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	<title>Comments on: Awakening &#8211; Half-Life 2</title>
	<atom:link href="http://www.planetphillip.com/posts/awakening-half-life-2/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.planetphillip.com/posts/awakening-half-life-2/</link>
	<description>Finishing Half-Life is just the beginning!</description>
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		<title>By: OG Loc</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-3/#comment-232406</link>
		<dc:creator>OG Loc</dc:creator>
		<pubDate>Wed, 10 Nov 2010 21:30:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-232406</guid>
		<description>I liked this mod very much! There is already gonna be an Opposing Force 2, and I can&#039;t wait to play that. Remember folks, Half-Life Mods is NOT Half-Life, it&#039;s what the mod name is. Half-Life is only made by valve, the mods is everyone&#039;s own idea of a fanon story.</description>
		<content:encoded><![CDATA[<p>I liked this mod very much! There is already gonna be an Opposing Force 2, and I can&#8217;t wait to play that. Remember folks, Half-Life Mods is NOT Half-Life, it&#8217;s what the mod name is. Half-Life is only made by valve, the mods is everyone&#8217;s own idea of a fanon story.
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		<title>By: confused</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-3/#comment-219842</link>
		<dc:creator>confused</dc:creator>
		<pubDate>Fri, 09 Apr 2010 13:03:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-219842</guid>
		<description>I quite liked it. Good story (in my opinion) and it had enough variation to keep me interested throughout, though it wasn&#039;t very long.</description>
		<content:encoded><![CDATA[<p>I quite liked it. Good story (in my opinion) and it had enough variation to keep me interested throughout, though it wasn&#8217;t very long.
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		<title>By: aq_guy</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-3/#comment-194848</link>
		<dc:creator>aq_guy</dc:creator>
		<pubDate>Sat, 10 Jan 2009 17:59:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-194848</guid>
		<description>Fun, interesting and challenging mod.

Having played it , i read the walkthrough, and I find that I found a different  [and likely unintended] path to ascend the Combine shaft in map 4.

Finding myself above the platform where striders get onto the &quot;strider elevator&quot;,  I hopped down and rode that to the top along with a strider.  From the top, you can jump onto a metal beam and from there onto the walkway.

Took a good bit of damage jumping down, and a lot more from the strider shooting at me, For some reason it won&#039;t shoot on the way up if you get directly underneath it.

At the top you must quickly get off the elevator and hop off the platform.  I don&#039;t know whether the strider is actually trying to kick me off, or if we just get our feet tangled up, but the effect is the same.

There&#039;s a cute easter egg in the dune buggy map.  When you drive under a high bridge, look up at the underside of tte bridge.  You can use a weapon to acquire the goodies you see,</description>
		<content:encoded><![CDATA[<p>Fun, interesting and challenging mod.</p>
<p>Having played it , i read the walkthrough, and I find that I found a different  [and likely unintended] path to ascend the Combine shaft in map 4.</p>
<p>Finding myself above the platform where striders get onto the &#8220;strider elevator&#8221;,  I hopped down and rode that to the top along with a strider.  From the top, you can jump onto a metal beam and from there onto the walkway.</p>
<p>Took a good bit of damage jumping down, and a lot more from the strider shooting at me, For some reason it won&#8217;t shoot on the way up if you get directly underneath it.</p>
<p>At the top you must quickly get off the elevator and hop off the platform.  I don&#8217;t know whether the strider is actually trying to kick me off, or if we just get our feet tangled up, but the effect is the same.</p>
<p>There&#8217;s a cute easter egg in the dune buggy map.  When you drive under a high bridge, look up at the underside of tte bridge.  You can use a weapon to acquire the goodies you see,
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		<title>By: Jeff</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-3/#comment-186018</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Wed, 05 Nov 2008 01:29:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-186018</guid>
		<description>I really loved the snowy external areas, even when choking on rollermines. The ending environment was kinda odd... would the Vorts really need all that tech to wrangle Anlions? Still, an interesting angle. Overall a few glitches, but nothing a little reloading didn&#039;t fix.</description>
		<content:encoded><![CDATA[<p>I really loved the snowy external areas, even when choking on rollermines. The ending environment was kinda odd&#8230; would the Vorts really need all that tech to wrangle Anlions? Still, an interesting angle. Overall a few glitches, but nothing a little reloading didn&#8217;t fix.
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		<title>By: dornik</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-175066</link>
		<dc:creator>dornik</dc:creator>
		<pubDate>Thu, 28 Aug 2008 07:08:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-175066</guid>
		<description>How do you play this mod? I could not find any instructions either inside the file or on the authors website.</description>
		<content:encoded><![CDATA[<p>How do you play this mod? I could not find any instructions either inside the file or on the authors website.
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		<title>By: Kyouryuu</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-174826</link>
		<dc:creator>Kyouryuu</dc:creator>
		<pubDate>Tue, 26 Aug 2008 06:33:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-174826</guid>
		<description>

It&#039;s a decent mod, but it definitely could have used more polish and playtesting as there are parts that are either unclear or simply not fun.

SPOILERS.

Let&#039;s focus on the positive first.  If you can get outside the rebel base at the beginning, you&#039;re in for a neat set of environments never-before-seen in the Half-Life 2 universe.  You&#039;ll be driving the dune buggy down snowy roads, you&#039;ll infiltrate a gigantic Combine base, and finally wind up on a strange alien craft.  While not all of them fit the typical Half-Life 2 mold, they look great for what they are.  Exploring the enormous warehouses around the submarines was neat.  Though you may not think a warehouse is an exciting location, Awakening&#039;s warehouses are structured in a way that reminds me more of F.E.A.R. than Half-Life 2 in that you have a pretty expansive space with enemies sprinkled throughout and tons of cover.  These areas are also lit really nicely for zombie combat, with a great mix of dark and light spaces, and constitute what I feel is the strongest part of the mod.

Now, for the not-so-good stuff.

The intro is way too long.  Not only is the voice acting bad, but the characters have no real animations.  They are stiff, arms at their sides, and say their lines with no emotions.  This is not the kind of thing you want the camera zoomed in on at the beginning of a mod.  And it goes on for several minutes until you are FINALLY released into gameplay.  You have to escape the base, which has been besieged by some very ignorant Combine.  You eventually find a dune buggy in a truck.  I had to struggled to free the darn thing from the truck, since it was really wedged in there, but I make it out.

The first battle you have with the Combine Gunship comes from out of nowhere and the space you are fighting in is terribly awkward for rocket launcher combat.  Trying to launch rockets through the tiny slats along the edge of the tunnel was frustrating and the tight corridor ensures that you can damage yourself pretty easily with a wayward rocket.  Emerging from this battle, you reach a staple of dune buggy gameplay - the Combine forcefield  that makes you get out of your buggy and investigate how to deactivate it.  It took me a while to figure out how to turn off the switch, even though its location was obvious.  Like others, I jumped into the back of the truck, onto the marble slabs, and dashed across the forcefield to the switch.  It felt very, very awkward and I wouldn&#039;t have figured it out had it not been the only remotely logical thing to try.  The fact that the author didn&#039;t even think of this solution concerns me, as the intended route of stacking up objects with your Gravity Gun was impossible for me.

By the way, kudos for even having the Gravity Gun.  I&#039;m tired of mods that neglect the weapon that makes Half-Life 2... Half-Life 2.

Moving along, I then come back outside (many Combine later) and my dune buggy is gone.  Yes, like others, I seem to have been afflicted by a failure to set my parking brake.  I had to replay that whole gunship section over again.  That sucked and there&#039;s no excuse for it.  How can it be that testing didn&#039;t find that little glitch with the buggy?

Way too many Rollermines later, I eventually reach a point where a sniper starts firing at me from all sides.  I get out of the buggy and run for cover, only to find that the sniper is completely unsourced.  Really not a graceful way to end the dune buggy segment.

However, despite how all this sounds, things are pretty good for the next hour or so.  Exploring the voluminous warehouses, jumping through a portal to a secret Combine base... yes, things are pretty decent from here until the end.  There was that awkward confrontation with the Antlion Guard who must have got hung up on collision as he didn&#039;t really attack me, but we get to the ending and we&#039;re done.  Unlike the beginning, the ending is mercifully brief (though no less cryptic).

In the end, Awakening is a challenging mod to review.  For every good idea that it has, there&#039;s something else that dumbfounds me.  It really needed more testing and polish, that&#039;s all I can say.  It&#039;s still enjoyable if you can overlook its flaws, however, and it&#039;s not without some good ideas and some neat architecture worth ogling over.  I&#039;d say Play It Later.</description>
		<content:encoded><![CDATA[<p>It&#8217;s a decent mod, but it definitely could have used more polish and playtesting as there are parts that are either unclear or simply not fun.</p>
<p>SPOILERS.</p>
<p>Let&#8217;s focus on the positive first.  If you can get outside the rebel base at the beginning, you&#8217;re in for a neat set of environments never-before-seen in the Half-Life 2 universe.  You&#8217;ll be driving the dune buggy down snowy roads, you&#8217;ll infiltrate a gigantic Combine base, and finally wind up on a strange alien craft.  While not all of them fit the typical Half-Life 2 mold, they look great for what they are.  Exploring the enormous warehouses around the submarines was neat.  Though you may not think a warehouse is an exciting location, Awakening&#8217;s warehouses are structured in a way that reminds me more of F.E.A.R. than Half-Life 2 in that you have a pretty expansive space with enemies sprinkled throughout and tons of cover.  These areas are also lit really nicely for zombie combat, with a great mix of dark and light spaces, and constitute what I feel is the strongest part of the mod.</p>
<p>Now, for the not-so-good stuff.</p>
<p>The intro is way too long.  Not only is the voice acting bad, but the characters have no real animations.  They are stiff, arms at their sides, and say their lines with no emotions.  This is not the kind of thing you want the camera zoomed in on at the beginning of a mod.  And it goes on for several minutes until you are FINALLY released into gameplay.  You have to escape the base, which has been besieged by some very ignorant Combine.  You eventually find a dune buggy in a truck.  I had to struggled to free the darn thing from the truck, since it was really wedged in there, but I make it out.</p>
<p>The first battle you have with the Combine Gunship comes from out of nowhere and the space you are fighting in is terribly awkward for rocket launcher combat.  Trying to launch rockets through the tiny slats along the edge of the tunnel was frustrating and the tight corridor ensures that you can damage yourself pretty easily with a wayward rocket.  Emerging from this battle, you reach a staple of dune buggy gameplay &#8211; the Combine forcefield  that makes you get out of your buggy and investigate how to deactivate it.  It took me a while to figure out how to turn off the switch, even though its location was obvious.  Like others, I jumped into the back of the truck, onto the marble slabs, and dashed across the forcefield to the switch.  It felt very, very awkward and I wouldn&#8217;t have figured it out had it not been the only remotely logical thing to try.  The fact that the author didn&#8217;t even think of this solution concerns me, as the intended route of stacking up objects with your Gravity Gun was impossible for me.</p>
<p>By the way, kudos for even having the Gravity Gun.  I&#8217;m tired of mods that neglect the weapon that makes Half-Life 2&#8230; Half-Life 2.</p>
<p>Moving along, I then come back outside (many Combine later) and my dune buggy is gone.  Yes, like others, I seem to have been afflicted by a failure to set my parking brake.  I had to replay that whole gunship section over again.  That sucked and there&#8217;s no excuse for it.  How can it be that testing didn&#8217;t find that little glitch with the buggy?</p>
<p>Way too many Rollermines later, I eventually reach a point where a sniper starts firing at me from all sides.  I get out of the buggy and run for cover, only to find that the sniper is completely unsourced.  Really not a graceful way to end the dune buggy segment.</p>
<p>However, despite how all this sounds, things are pretty good for the next hour or so.  Exploring the voluminous warehouses, jumping through a portal to a secret Combine base&#8230; yes, things are pretty decent from here until the end.  There was that awkward confrontation with the Antlion Guard who must have got hung up on collision as he didn&#8217;t really attack me, but we get to the ending and we&#8217;re done.  Unlike the beginning, the ending is mercifully brief (though no less cryptic).</p>
<p>In the end, Awakening is a challenging mod to review.  For every good idea that it has, there&#8217;s something else that dumbfounds me.  It really needed more testing and polish, that&#8217;s all I can say.  It&#8217;s still enjoyable if you can overlook its flaws, however, and it&#8217;s not without some good ideas and some neat architecture worth ogling over.  I&#8217;d say Play It Later.
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		<title>By: Thralni</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-173273</link>
		<dc:creator>Thralni</dc:creator>
		<pubDate>Sun, 17 Aug 2008 13:31:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-173273</guid>
		<description>I&#039;m still sort of in the middle of this, but I can already say I&#039;m quite pleased with how it&#039;s progressing. I really like the snow terrain and overal design, but there are some problems here and there with stuff that you fall through/walk through. For the rest, the voice acting in the beginning was not so good, and I didn&#039;t like how sometmes these magnetic balls (forgot how they are called: these robotic things that are dropped just before the second tunnel and on the first bridge you cross) drop on the road. Very unexpected, and while some might think that&#039;s good, I didn&#039;t quite like that. For the rest, I&#039;ll just see where it leads me.</description>
		<content:encoded><![CDATA[<p>I&#8217;m still sort of in the middle of this, but I can already say I&#8217;m quite pleased with how it&#8217;s progressing. I really like the snow terrain and overal design, but there are some problems here and there with stuff that you fall through/walk through. For the rest, the voice acting in the beginning was not so good, and I didn&#8217;t like how sometmes these magnetic balls (forgot how they are called: these robotic things that are dropped just before the second tunnel and on the first bridge you cross) drop on the road. Very unexpected, and while some might think that&#8217;s good, I didn&#8217;t quite like that. For the rest, I&#8217;ll just see where it leads me.
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		<title>By: Jack</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-168298</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Fri, 18 Jul 2008 05:47:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-168298</guid>
		<description>
This is a GREAT MOD. I really enjoyed it. I guarantee you will have fun with it !</description>
		<content:encoded><![CDATA[<p>This is a GREAT MOD. I really enjoyed it. I guarantee you will have fun with it !
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		<title>By: EddieLee</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-157302</link>
		<dc:creator>EddieLee</dc:creator>
		<pubDate>Sat, 03 May 2008 13:56:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-157302</guid>
		<description>Even after applying the handbrake, the buggy will roll when you reload the game -- I lost 2 jeeps in this manner. I used impulse 82 to spawn a new jeep.

The jeep that is spawned is correct (with no Tau cannon), however I&#039;m curious -- is there a cheat code to spawn the jeep WITH the cannon ? Couldn&#039;t find it anywhwere.

Thanks.</description>
		<content:encoded><![CDATA[<p>Even after applying the handbrake, the buggy will roll when you reload the game &#8212; I lost 2 jeeps in this manner. I used impulse 82 to spawn a new jeep.</p>
<p>The jeep that is spawned is correct (with no Tau cannon), however I&#8217;m curious &#8212; is there a cheat code to spawn the jeep WITH the cannon ? Couldn&#8217;t find it anywhwere.</p>
<p>Thanks.
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		<title>By: uberviolence</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-156430</link>
		<dc:creator>uberviolence</dc:creator>
		<pubDate>Sat, 26 Apr 2008 04:47:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-156430</guid>
		<description>

I thoroughly enjoyed playing this mod (just went straight through it on normal difficulty)

Few points :
CONS:
As mentioned before, voice acting was painful (but also as mentioned before, hard to get right without original actors).
Some of the enemies had a silver &#039;sheen&#039; over them (like the headcrab part of some of the zombies, enemies with this effect did not attack me (just walked into me).
Like an earlier poster commented, I was also locked out of the &quot;zombie room&quot; (near the start of the sub level), I had to noclip back in.
I tried to explore a bit more than I was allowed which was disappointing (tried to check out the boats but died)

PROS:
Nice simple little puzzles (covering hole in shaft with grille at start for example)
Nice thunderstorm to spawn the mines early on
Portal effect was cool
The beginning movie was well put together.
Atmosphere was well choreographed (when you had no weapons but there were enemies around I jumped when I smashed a bottle, almost wet myself in the submarine base when the zombie horde came from nowhere in that dark room)
Ant lion area was a refreshing change, quality of texturing (and sheer number of custom textures) was impressive.

I would highly recommend this mod to anybody :)</description>
		<content:encoded><![CDATA[<p>I thoroughly enjoyed playing this mod (just went straight through it on normal difficulty)</p>
<p>Few points :<br />
CONS:<br />
As mentioned before, voice acting was painful (but also as mentioned before, hard to get right without original actors).<br />
Some of the enemies had a silver &#8216;sheen&#8217; over them (like the headcrab part of some of the zombies, enemies with this effect did not attack me (just walked into me).<br />
Like an earlier poster commented, I was also locked out of the &#8220;zombie room&#8221; (near the start of the sub level), I had to noclip back in.<br />
I tried to explore a bit more than I was allowed which was disappointing (tried to check out the boats but died)</p>
<p>PROS:<br />
Nice simple little puzzles (covering hole in shaft with grille at start for example)<br />
Nice thunderstorm to spawn the mines early on<br />
Portal effect was cool<br />
The beginning movie was well put together.<br />
Atmosphere was well choreographed (when you had no weapons but there were enemies around I jumped when I smashed a bottle, almost wet myself in the submarine base when the zombie horde came from nowhere in that dark room)<br />
Ant lion area was a refreshing change, quality of texturing (and sheer number of custom textures) was impressive.</p>
<p>I would highly recommend this mod to anybody <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: =NoVo-</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-156293</link>
		<dc:creator>=NoVo-</dc:creator>
		<pubDate>Thu, 24 Apr 2008 19:06:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-156293</guid>
		<description>Fairly good mod.  Level desing is good, but the voice acting of the Gman is terrible, especially as he says a line said in the original OpFor anyway!  (Copy the sound.... duh)

Nohting seems to give the impression this is a continuation of OpFor.</description>
		<content:encoded><![CDATA[<p>Fairly good mod.  Level desing is good, but the voice acting of the Gman is terrible, especially as he says a line said in the original OpFor anyway!  (Copy the sound&#8230;. duh)</p>
<p>Nohting seems to give the impression this is a continuation of OpFor.
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		<title>By: pkgamer11</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-153812</link>
		<dc:creator>pkgamer11</dc:creator>
		<pubDate>Sun, 06 Apr 2008 22:34:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-153812</guid>
		<description>

voice acting sucked. non of the weapons from opposing forces are back. blah storyline. pretty good puzzles and levels though.</description>
		<content:encoded><![CDATA[<p>voice acting sucked. non of the weapons from opposing forces are back. blah storyline. pretty good puzzles and levels though.
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		<title>By: RedPlague</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-153436</link>
		<dc:creator>RedPlague</dc:creator>
		<pubDate>Thu, 03 Apr 2008 17:33:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-153436</guid>
		<description>Strange mod this one...

I play half life 2 easily at the most difficult settings....
But this mod is darn difficult to play...just not enough ammo...
sometimes it takes me 3 shots trough the head to kill a combine with the magnum...strange... 

Very nice level design by the way, thats a plus...visually very beatiful
Voice acting was really horrible...Barney sounds like a little kid...
Storyline sucks big time...
I don&#039;t agree with people that say that there doesn&#039;t have to a storyline in a mod..
A storyline is all that makes a single player mod nice...
If you just want to shoot around, go multiplayer...

Everything is as easy to kill as in HL2, except for the combine...rather strange i might say..
I got shot by an invisible sniper....stupid...zoom view didn&#039;t reveal the sucker...

I&#039;d suggest you spent more time on it making it playable...
And some more music....

I stick with HL2 and the Episodes, i like that a lot more..

the console is available so you can cheat if you want to...
But before i cheat i always like to play things out without cheats...
With a lot of strafing and running away you can get trough this mod...
But you need to be experienced...

And where is the uninstaller ??
Now i have to manually dig it out of my sourcemods folder...</description>
		<content:encoded><![CDATA[<p>Strange mod this one&#8230;</p>
<p>I play half life 2 easily at the most difficult settings&#8230;.<br />
But this mod is darn difficult to play&#8230;just not enough ammo&#8230;<br />
sometimes it takes me 3 shots trough the head to kill a combine with the magnum&#8230;strange&#8230; </p>
<p>Very nice level design by the way, thats a plus&#8230;visually very beatiful<br />
Voice acting was really horrible&#8230;Barney sounds like a little kid&#8230;<br />
Storyline sucks big time&#8230;<br />
I don&#8217;t agree with people that say that there doesn&#8217;t have to a storyline in a mod..<br />
A storyline is all that makes a single player mod nice&#8230;<br />
If you just want to shoot around, go multiplayer&#8230;</p>
<p>Everything is as easy to kill as in HL2, except for the combine&#8230;rather strange i might say..<br />
I got shot by an invisible sniper&#8230;.stupid&#8230;zoom view didn&#8217;t reveal the sucker&#8230;</p>
<p>I&#8217;d suggest you spent more time on it making it playable&#8230;<br />
And some more music&#8230;.</p>
<p>I stick with HL2 and the Episodes, i like that a lot more..</p>
<p>the console is available so you can cheat if you want to&#8230;<br />
But before i cheat i always like to play things out without cheats&#8230;<br />
With a lot of strafing and running away you can get trough this mod&#8230;<br />
But you need to be experienced&#8230;</p>
<p>And where is the uninstaller ??<br />
Now i have to manually dig it out of my sourcemods folder&#8230;
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		<title>By: Fred Carver</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-150610</link>
		<dc:creator>Fred Carver</dc:creator>
		<pubDate>Wed, 05 Mar 2008 03:21:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-150610</guid>
		<description>I just found out about the quality of this mod and played it through.  Excellent!

Thanks for making it.  I know it took a lot of work, but it is appreciated so much.

I did hear of the mod some time ago, but I didn&#039;t pay much attention to it because of the title.  I&#039;m not a big fan of fighting zombies, and I assumed that &quot;The Awakening&quot; referred to zombies coming back to life.  

Glad I discovered that my assumption was false and tried it out.  

I&#039;ll definitely run through it again to see what I missed the first time.</description>
		<content:encoded><![CDATA[<p>I just found out about the quality of this mod and played it through.  Excellent!</p>
<p>Thanks for making it.  I know it took a lot of work, but it is appreciated so much.</p>
<p>I did hear of the mod some time ago, but I didn&#8217;t pay much attention to it because of the title.  I&#8217;m not a big fan of fighting zombies, and I assumed that &#8220;The Awakening&#8221; referred to zombies coming back to life.  </p>
<p>Glad I discovered that my assumption was false and tried it out.  </p>
<p>I&#8217;ll definitely run through it again to see what I missed the first time.
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		<title>By: Apply</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-142008</link>
		<dc:creator>Apply</dc:creator>
		<pubDate>Sun, 13 Jan 2008 05:46:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-142008</guid>
		<description> When I played this a while back I really enjoyed it and that&#039;s all I remember.

 </description>
		<content:encoded><![CDATA[<p>When I played this a while back I really enjoyed it and that&#8217;s all I remember.
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		<title>By: Rob</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-141977</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Sun, 13 Jan 2008 03:21:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-141977</guid>
		<description> Nice mod!  It&#039;s a bit tough, but I wouldn&#039;t like it if there was no challenge.  It was interesting to see that several other people lost the buggy - like me.  Fortunately, I had a save point just before that, and rushed out of the building only to find it rolling backwards toward the water!  Pretty funny. 

BTW, I stacked barrels to get on top of the concrete slabs to hop over the blue light force field (but I like Godess&#039;s solution better).

However , I am stuck a Kilo Base.  I turned on the mobile power unit and followed the wire to a gate/garage door, but it is not open.  I finally looked at the walkthrough, but I can&#039;t figure out how to do either of the &quot;2 options&quot; given there.  I don&#039;t see any new open gates anywhere.  I see the place where I can hear the fire burning on the other side.

Obviously, I am missing something.

Any hints?

BTW - Awesome sound effects, graphic effects, and pretty tight level design.  It felt like half-life 2 to me (maybe a slightly advanced level).  Definitely worth playing.
 </description>
		<content:encoded><![CDATA[<p>Nice mod!  It&#8217;s a bit tough, but I wouldn&#8217;t like it if there was no challenge.  It was interesting to see that several other people lost the buggy &#8211; like me.  Fortunately, I had a save point just before that, and rushed out of the building only to find it rolling backwards toward the water!  Pretty funny. </p>
<p>BTW, I stacked barrels to get on top of the concrete slabs to hop over the blue light force field (but I like Godess&#8217;s solution better).</p>
<p>However , I am stuck a Kilo Base.  I turned on the mobile power unit and followed the wire to a gate/garage door, but it is not open.  I finally looked at the walkthrough, but I can&#8217;t figure out how to do either of the &#8220;2 options&#8221; given there.  I don&#8217;t see any new open gates anywhere.  I see the place where I can hear the fire burning on the other side.</p>
<p>Obviously, I am missing something.</p>
<p>Any hints?</p>
<p>BTW &#8211; Awesome sound effects, graphic effects, and pretty tight level design.  It felt like half-life 2 to me (maybe a slightly advanced level).  Definitely worth playing.
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		<title>By: andyb</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-137266</link>
		<dc:creator>andyb</dc:creator>
		<pubDate>Mon, 24 Dec 2007 17:54:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-137266</guid>
		<description>Afraid you need to buy it to play.I don&#039;t think episode 1 or 2 will let you play it either.</description>
		<content:encoded><![CDATA[<p>Afraid you need to buy it to play.I don&#8217;t think episode 1 or 2 will let you play it either.
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		<title>By: Josh</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-137264</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Mon, 24 Dec 2007 17:40:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-137264</guid>
		<description>Is There A Way You Can Make It Without Hl2
Because Im A Fan Of Opposing Force And Adrian Shepard But I Cant Play It</description>
		<content:encoded><![CDATA[<p>Is There A Way You Can Make It Without Hl2<br />
Because Im A Fan Of Opposing Force And Adrian Shepard But I Cant Play It
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		<title>By: poisonheadcrab</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-118685</link>
		<dc:creator>poisonheadcrab</dc:creator>
		<pubDate>Mon, 12 Nov 2007 20:17:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-118685</guid>
		<description>Mayby I am being picky obout the story but the voice acting is still terrible</description>
		<content:encoded><![CDATA[<p>Mayby I am being picky obout the story but the voice acting is still terrible
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		<title>By: SPY</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-113170</link>
		<dc:creator>SPY</dc:creator>
		<pubDate>Sun, 04 Nov 2007 20:46:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-113170</guid>
		<description> i fully agree Andyb, it&#039;s a bit strange to say a mod sucks just because the story doesn&#039;t follow the original story. the maker never said it would, so.. and even then, to say that&#039;s why it sucks,...strange comment.
i just needed to add this,

leon


 </description>
		<content:encoded><![CDATA[<p>i fully agree Andyb, it&#8217;s a bit strange to say a mod sucks just because the story doesn&#8217;t follow the original story. the maker never said it would, so.. and even then, to say that&#8217;s why it sucks,&#8230;strange comment.<br />
i just needed to add this,</p>
<p>leon
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		<title>By: andyb</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-112877</link>
		<dc:creator>andyb</dc:creator>
		<pubDate>Sun, 04 Nov 2007 01:28:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-112877</guid>
		<description>&lt;blockquote&gt;This mod sucked, it didn&#039;t fallow the half-life 2 story and the voice acting was awful.&lt;/blockquote&gt;

Mods dont have to follow any story.They are just there to play.This story happened before gordon freeman got to city 17 so anything is possible if you want to follow a story.</description>
		<content:encoded><![CDATA[<blockquote><p>This mod sucked, it didn&#8217;t fallow the half-life 2 story and the voice acting was awful.</p></blockquote>
<p>Mods dont have to follow any story.They are just there to play.This story happened before gordon freeman got to city 17 so anything is possible if you want to follow a story.
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		<title>By: poisonheadcrab</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-112864</link>
		<dc:creator>poisonheadcrab</dc:creator>
		<pubDate>Sun, 04 Nov 2007 00:10:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-112864</guid>
		<description> This mod sucked, it didn&#039;t fallow the half-life 2 story and the voice acting was awful.

PS to short
 </description>
		<content:encoded><![CDATA[<p>This mod sucked, it didn&#8217;t fallow the half-life 2 story and the voice acting was awful.</p>
<p>PS to short
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		<title>By: Darth Marsden</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-100279</link>
		<dc:creator>Darth Marsden</dc:creator>
		<pubDate>Sun, 16 Sep 2007 16:11:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-100279</guid>
		<description>Awesome. Thanks a lot, I&#039;ll look into this.</description>
		<content:encoded><![CDATA[<p>Awesome. Thanks a lot, I&#8217;ll look into this.
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		<title>By: SPY</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-100238</link>
		<dc:creator>SPY</dc:creator>
		<pubDate>Sun, 16 Sep 2007 12:24:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-100238</guid>
		<description>it will sound strange but true, although i have made around 26 sp-maps with HL2 i never have made ones npc&#039;s talk, my good friend Baltic always took this task up him. so i can&#039;t answer specific your question, but i think it has to do with that faceposer program. this is a tool that is used to make the figures talk in HL2. ones there is no sound file i gess the faseposer doesn&#039;t do it&#039;s stuff.
but how it works exactly i also can&#039;t explaine, when you realy want to get in to this the best thing to do is read about faseposer;

for instance here, but there are a whole lot of tutorials about it;

http://www.fpsbanana.com/tuts/210

leon</description>
		<content:encoded><![CDATA[<p>it will sound strange but true, although i have made around 26 sp-maps with HL2 i never have made ones npc&#8217;s talk, my good friend Baltic always took this task up him. so i can&#8217;t answer specific your question, but i think it has to do with that faceposer program. this is a tool that is used to make the figures talk in HL2. ones there is no sound file i gess the faseposer doesn&#8217;t do it&#8217;s stuff.<br />
but how it works exactly i also can&#8217;t explaine, when you realy want to get in to this the best thing to do is read about faseposer;</p>
<p>for instance here, but there are a whole lot of tutorials about it;</p>
<p><a href="http://www.fpsbanana.com/tuts/210" rel="nofollow">http://www.fpsbanana.com/tuts/210</a></p>
<p>leon
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		<title>By: Darth Marsden</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-100004</link>
		<dc:creator>Darth Marsden</dc:creator>
		<pubDate>Sat, 15 Sep 2007 13:17:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-100004</guid>
		<description>Since no-one answered this, I&#039;ll ask again - when I replace the speech .wav files for this mod, the characters no longer open their mouths when the voices are playing. Anyone have any idea why this is?</description>
		<content:encoded><![CDATA[<p>Since no-one answered this, I&#8217;ll ask again &#8211; when I replace the speech .wav files for this mod, the characters no longer open their mouths when the voices are playing. Anyone have any idea why this is?
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		<title>By: Zockopa</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-99455</link>
		<dc:creator>Zockopa</dc:creator>
		<pubDate>Thu, 13 Sep 2007 18:14:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-99455</guid>
		<description> Well made intro; cinematic and beautiful designed levels. However, the gameplay is simply not on par with the visuals. Nevertheless a good  effort. Like to see more single player from this mapper, probably with a bit more finetuned gaming.
 </description>
		<content:encoded><![CDATA[<p>Well made intro; cinematic and beautiful designed levels. However, the gameplay is simply not on par with the visuals. Nevertheless a good  effort. Like to see more single player from this mapper, probably with a bit more finetuned gaming.
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		<title>By: john</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-98440</link>
		<dc:creator>john</dc:creator>
		<pubDate>Sun, 09 Sep 2007 22:34:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-98440</guid>
		<description> well, just got done. nice mod, the final area kinda slowed the fps on me but had a lot going on. liked it. 
 </description>
		<content:encoded><![CDATA[<p>well, just got done. nice mod, the final area kinda slowed the fps on me but had a lot going on. liked it.
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		<title>By: Darth Marsden</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-96428</link>
		<dc:creator>Darth Marsden</dc:creator>
		<pubDate>Mon, 03 Sep 2007 19:50:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-96428</guid>
		<description>Check your email in a few minutes.</description>
		<content:encoded><![CDATA[<p>Check your email in a few minutes.
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		<title>By: planetphillip</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-96385</link>
		<dc:creator>planetphillip</dc:creator>
		<pubDate>Mon, 03 Sep 2007 16:24:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-96385</guid>
		<description>I&#039;m very curious to hear your Gman impression, would you be kind and send me a sample.  I may have a project for you!</description>
		<content:encoded><![CDATA[<p>I&#8217;m very curious to hear your Gman impression, would you be kind and send me a sample.  I may have a project for you!
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		<title>By: Darth Marsden</title>
		<link>http://www.planetphillip.com/posts/awakening-half-life-2/comment-page-2/#comment-96344</link>
		<dc:creator>Darth Marsden</dc:creator>
		<pubDate>Mon, 03 Sep 2007 12:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/awakening-half-life-2/#comment-96344</guid>
		<description> - There is no Night Vision, just the standard flashlight. During the intro you can sort of see Adrian in the stasis pod, and it shows that he doesn&#039;t have any special gear on him.
- No laser pistol, but if you want, you can download a model of one from &lt;a href=&quot;http://www.fpsbanana.com/skins/14566&quot; title=&quot;here&quot;&gt;here&lt;/a&gt;.
- You have black gloved hands and green camouflage sleeves. It works pretty well.
- Again, no Pipe Wrench, but you can grab one &lt;a href=&quot;http://www.fpsbanana.com/skins/13329&quot; title=&quot;here&quot;&gt;here&lt;/a&gt;.
- Standard Combine recharge stations. Actually, given that you don&#039;t have an HEV suit, that raises a whole set of questions, but I&#039;ll let it slide.
- No sniper rifle, nor the crossbow. They&#039;re not needed.
- No alien weapons either. Again, not needed.Having played this through a couple of times, I think this is a great mod. Once you know what you&#039;re doing you can rip through this in about half an hour, but it&#039;s still fun to do.

The level design is excellent, and the plot, such as it is, is intriguing. It&#039;s always nice to step back into familiar shoes, so this is a welcome return for Corporal Shepard. May he return again!

I&#039;d say...
 

One side note: I decided to replace some of the voices with my own - if I may say so, I do a pretty good G-Man impression - but when I replace the .wav files, the characters no longer open their mouths when the voices are playing. Anyone have any idea why this is?</description>
		<content:encoded><![CDATA[<p>- There is no Night Vision, just the standard flashlight. During the intro you can sort of see Adrian in the stasis pod, and it shows that he doesn&#8217;t have any special gear on him.<br />
- No laser pistol, but if you want, you can download a model of one from <a href="http://www.fpsbanana.com/skins/14566" title="here">here</a>.<br />
- You have black gloved hands and green camouflage sleeves. It works pretty well.<br />
- Again, no Pipe Wrench, but you can grab one <a href="http://www.fpsbanana.com/skins/13329" title="here">here</a>.<br />
- Standard Combine recharge stations. Actually, given that you don&#8217;t have an HEV suit, that raises a whole set of questions, but I&#8217;ll let it slide.<br />
- No sniper rifle, nor the crossbow. They&#8217;re not needed.<br />
- No alien weapons either. Again, not needed.Having played this through a couple of times, I think this is a great mod. Once you know what you&#8217;re doing you can rip through this in about half an hour, but it&#8217;s still fun to do.</p>
<p>The level design is excellent, and the plot, such as it is, is intriguing. It&#8217;s always nice to step back into familiar shoes, so this is a welcome return for Corporal Shepard. May he return again!</p>
<p>I&#8217;d say&#8230;</p>
<p>One side note: I decided to replace some of the voices with my own &#8211; if I may say so, I do a pretty good G-Man impression &#8211; but when I replace the .wav files, the characters no longer open their mouths when the voices are playing. Anyone have any idea why this is?
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