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	<title>Comments for PlanetPhillip</title>
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	<link>http://www.planetphillip.com</link>
	<description>Finishing Half-Life is just the beginning!</description>
	<lastBuildDate>Thu, 18 Mar 2010 17:24:36 +0200</lastBuildDate>
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		<title>Comment on Sector 9 &#8211; Half-Life 2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/sector-9-half-life-2/comment-page-1/#comment-219013</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Thu, 18 Mar 2010 17:24:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4229#comment-219013</guid>
		<description>I liked the map, though it was very short.

I didn&#039;t like having to use the shotgun to open the padlock, but I can understand the author wanting to limit access to that area until you had something besides the crowbar.  And it&#039;s not like I was ever in danger of running out of ammo, either (don&#039;t know about for you Hard folks).

And, gee, at the end--all the zombies were dead (well, a few more did show up) but the guards wouldn&#039;t open the gate.  That was fine, I was just impatient and looking for other ways through/over the gate when they finally let me through (after ALL the zombies were dead and no more were going to spawn).</description>
		<content:encoded><![CDATA[<p>I liked the map, though it was very short.</p>
<p>I didn&#8217;t like having to use the shotgun to open the padlock, but I can understand the author wanting to limit access to that area until you had something besides the crowbar.  And it&#8217;s not like I was ever in danger of running out of ammo, either (don&#8217;t know about for you Hard folks).</p>
<p>And, gee, at the end&#8211;all the zombies were dead (well, a few more did show up) but the guards wouldn&#8217;t open the gate.  That was fine, I was just impatient and looking for other ways through/over the gate when they finally let me through (after ALL the zombies were dead and no more were going to spawn).
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		<title>Comment on Sector 9 &#8211; Half-Life 2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/sector-9-half-life-2/comment-page-1/#comment-219012</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Thu, 18 Mar 2010 17:18:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4229#comment-219012</guid>
		<description>You may know by now, but to re-enable the AI, open the console and type in ai_disable</description>
		<content:encoded><![CDATA[<p>You may know by now, but to re-enable the AI, open the console and type in ai_disable
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		<title>Comment on Poll Question 163 &#8211;  Is Endless Spawning a Valid Gameplay Mechanic? by WizardExt</title>
		<link>http://www.planetphillip.com/posts/poll-question-163/comment-page-1/#comment-219011</link>
		<dc:creator>WizardExt</dc:creator>
		<pubDate>Thu, 18 Mar 2010 16:49:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7576#comment-219011</guid>
		<description>I fully agree Kyouryuu. The player needs to know what to do, maybe not right away but very soon after the endless spawning begins. So continuously reminding the player about the problem and possible solution is a must. 

So it&#039;s very much about ergonomics. Having a very uncomfortable situation played out smoothly, giving all the hints, power-ups and cover that the player needs.</description>
		<content:encoded><![CDATA[<p>I fully agree Kyouryuu. The player needs to know what to do, maybe not right away but very soon after the endless spawning begins. So continuously reminding the player about the problem and possible solution is a must. </p>
<p>So it&#8217;s very much about ergonomics. Having a very uncomfortable situation played out smoothly, giving all the hints, power-ups and cover that the player needs.
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		<title>Comment on Corridors &#8211; Half-Life 2 by nige</title>
		<link>http://www.planetphillip.com/posts/corridors-half-life-2/comment-page-1/#comment-219010</link>
		<dc:creator>nige</dc:creator>
		<pubDate>Thu, 18 Mar 2010 16:47:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4119#comment-219010</guid>
		<description>Download seems to be not working properly.
It downloads in about 10 seconds which should take 15 minutes
at my connection.
Any help would be appreciated thanks nige</description>
		<content:encoded><![CDATA[<p>Download seems to be not working properly.<br />
It downloads in about 10 seconds which should take 15 minutes<br />
at my connection.<br />
Any help would be appreciated thanks nige
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		<title>Comment on City 7: Toronto Conflict &#8211; Half-Life 2 by tommiezat</title>
		<link>http://www.planetphillip.com/posts/city-7-toronto-conflict-half-life-2/comment-page-2/#comment-219004</link>
		<dc:creator>tommiezat</dc:creator>
		<pubDate>Thu, 18 Mar 2010 12:09:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/city-7-toronto-conflict-half-life-2/#comment-219004</guid>
		<description>awesome mod, very well played. i really enjoyed this. it had some very challenging areas and times where ya needed to stop and think, the pace was good and there was a clear objective.  i really loved the WOW, kid in a candy store moment towards the end of chapter 6 in the hospital. open up the room door and  WOW!!!!!  i hung out in there amazed for a couple minutes Very nice work  thanks</description>
		<content:encoded><![CDATA[<p>awesome mod, very well played. i really enjoyed this. it had some very challenging areas and times where ya needed to stop and think, the pace was good and there was a clear objective.  i really loved the WOW, kid in a candy store moment towards the end of chapter 6 in the hospital. open up the room door and  WOW!!!!!  i hung out in there amazed for a couple minutes Very nice work  thanks
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		<title>Comment on Poke 646 &#8211; Half Life by ailmanki</title>
		<link>http://www.planetphillip.com/posts/poke-646-half-life/comment-page-2/#comment-218998</link>
		<dc:creator>ailmanki</dc:creator>
		<pubDate>Thu, 18 Mar 2010 07:38:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/poke-646-half-life#comment-218998</guid>
		<description>Already longer time ago that I played this, but it was an excellent HL1 mod, thats all I recall. I liked its sequel even more.</description>
		<content:encoded><![CDATA[<p>Already longer time ago that I played this, but it was an excellent HL1 mod, thats all I recall. I liked its sequel even more.
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		<title>Comment on Poke 646 Vendetta &#8211; Half-Life by ailmanki</title>
		<link>http://www.planetphillip.com/posts/poke-646-vendetta-half-life/comment-page-2/#comment-218997</link>
		<dc:creator>ailmanki</dc:creator>
		<pubDate>Thu, 18 Mar 2010 07:37:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poke-646-vendetta-half-life/#comment-218997</guid>
		<description>Its already a while back that I played this, but I enjoyed is at much as the original game itself.. if not more - some stuff is really special and fun!</description>
		<content:encoded><![CDATA[<p>Its already a while back that I played this, but I enjoyed is at much as the original game itself.. if not more &#8211; some stuff is really special and fun!
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		<title>Comment on Research And Development &#8211; Half-Life 2: Ep2 by ailmanki</title>
		<link>http://www.planetphillip.com/posts/research-and-development-half-life-2-ep2/comment-page-2/#comment-218996</link>
		<dc:creator>ailmanki</dc:creator>
		<pubDate>Thu, 18 Mar 2010 07:35:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=6294#comment-218996</guid>
		<description>This one is very special, some parts are not reaching the quality it could, yet the ideas and all is awesome. Feels more like HL then HL2, which is great.
Seems a bit difficult altough I did run through... but HL2 is definitely easier from thinking part.
[spoiler]The A-Team part is very funny, also the part where you have to build the gun is nicely done...[/spoiler]</description>
		<content:encoded><![CDATA[<p>This one is very special, some parts are not reaching the quality it could, yet the ideas and all is awesome. Feels more like HL then HL2, which is great.<br />
Seems a bit difficult altough I did run through&#8230; but HL2 is definitely easier from thinking part.</p>
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The A-Team part is very funny, also the part where you have to build the gun is nicely done&#8230;
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		<title>Comment on Minerva: Metastasis Trilogy &#8211; Half-Life 2: Ep1 by ailmanki</title>
		<link>http://www.planetphillip.com/posts/minerva-metastasis-trilogy-half-life-2-ep1/comment-page-3/#comment-218995</link>
		<dc:creator>ailmanki</dc:creator>
		<pubDate>Thu, 18 Mar 2010 07:31:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/minerva-metastasis-trilogy-half-life-2-ep1/#comment-218995</guid>
		<description>I love this one... very intense atmosphere, good layout and level design.</description>
		<content:encoded><![CDATA[<p>I love this one&#8230; very intense atmosphere, good layout and level design.
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		<title>Comment on Mission Improbable &#8211; Half-Life 2: Ep2 by ailmanki</title>
		<link>http://www.planetphillip.com/posts/mission-improbable-half-life-2-ep2/comment-page-2/#comment-218994</link>
		<dc:creator>ailmanki</dc:creator>
		<pubDate>Thu, 18 Mar 2010 07:28:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=6123#comment-218994</guid>
		<description>Great level-design, enemies a bit easy. Overall excellent!</description>
		<content:encoded><![CDATA[<p>Great level-design, enemies a bit easy. Overall excellent!
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		<title>Comment on Poll Question 163 &#8211;  Is Endless Spawning a Valid Gameplay Mechanic? by Grey Acumen</title>
		<link>http://www.planetphillip.com/posts/poll-question-163/comment-page-1/#comment-218991</link>
		<dc:creator>Grey Acumen</dc:creator>
		<pubDate>Thu, 18 Mar 2010 04:47:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7576#comment-218991</guid>
		<description>Greetings from the Philippines!

I put my vote in as &quot;yes, but there must be a good reason&quot; but more than that there needs to be a clear indication that the endless spawn is occurring, and what tactics to use to deal with it. Some endless spawns require you to meet certain conditions to stop the spawn while others are there to force you to keep moving instead of sticking around.

In Timeline (either 1 or 2) I ended up getting stuck in an area because I didn&#039;t realize that there was an endless spawn occurring, and when I did I didn&#039;t know what to do about it. I thought I needed to meet certain conditions in order to stop the spawn from occurring, but it turned out I just needed to run from the area. Very frustrating.</description>
		<content:encoded><![CDATA[<p>Greetings from the Philippines!</p>
<p>I put my vote in as &#8220;yes, but there must be a good reason&#8221; but more than that there needs to be a clear indication that the endless spawn is occurring, and what tactics to use to deal with it. Some endless spawns require you to meet certain conditions to stop the spawn while others are there to force you to keep moving instead of sticking around.</p>
<p>In Timeline (either 1 or 2) I ended up getting stuck in an area because I didn&#8217;t realize that there was an endless spawn occurring, and when I did I didn&#8217;t know what to do about it. I thought I needed to meet certain conditions in order to stop the spawn from occurring, but it turned out I just needed to run from the area. Very frustrating.
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		<title>Comment on Aftermath &#8211; Half-Life 2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/aftermath-half-life-2/comment-page-1/#comment-218983</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Wed, 17 Mar 2010 21:49:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4178#comment-218983</guid>
		<description>This was fun mod.  Limited weapons/ammo (at least at first) made me play slightly differently than I might have otherwise.  But it&#039;s good for me to try different weapons.

When I heard the chopper I wanted an RPG, but I run just fine.  :)</description>
		<content:encoded><![CDATA[<p>This was fun mod.  Limited weapons/ammo (at least at first) made me play slightly differently than I might have otherwise.  But it&#8217;s good for me to try different weapons.</p>
<p>When I heard the chopper I wanted an RPG, but I run just fine.  <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>Comment on Re-Search and Destroy &#8211; Half-Life 2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/re-search-and-destroy-half-life-2/comment-page-1/#comment-218980</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Wed, 17 Mar 2010 21:07:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4168#comment-218980</guid>
		<description>I&#039;m torn between PIL and PIN.  It&#039;s got Combine.  It&#039;s got vent crawling.  It&#039;s short.

My squad member seemed to have trouble following me to the top floor, so I had to backtrack a couple of times to get him.</description>
		<content:encoded><![CDATA[<p>I&#8217;m torn between PIL and PIN.  It&#8217;s got Combine.  It&#8217;s got vent crawling.  It&#8217;s short.</p>
<p>My squad member seemed to have trouble following me to the top floor, so I had to backtrack a couple of times to get him.
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		<title>Comment on Corridors &#8211; Half-Life 2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/corridors-half-life-2/comment-page-1/#comment-218978</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Wed, 17 Mar 2010 20:40:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4119#comment-218978</guid>
		<description>I liked this map.

I don&#039;t think you&#039;re supposed to be able to turn off the first steam &quot;trap&quot;.  At first I just ran through it, and then I found the alternate route.

Not a lot of excess ammo, health, or batteries, but I made it out alive.

My only complaint is that the sound for some of the doors made it seem like they should open.  But I soon learned that doors either open or they don&#039;t, they don&#039;t open later (except near the end).</description>
		<content:encoded><![CDATA[<p>I liked this map.</p>
<p>I don&#8217;t think you&#8217;re supposed to be able to turn off the first steam &#8220;trap&#8221;.  At first I just ran through it, and then I found the alternate route.</p>
<p>Not a lot of excess ammo, health, or batteries, but I made it out alive.</p>
<p>My only complaint is that the sound for some of the doors made it seem like they should open.  But I soon learned that doors either open or they don&#8217;t, they don&#8217;t open later (except near the end).
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		<title>Comment on Poll Question 163 &#8211;  Is Endless Spawning a Valid Gameplay Mechanic? by Gaming</title>
		<link>http://www.planetphillip.com/posts/poll-question-163/comment-page-1/#comment-218976</link>
		<dc:creator>Gaming</dc:creator>
		<pubDate>Wed, 17 Mar 2010 18:18:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7576#comment-218976</guid>
		<description>I also agreed that this kind of game play can be interesting in a long game, in a short game its not that much interesting.</description>
		<content:encoded><![CDATA[<p>I also agreed that this kind of game play can be interesting in a long game, in a short game its not that much interesting.
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		<title>Comment on Poll Question 163 &#8211;  Is Endless Spawning a Valid Gameplay Mechanic? by DuckSauce</title>
		<link>http://www.planetphillip.com/posts/poll-question-163/comment-page-1/#comment-218975</link>
		<dc:creator>DuckSauce</dc:creator>
		<pubDate>Wed, 17 Mar 2010 17:09:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7576#comment-218975</guid>
		<description>Voted, yes but with a good reason, once heard of a game where new enemies kept spawning if you hung around a place too long. That&#039;s stuff is just plain annoying, dead enemies should stay dead. 

But a well protected area must be really deadly or have a viable reason for a horde of enemies.(if it&#039;s humans, they need to be deadly, but it it&#039;s something like bee&#039;s... well endless bee horde attack makes sense for me)</description>
		<content:encoded><![CDATA[<p>Voted, yes but with a good reason, once heard of a game where new enemies kept spawning if you hung around a place too long. That&#8217;s stuff is just plain annoying, dead enemies should stay dead. </p>
<p>But a well protected area must be really deadly or have a viable reason for a horde of enemies.(if it&#8217;s humans, they need to be deadly, but it it&#8217;s something like bee&#8217;s&#8230; well endless bee horde attack makes sense for me)
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		<title>Comment on Dylan Holcomb Two Hour Challenge &#8211; Half-Life 2: Ep2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/dylan-holcomb-two-hour-challenge-half-life-2-ep2/comment-page-1/#comment-218970</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Wed, 17 Mar 2010 13:54:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4150#comment-218970</guid>
		<description>It&#039;s okay Phillip.  The Error icons &quot;matched&quot; the orange walls.  And, like I said, the Combine were in kind of pretty colors the first time. :)

I noticed when I was about to rename my DL--so you have a good naming convention (in case you ever wondered).</description>
		<content:encoded><![CDATA[<p>It&#8217;s okay Phillip.  The Error icons &#8220;matched&#8221; the orange walls.  And, like I said, the Combine were in kind of pretty colors the first time. <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I noticed when I was about to rename my DL&#8211;so you have a good naming convention (in case you ever wondered).
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		<title>Comment on Zombie Escape &#8211; Half-Life 2: Ep2 by dougjp</title>
		<link>http://www.planetphillip.com/posts/zombie-escape-half-life-2-ep2/comment-page-1/#comment-218967</link>
		<dc:creator>dougjp</dc:creator>
		<pubDate>Wed, 17 Mar 2010 12:03:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7564#comment-218967</guid>
		<description>I&#039;m with mel. Except I didn&#039;t get as far. In the 2nd map I finally did find a keycard to get into the next room, after restarting to &quot;pre-organize&quot; a means of escape from down below... However then I was stuck forever in the next room and gave up. 

Puzzles with triggers that, depending on how things happen, don&#039;t work or can&#039;t be found is simply inexcusable. These are found and fixed in a testing phase before any map is released to the public.

As I didn&#039;t complete the map, its not rated (as per the rules). I wonder how many others would have loved to slap a low rating on this but also gave up?</description>
		<content:encoded><![CDATA[<p>I&#8217;m with mel. Except I didn&#8217;t get as far. In the 2nd map I finally did find a keycard to get into the next room, after restarting to &#8220;pre-organize&#8221; a means of escape from down below&#8230; However then I was stuck forever in the next room and gave up. </p>
<p>Puzzles with triggers that, depending on how things happen, don&#8217;t work or can&#8217;t be found is simply inexcusable. These are found and fixed in a testing phase before any map is released to the public.</p>
<p>As I didn&#8217;t complete the map, its not rated (as per the rules). I wonder how many others would have loved to slap a low rating on this but also gave up?
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		<title>Comment on Dylan Holcomb Two Hour Challenge &#8211; Half-Life 2: Ep2 by planetphillip</title>
		<link>http://www.planetphillip.com/posts/dylan-holcomb-two-hour-challenge-half-life-2-ep2/comment-page-1/#comment-218961</link>
		<dc:creator>planetphillip</dc:creator>
		<pubDate>Wed, 17 Mar 2010 09:07:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4150#comment-218961</guid>
		<description>EP2 maps aren&#039;t showing up in the HL2 list, just this one was.  I missed categorized it, corrected now, sorry.</description>
		<content:encoded><![CDATA[<p>EP2 maps aren&#8217;t showing up in the HL2 list, just this one was.  I missed categorized it, corrected now, sorry.
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		<title>Comment on Intrusion &#8211; Half-Life 2: Ep2 by Blackwolf</title>
		<link>http://www.planetphillip.com/posts/intrusion-half-life-2-ep2/comment-page-1/#comment-218960</link>
		<dc:creator>Blackwolf</dc:creator>
		<pubDate>Wed, 17 Mar 2010 07:38:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3802#comment-218960</guid>
		<description>Why all the negativity? This map brings killing antlions to a new level, and a good one at that. I&#039;ve really enjoyed myself playing this mod. I never did like fighting antlions in the original game, but there was something different in this, something that makes shooting countless amounts of insects with the 12-gauge so very exciting. I have to disagree with statements regarding the scarcity ammo and teeming amounts of antlion spawns. 
(As when I was playing on Normal difficulty,) The amount of ammo and health kits lying around is rather plentiful, more than the player requires, with there being hardly anything to shoot at. I myself had no problems at all facing the handful (don&#039;t they all stop spawning after awhile at this point of the map?) of antlions that pop out here and there.

[spoiler]The last bit with the turrets and the bomb is a rather nice touch, the objective much easier than it looks with the turrets around to handle the infinite antlion respawns. Though frustrating to face endless amounts of enemies, it&#039;s quite understandable as this is the final &quot;boss&quot; battle. Placing all 3 turrets at the cave mouth to shoot the bugs as they spawn made the job much easier.[/spoiler]

Long comment short; IMO, this is one of those short-but-sweet mods that I would strongly recommend playing it ASAP.</description>
		<content:encoded><![CDATA[<p>Why all the negativity? This map brings killing antlions to a new level, and a good one at that. I&#8217;ve really enjoyed myself playing this mod. I never did like fighting antlions in the original game, but there was something different in this, something that makes shooting countless amounts of insects with the 12-gauge so very exciting. I have to disagree with statements regarding the scarcity ammo and teeming amounts of antlion spawns.<br />
(As when I was playing on Normal difficulty,) The amount of ammo and health kits lying around is rather plentiful, more than the player requires, with there being hardly anything to shoot at. I myself had no problems at all facing the handful (don&#8217;t they all stop spawning after awhile at this point of the map?) of antlions that pop out here and there.</p>
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The last bit with the turrets and the bomb is a rather nice touch, the objective much easier than it looks with the turrets around to handle the infinite antlion respawns. Though frustrating to face endless amounts of enemies, it&#8217;s quite understandable as this is the final &#8220;boss&#8221; battle. Placing all 3 turrets at the cave mouth to shoot the bugs as they spawn made the job much easier.
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<p>Long comment short; IMO, this is one of those short-but-sweet mods that I would strongly recommend playing it ASAP.
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		<title>Comment on Poll Question 163 &#8211;  Is Endless Spawning a Valid Gameplay Mechanic? by Robert Yang</title>
		<link>http://www.planetphillip.com/posts/poll-question-163/comment-page-1/#comment-218959</link>
		<dc:creator>Robert Yang</dc:creator>
		<pubDate>Wed, 17 Mar 2010 06:18:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7576#comment-218959</guid>
		<description>Endless spawning is not a mechanic. Therefore, it can&#039;t even be a valid mechanic. No.

A mechanic is a semi-contained system of interaction -- jumping is a special player verb and thus a mechanic because there is a special skill to jumping and jumping well. Shooting is a mechanic because there is a skill to shooting accurately. Pushing / pulling with the gravity gun is a mechanic because it&#039;s a skill-set separate from shooting.

So, surviving a wave of endless spawning requires several mechanics: moving / finding cover, shooting, scouting, throwing a grenade, driving the buggy, etc.

But most especially it requires a special mechanic of &quot;genre literacy,&quot; that the player is aware that someone designed the level and that someone put an endless wave of NPCs because the player has to move past the distractions. The player has to recognize that there is intent to the design of the world.

It&#039;s the designer&#039;s job to telegraph this intent: ospreys / dropships that constantly land, a player-clipped shield wall, a teleporter prop, an obvious exit and path of progression, ammo and health near the exit, etc. So it IS a valid level element. Yes. The elevator-defense in Episode 1 wouldn&#039;t be nearly as interesting without it.</description>
		<content:encoded><![CDATA[<p>Endless spawning is not a mechanic. Therefore, it can&#8217;t even be a valid mechanic. No.</p>
<p>A mechanic is a semi-contained system of interaction &#8212; jumping is a special player verb and thus a mechanic because there is a special skill to jumping and jumping well. Shooting is a mechanic because there is a skill to shooting accurately. Pushing / pulling with the gravity gun is a mechanic because it&#8217;s a skill-set separate from shooting.</p>
<p>So, surviving a wave of endless spawning requires several mechanics: moving / finding cover, shooting, scouting, throwing a grenade, driving the buggy, etc.</p>
<p>But most especially it requires a special mechanic of &#8220;genre literacy,&#8221; that the player is aware that someone designed the level and that someone put an endless wave of NPCs because the player has to move past the distractions. The player has to recognize that there is intent to the design of the world.</p>
<p>It&#8217;s the designer&#8217;s job to telegraph this intent: ospreys / dropships that constantly land, a player-clipped shield wall, a teleporter prop, an obvious exit and path of progression, ammo and health near the exit, etc. So it IS a valid level element. Yes. The elevator-defense in Episode 1 wouldn&#8217;t be nearly as interesting without it.
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		<title>Comment on Poll Question 163 &#8211;  Is Endless Spawning a Valid Gameplay Mechanic? by Da Fat Cat</title>
		<link>http://www.planetphillip.com/posts/poll-question-163/comment-page-1/#comment-218958</link>
		<dc:creator>Da Fat Cat</dc:creator>
		<pubDate>Wed, 17 Mar 2010 03:50:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7576#comment-218958</guid>
		<description>And that&#039;s why I hated that section of Episode 1</description>
		<content:encoded><![CDATA[<p>And that&#8217;s why I hated that section of Episode 1
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		<title>Comment on Rebellion &#8211; Half-Life 2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-218954</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Wed, 17 Mar 2010 00:09:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-218954</guid>
		<description>I just played this a couple months ago, but don&#039;t remember details about this mod.

Sorry, but I gotta ask--did you enable sv_cheats before you tried using noclip to move?  (I had the same problem with another mod not too long ago and, after deleting the mod/map, finally realized I may not have turned cheats on.)</description>
		<content:encoded><![CDATA[<p>I just played this a couple months ago, but don&#8217;t remember details about this mod.</p>
<p>Sorry, but I gotta ask&#8211;did you enable sv_cheats before you tried using noclip to move?  (I had the same problem with another mod not too long ago and, after deleting the mod/map, finally realized I may not have turned cheats on.)
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		<title>Comment on Dylan Holcomb Two Hour Challenge &#8211; Half-Life 2: Ep2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/dylan-holcomb-two-hour-challenge-half-life-2-ep2/comment-page-1/#comment-218953</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Wed, 17 Mar 2010 00:06:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4150#comment-218953</guid>
		<description>Well, dur.  I had the map in my HL2 maps folder, not my Ep2 maps folder.

Zombine created.  Crossbow ammo crates visible.  Combine not in pretty colors...  It was more boring this way, actually.  LOL.  (Maybe only because it was my second time within 2 hours.)

Phillip, why are Ep2 maps showing up in the HL2 list?</description>
		<content:encoded><![CDATA[<p>Well, dur.  I had the map in my HL2 maps folder, not my Ep2 maps folder.</p>
<p>Zombine created.  Crossbow ammo crates visible.  Combine not in pretty colors&#8230;  It was more boring this way, actually.  LOL.  (Maybe only because it was my second time within 2 hours.)</p>
<p>Phillip, why are Ep2 maps showing up in the HL2 list?
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		<title>Comment on Poll Question 162 &#8211; Would you like to see some underwater action in EP3? by Nrmartins</title>
		<link>http://www.planetphillip.com/posts/poll-question-162/comment-page-1/#comment-218952</link>
		<dc:creator>Nrmartins</dc:creator>
		<pubDate>Tue, 16 Mar 2010 23:36:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7572#comment-218952</guid>
		<description>I don&#039;t even think there will be EP3.. But if it does come, please put underwater action with visual to under the see ... Or what you come up with.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t even think there will be EP3.. But if it does come, please put underwater action with visual to under the see &#8230; Or what you come up with.
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		<title>Comment on Dylan Holcomb Two Hour Challenge &#8211; Half-Life 2: Ep2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/dylan-holcomb-two-hour-challenge-half-life-2-ep2/comment-page-1/#comment-218951</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Tue, 16 Mar 2010 22:52:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4150#comment-218951</guid>
		<description>Well, something didn&#039;t work for me.  I didn&#039;t have any ammo crates for the crossbow (I got a nice Error model-thing), and the zombine couldn&#039;t be created for some reason.  But I had pretty colors.  ;)  (Really, the Combine in the different locations had different colored lighting?)  And the unlimited ammo for the pulse rifle made the crossbow unnecessary, anyway.

If you want an HL2-style mod, you probably don&#039;t want to play this.  If you want something to do for 5 minutes, or want to play everything out there it&#039;s playable.</description>
		<content:encoded><![CDATA[<p>Well, something didn&#8217;t work for me.  I didn&#8217;t have any ammo crates for the crossbow (I got a nice Error model-thing), and the zombine couldn&#8217;t be created for some reason.  But I had pretty colors.  <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />   (Really, the Combine in the different locations had different colored lighting?)  And the unlimited ammo for the pulse rifle made the crossbow unnecessary, anyway.</p>
<p>If you want an HL2-style mod, you probably don&#8217;t want to play this.  If you want something to do for 5 minutes, or want to play everything out there it&#8217;s playable.
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		<title>Comment on Combine Combat &#8211; Half-Life 2 by eeVee</title>
		<link>http://www.planetphillip.com/posts/combine-combat-half-life-2/comment-page-1/#comment-218949</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Tue, 16 Mar 2010 21:18:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4466#comment-218949</guid>
		<description>This mod was fun, though the ending seemed kind of abrupt.

I&#039;m not sure if I had a bug or not--I could not kill the chopper (I didn&#039;t know the rebels had any air vehicles--at first I assumed it was my friend!).  If you&#039;re not supposed to be able to kill it, the only issue I really had was the airboat ramp/jump section.  It was hard to do that with the chopper shooting at me.

I couldn&#039;t use the scope for the sniper rifle, either.  But I&#039;m on DX8.

When I got the RPG, I was expecting something I needed to use it against.  Don&#039;t know if I had a glitch or if it was just, perhaps, misplaced?</description>
		<content:encoded><![CDATA[<p>This mod was fun, though the ending seemed kind of abrupt.</p>
<p>I&#8217;m not sure if I had a bug or not&#8211;I could not kill the chopper (I didn&#8217;t know the rebels had any air vehicles&#8211;at first I assumed it was my friend!).  If you&#8217;re not supposed to be able to kill it, the only issue I really had was the airboat ramp/jump section.  It was hard to do that with the chopper shooting at me.</p>
<p>I couldn&#8217;t use the scope for the sniper rifle, either.  But I&#8217;m on DX8.</p>
<p>When I got the RPG, I was expecting something I needed to use it against.  Don&#8217;t know if I had a glitch or if it was just, perhaps, misplaced?
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		<title>Comment on Craig&#8217;s World &#8211; Half-Life 2: Ep2 by jjawinte</title>
		<link>http://www.planetphillip.com/posts/craigs-world-half-life-2-ep2/comment-page-1/#comment-218948</link>
		<dc:creator>jjawinte</dc:creator>
		<pubDate>Tue, 16 Mar 2010 21:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7470#comment-218948</guid>
		<description>Personally, I found this map to be a fairly decent play. I did enjoy the &quot; convoluted &quot; thought that went into the puzzles, making them a decent challenge for a change. plenty of gun play - I could have used more - and a fair sized map overall in itself. As previously mentioned, I would have a much higher rating for it had more time gone into detailing and polishing, but as it stands, it ranks a &quot; rainy day play &quot; with me.</description>
		<content:encoded><![CDATA[<p>Personally, I found this map to be a fairly decent play. I did enjoy the &#8221; convoluted &#8221; thought that went into the puzzles, making them a decent challenge for a change. plenty of gun play &#8211; I could have used more &#8211; and a fair sized map overall in itself. As previously mentioned, I would have a much higher rating for it had more time gone into detailing and polishing, but as it stands, it ranks a &#8221; rainy day play &#8221; with me.
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		<title>Comment on Poll Question 163 &#8211;  Is Endless Spawning a Valid Gameplay Mechanic? by 23-down</title>
		<link>http://www.planetphillip.com/posts/poll-question-163/comment-page-1/#comment-218944</link>
		<dc:creator>23-down</dc:creator>
		<pubDate>Tue, 16 Mar 2010 19:52:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=7576#comment-218944</guid>
		<description>I say maybe...

It depends on the game &amp; gameplay on the storyline and on the factor fairness.

In Starship troopers a 2nd class FPS shooter there were hordes of Arachnoids spawned until you arrived a common goal for example activating some laser defence fences. In a game like that it might be ok and you also had ai support on your side.

In Half-Life it was ok with the Osprey. There were 4 max 6 grunts spawned all the time. You could have run and escape or try to destroy the osprey nothing negativ here.

In many other games or custom mods this mechanic didn&#039;t worked so well and it was indeed frustrating so that you had to use cheats or abandon the specific game\mod for good.</description>
		<content:encoded><![CDATA[<p>I say maybe&#8230;</p>
<p>It depends on the game &amp; gameplay on the storyline and on the factor fairness.</p>
<p>In Starship troopers a 2nd class FPS shooter there were hordes of Arachnoids spawned until you arrived a common goal for example activating some laser defence fences. In a game like that it might be ok and you also had ai support on your side.</p>
<p>In Half-Life it was ok with the Osprey. There were 4 max 6 grunts spawned all the time. You could have run and escape or try to destroy the osprey nothing negativ here.</p>
<p>In many other games or custom mods this mechanic didn&#8217;t worked so well and it was indeed frustrating so that you had to use cheats or abandon the specific game\mod for good.
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		<title>Comment on Joutomaa &#8211; Half-Life 2: Ep2 by tommiezat</title>
		<link>http://www.planetphillip.com/posts/joutomaa-half-life-2-ep2/comment-page-1/#comment-218941</link>
		<dc:creator>tommiezat</dc:creator>
		<pubDate>Tue, 16 Mar 2010 18:07:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=4003#comment-218941</guid>
		<description>I really liked this map, it had alot to offer especially if it will be continued. took a little thought for some puzzles I would really love to see this mod expanded. thanks Sauli</description>
		<content:encoded><![CDATA[<p>I really liked this map, it had alot to offer especially if it will be continued. took a little thought for some puzzles I would really love to see this mod expanded. thanks Sauli
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