliary power notably quicker when sprinting, and while it isn’t much of a hassle, there are some moments where it is, particularly when you have to deal with that killer cloud. Limiting the player to only one weapon per category, while being more realistic, takes away from the Half-Life feel of pretty much every other mod. It’s especially bad when you can’t just choose a weapon and stick with it, in particular once the Combine start showing up. They mostly use AR2s with the occasional shotgun, so you’ll pick up an AR2 at that point, but then there’s one segment where you briefly encounter zombies again, so you’ll switch back to the SPAS-12, and then you realize that you’re not going to encounter more zombies any time soon (in fact, those are the last you encounter in the mod), so you switch back to the AR2. The fact that the RPG shares the same category is also a bit of an issue, but not much, as the game leaves one right next to a rocket crate when you’re actually supposed to use it, but regardless, having to use it for the first time made me hesitant to get rid of it for anything else, but I realized that I pretty much had to. The way they had to bind the grenade launchers and charged AR2 shots to another keybind so that the right mouse button aimed down the sights is also awkward to grasp at first, as the default keybind is clicking the mousewheel, as well as the fact that you have to press it to load a grenade, and then press it again to fire the grenade, and then repeat. The different guns also have different ammo types, which means you could very well end up low on ammo and not being able to find ammo for that particular gun more often than you normally would in Half-Life, and have to swap for another gun, if you can find one that is. There’s also the fact that the two guns that have grenade launchers use entirely different grenades, which again means that you could easily find yourself shit out of luck. I also got rid of the bolt-action rifle at the first opportunity and never touched the scoped variant as you cannot reload in the middle of a magazine. You have to completely empty the magazine to do so. I saw a similar system with the M1 Garand in SMOD (or was it Overcharged?), but oddly enough, not for the Kar98K in the same mod (guess which rifle I used in THAT mod). If there’s one thing I can praise the developers for with the weapon design, it’s making an accurately firing SPAS-12 for once.
I’ve spent way too much time typing this up, so I’ll just conclude by restating what I said earlier. This mod had potential. It had good visuals, good music, and good sound effects, but anything related to actually playing through this mod is tedious, frustrating, and at times impossible without a video walkthrough to guide you.
the mod felt apart in the chapter 6 where you have to always carry the stupid snowbike...its not obvious at all and left a bad taste in my mouth...its a shame cause there are some amazing parts but the last chapter completely destroys all the goodwill of the prevoious chapters...such a shame