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After being in the works for quite some time now, Half-Life 2: Capture the Flag is beginning to round off the last few edges of its latest beta version 1.6. As play testing has been winding down, Half-Life Fallout was granted the opportunity to join in and play along side the mod's development team and play testers.
The aspect of HL2:CTF that provided the most fun during the play testing experience was the pace at which the game moved. The best way to describe it would be to envision HL2:DM on steroids. All of the movement and sprint speeds are slightly higher providing that classic feel from games like Quake while maintaining consistency and balance. The action and firefights also seemed unending. There is never a dull moment for the duration of the map while constantly switching between assault and defense strategies.
HL2:CTF contains three major game modes, straight capture the flag, one flag CTF and my personal favorite, domination. The rules for domination are quite simple: get the lone flag and hold it the longest. Of course it's not that easy when there's the entire opposing team out to get you and take the flag for themselves.
Another area that this mod thrives in is capturing the wide spectrum of the Half-Life universe. The maps that I had an opportunity to play ran the gamut from deserted towns akin to Ravenholm, to crumbling cities, and even in the Citadel walls.
Teamwork is key in a CTF game and the development team has provided the means to make that possible. Allowing players to drop their health, shield, weapon, and ammo lets players give weapons or health to each other. This comes in handy in tight situations when the flag carrier is low on health or lacking a sufficient weapon. The power runes that boost your attack, defense, provide a cloak, or regenerate your health are also droppable giving your team the ability to pass the cloak runes to your sniper and the damage runes to those assaulting.
One of the most noticeable and anticipated additions to HL2:CTF are the new weapons. Adding to the weapon selection just increases the number of ways you can approach situations you encounter. While defending, I found the OICW and the Sniper Rifle to be great tools but on the other hand the Alyx's Gun and the Tau Cannon were just begging for me to gauss jump into the enemy base and capture their flag. One of the best features of the new weapons is the balance. Both Alyx's Gun and the OICW seem to fill in the holes between the Pistol and SMG and the SMG and the Pulse Rifle respectively. Begining on the next page is a more in-depth look at the weapons. | |
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