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	<title>Comments on: Calamity &#8211; Half-Life 2</title>
	<atom:link href="http://www.planetphillip.com/posts/calamity-half-life-2/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.planetphillip.com/posts/calamity-half-life-2/</link>
	<description>Finishing Half-Life is just the beginning!</description>
	<lastBuildDate>Thu, 09 Feb 2012 03:27:20 +0000</lastBuildDate>
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		<title>By: Blue Lightning</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-299636</link>
		<dc:creator>Blue Lightning</dc:creator>
		<pubDate>Sun, 20 Nov 2011 19:20:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-299636</guid>
		<description>Too many puzzels, too many tight mazey areas. An FPS game is supposed to be about advance, not puzzel solving. One puzzel in a large warehouse with broken stairs was so difficult, that after 15 minutes of trying to figure out how to get onto the platform, I finally I had to cheat to get past it. A few easy puzzles are always welcome in an HL2 game, but not super-hard one&#039;s. A good rule of thumb: if I have  type &quot;sv_gravity 100&quot; just to get past it, then the puzzel is probebly too hard. (I still dont know if there is any way to solve that puzzel!)

The sound effects were samey throughout. The constant thud of explosions far away, like a grade B war movie. Real ambience was lacking.

Despite the ocasional tight feel, the mapping was otherwise pretty solid. Lot&#039;s of deadend routes to explore, and dare I say even a few secret places! The battles seemed very well balenced here as well. The construction of the maps looked very good, being almost entirley warehouse/industrial oriented. The author changed up the enviroments a lot by giving us several sub-enviroments, so the romp didnt feel stale. The author also tried to tell the story as the player moves through, by way of stratigicaly placed radios. So all in all, not a total loss. Is it worth playing? Yeah sure, espicially if your into hard puzzels, but not my cup of tea.</description>
		<content:encoded><![CDATA[<p>Too many puzzels, too many tight mazey areas. An FPS game is supposed to be about advance, not puzzel solving. One puzzel in a large warehouse with broken stairs was so difficult, that after 15 minutes of trying to figure out how to get onto the platform, I finally I had to cheat to get past it. A few easy puzzles are always welcome in an HL2 game, but not super-hard one&#8217;s. A good rule of thumb: if I have  type &#8220;sv_gravity 100&#8243; just to get past it, then the puzzel is probebly too hard. (I still dont know if there is any way to solve that puzzel!)</p>
<p>The sound effects were samey throughout. The constant thud of explosions far away, like a grade B war movie. Real ambience was lacking.</p>
<p>Despite the ocasional tight feel, the mapping was otherwise pretty solid. Lot&#8217;s of deadend routes to explore, and dare I say even a few secret places! The battles seemed very well balenced here as well. The construction of the maps looked very good, being almost entirley warehouse/industrial oriented. The author changed up the enviroments a lot by giving us several sub-enviroments, so the romp didnt feel stale. The author also tried to tell the story as the player moves through, by way of stratigicaly placed radios. So all in all, not a total loss. Is it worth playing? Yeah sure, espicially if your into hard puzzels, but not my cup of tea.
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		<title>By: Reuben</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-257019</link>
		<dc:creator>Reuben</dc:creator>
		<pubDate>Sun, 12 Jun 2011 13:18:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-257019</guid>
		<description>I really enjoyed this mod.  It was great and varied and really made me think in some places.  There was at times a bit of a lack in terms of directions and I found the last battle to be abit tough.  I understand that the author wanted to make an epic end to the mod, but the amount of enemies was just ridiculous considering there was no good cover spot.  I had to godmode through it just to see the end.  A pity, because for the most part it was a great mod.</description>
		<content:encoded><![CDATA[<p>I really enjoyed this mod.  It was great and varied and really made me think in some places.  There was at times a bit of a lack in terms of directions and I found the last battle to be abit tough.  I understand that the author wanted to make an epic end to the mod, but the amount of enemies was just ridiculous considering there was no good cover spot.  I had to godmode through it just to see the end.  A pity, because for the most part it was a great mod.
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		<title>By: shawnschirmer</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-247686</link>
		<dc:creator>shawnschirmer</dc:creator>
		<pubDate>Fri, 11 Mar 2011 09:34:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-247686</guid>
		<description>Fyi, the link to the download is broken.</description>
		<content:encoded><![CDATA[<p>Fyi, the link to the download is broken.
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		<title>By: rikersbeard</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-239734</link>
		<dc:creator>rikersbeard</dc:creator>
		<pubDate>Tue, 25 Jan 2011 00:32:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-239734</guid>
		<description>I had forgotten about “Calamity”, but thanks to Phillip’s new “&lt;a href=&quot;http://www.runthinkshootlive.com/&quot; rel=&quot;nofollow&quot;&gt;Single Player Hall of Fame&lt;/a&gt;” site I gave it a go.
I followed Andyb’s recommendation and changed the config file. This fixed the key binding issue on the whole but I kept loosing ‘left’. Most peculiar!
Graphically beautiful mod, especially the glass-roofed warehouses and nicely lit to.  The early pacing of the game was just right with some nice puzzles and the exploring was fun to, but the combat seemed a tad too heavy. Health was sparse even though the weapons and ammo were not.
The radio played fine on my 5.1 system, turned up of course and was great at adding some more background to the story. The broken multi-storey car park was entertaining with a difficult grenade lobbing challenge followed by some jumping practice.
Graffiti and posters everywhere with some of it telling you what to do was a nice touch.
I usually play on “Easy” mode so I can have a good look around to appreciate the work while I’m playing, but here I was forced to ‘god’ mode twice due to low health before heavy combat. Alas I needed it again to get past those snipers on the railway section before the tube, they killed me every time!
I only just scraped through the ‘lifts’ section before I was in the dark on a clear lift going down.
The combat in this whole section was far too harsh with little on no cover against heavy armed combine and elite troops.
I got to the lift in almost one piece to be hammered by an elite swarm! At least on my third death I jumped to the right place.
I pressed the button and the train slowly moved off as an division of heavy elite troops and others attacked me. I was dead before I could see where they were all coming from, many times dead! I had to ‘god’ mode to survive to see the end of this story. Maybe I missed a hiding spot.
Loved the end, especially where you finally wake up.

An interesting little story piece, beautifully crafted but the combat did stray into the ‘insane’ level of difficulty at times. That strider was way too tough with the rocket ammo  almost underneath it!</description>
		<content:encoded><![CDATA[<p>I had forgotten about “Calamity”, but thanks to Phillip’s new “<a href="http://www.runthinkshootlive.com/" rel="nofollow">Single Player Hall of Fame</a>” site I gave it a go.<br />
I followed Andyb’s recommendation and changed the config file. This fixed the key binding issue on the whole but I kept loosing ‘left’. Most peculiar!<br />
Graphically beautiful mod, especially the glass-roofed warehouses and nicely lit to.  The early pacing of the game was just right with some nice puzzles and the exploring was fun to, but the combat seemed a tad too heavy. Health was sparse even though the weapons and ammo were not.<br />
The radio played fine on my 5.1 system, turned up of course and was great at adding some more background to the story. The broken multi-storey car park was entertaining with a difficult grenade lobbing challenge followed by some jumping practice.<br />
Graffiti and posters everywhere with some of it telling you what to do was a nice touch.<br />
I usually play on “Easy” mode so I can have a good look around to appreciate the work while I’m playing, but here I was forced to ‘god’ mode twice due to low health before heavy combat. Alas I needed it again to get past those snipers on the railway section before the tube, they killed me every time!<br />
I only just scraped through the ‘lifts’ section before I was in the dark on a clear lift going down.<br />
The combat in this whole section was far too harsh with little on no cover against heavy armed combine and elite troops.<br />
I got to the lift in almost one piece to be hammered by an elite swarm! At least on my third death I jumped to the right place.<br />
I pressed the button and the train slowly moved off as an division of heavy elite troops and others attacked me. I was dead before I could see where they were all coming from, many times dead! I had to ‘god’ mode to survive to see the end of this story. Maybe I missed a hiding spot.<br />
Loved the end, especially where you finally wake up.</p>
<p>An interesting little story piece, beautifully crafted but the combat did stray into the ‘insane’ level of difficulty at times. That strider was way too tough with the rocket ammo  almost underneath it!
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		<title>By: Kyouryuu</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-237163</link>
		<dc:creator>Kyouryuu</dc:creator>
		<pubDate>Thu, 30 Dec 2010 02:56:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-237163</guid>
		<description>I think CrowbarSka and dougjp kind of sum it up for me.

Like CrowbarSka, I got pretty bad battle fatigue about midway through the mod.  It never lets up.  At first, the pacing is quite good and fast-paced.  The enemies did a great job of leading you forward, often approaching from where you needed to go or unblocking the exit so you could advance.

As the mod progresses, the encounter design deteriorates into scenarios that pit you against small but very powerful waves of enemies that ambush you with no cover provided.  When the ambush starts, where am I supposed to go?  What am I supposed to do?  Like SolidFake, I kept asking those questions.  It reminded me a lot of the Strider Mountain school of encounter design.  Some folks really love that stuff, and if you&#039;re one of them you&#039;ll probably enjoy this mod &lt;em&gt;way&lt;/em&gt; more than I did, bottom line.

I felt the mod was pretty stingy with health too.  The level design offered plenty of nooks and crannies to place item crates, but exploration was generally fruitless.  The mod relies too much on the charging stations, so being able to explore for additional health and batteries in between them felt like a lost opportunity that would have helped break up the seemingly endless combat.

The thing is, up until the Combine building at the end, the mod is difficult but still fun.  There&#039;s one section with multiple snipers that felt completely unfair, since you don&#039;t even see the other snipers coming, but it&#039;s not the end of the world.  Any bad part was counterbalanced by some good stuff.  I liked the graffiti on the walls that kept dropping hints about what was going on.  I liked the radio messages, at least in principle (they are far too long).  It had some fun gameplay ideas (enemies shooting exploding barrels among the better ones).  I&#039;d even like the ending, all told.  It&#039;s clever.

But eventually, you get to the Combine building at the end, and that&#039;s where this whole train goes careening right off the rails and into the ditch.  I could go on about the absurd numbers of Elite Soldiers, or the cheap vanishing floor, but I think the spinning turbine that Phillip mentioned is especially worth noting.  I hated this thing with a passion, mostly because even if you were to skip a rung on what&#039;s fundamentally a rotating ladder, I&#039;m pretty sure Freeman wouldn&#039;t actually die.  It appeared to be well within the survivable fall distance.  Maybe I&#039;d expect to take a little damage, but no.  Here, you skip a rung, you die.  Simple as that.  You kind of have to play this part to understand what I&#039;m talking about.

&lt;em&gt;Even with that&lt;/em&gt;, I was going to give the mod the benefit of the doubt.  Like I said, the good still outweighed the bad.  But then you get to this last encounter.  And it&#039;s a doozy.  Outlast infinite waves of Combine Elite, which respawn as quickly as you can kill them, for three minutes.  Mind you, as this is going on, the thing in the middle of the arena is going nuclear and causing the screen to shake like crazy.  That&#039;s not fun and it only served to remind me of the mod&#039;s less-than-stellar moments.

So, all told, the most I can give this is a PIL.  It&#039;s decent, but it does have a fair bit of frustrating or downright unfair moments.  Like I said though, if you are a fan of the ambush-intensive in-your-face encounters in Strider Mountain, you will probably like this mod more than I did.</description>
		<content:encoded><![CDATA[<p>I think CrowbarSka and dougjp kind of sum it up for me.</p>
<p>Like CrowbarSka, I got pretty bad battle fatigue about midway through the mod.  It never lets up.  At first, the pacing is quite good and fast-paced.  The enemies did a great job of leading you forward, often approaching from where you needed to go or unblocking the exit so you could advance.</p>
<p>As the mod progresses, the encounter design deteriorates into scenarios that pit you against small but very powerful waves of enemies that ambush you with no cover provided.  When the ambush starts, where am I supposed to go?  What am I supposed to do?  Like SolidFake, I kept asking those questions.  It reminded me a lot of the Strider Mountain school of encounter design.  Some folks really love that stuff, and if you&#8217;re one of them you&#8217;ll probably enjoy this mod <em>way</em> more than I did, bottom line.</p>
<p>I felt the mod was pretty stingy with health too.  The level design offered plenty of nooks and crannies to place item crates, but exploration was generally fruitless.  The mod relies too much on the charging stations, so being able to explore for additional health and batteries in between them felt like a lost opportunity that would have helped break up the seemingly endless combat.</p>
<p>The thing is, up until the Combine building at the end, the mod is difficult but still fun.  There&#8217;s one section with multiple snipers that felt completely unfair, since you don&#8217;t even see the other snipers coming, but it&#8217;s not the end of the world.  Any bad part was counterbalanced by some good stuff.  I liked the graffiti on the walls that kept dropping hints about what was going on.  I liked the radio messages, at least in principle (they are far too long).  It had some fun gameplay ideas (enemies shooting exploding barrels among the better ones).  I&#8217;d even like the ending, all told.  It&#8217;s clever.</p>
<p>But eventually, you get to the Combine building at the end, and that&#8217;s where this whole train goes careening right off the rails and into the ditch.  I could go on about the absurd numbers of Elite Soldiers, or the cheap vanishing floor, but I think the spinning turbine that Phillip mentioned is especially worth noting.  I hated this thing with a passion, mostly because even if you were to skip a rung on what&#8217;s fundamentally a rotating ladder, I&#8217;m pretty sure Freeman wouldn&#8217;t actually die.  It appeared to be well within the survivable fall distance.  Maybe I&#8217;d expect to take a little damage, but no.  Here, you skip a rung, you die.  Simple as that.  You kind of have to play this part to understand what I&#8217;m talking about.</p>
<p><em>Even with that</em>, I was going to give the mod the benefit of the doubt.  Like I said, the good still outweighed the bad.  But then you get to this last encounter.  And it&#8217;s a doozy.  Outlast infinite waves of Combine Elite, which respawn as quickly as you can kill them, for three minutes.  Mind you, as this is going on, the thing in the middle of the arena is going nuclear and causing the screen to shake like crazy.  That&#8217;s not fun and it only served to remind me of the mod&#8217;s less-than-stellar moments.</p>
<p>So, all told, the most I can give this is a PIL.  It&#8217;s decent, but it does have a fair bit of frustrating or downright unfair moments.  Like I said though, if you are a fan of the ambush-intensive in-your-face encounters in Strider Mountain, you will probably like this mod more than I did.
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		<title>By: Kyouryuu</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-237158</link>
		<dc:creator>Kyouryuu</dc:creator>
		<pubDate>Thu, 30 Dec 2010 02:03:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-237158</guid>
		<description>The lack of explosion animations can happen when there are too many particles in the world.  I&#039;m not sure if that&#039;s the &lt;em&gt;only&lt;/em&gt; way, but in my experience, adding expensive things like smoke tends to do it.  Powerstation 17 had this problem. :)</description>
		<content:encoded><![CDATA[<p>The lack of explosion animations can happen when there are too many particles in the world.  I&#8217;m not sure if that&#8217;s the <em>only</em> way, but in my experience, adding expensive things like smoke tends to do it.  Powerstation 17 had this problem. <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: tommiezat</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-236126</link>
		<dc:creator>tommiezat</dc:creator>
		<pubDate>Tue, 21 Dec 2010 19:48:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-236126</guid>
		<description>Just replayed this one and IMO its a really great mod. It has something for all players i believe, some puzzles, combat, mix of enemies, snipers, striders, dropships and a variety of both indoor and outdoor areas. nothing was overwhelming and there is a clear objective.

I really liked the hints spray painted in different areas to let you know your progressing as you should.

does it have a few flaws/glitches along the way,sure, but nothing that really takes away from the flow of the gameplay.  Some areas I did feel you came under attack too soon but it just kept me on my toes throughout expecting a battle at any turn. well done and very enjoyable to play for a number of hours.</description>
		<content:encoded><![CDATA[<p>Just replayed this one and IMO its a really great mod. It has something for all players i believe, some puzzles, combat, mix of enemies, snipers, striders, dropships and a variety of both indoor and outdoor areas. nothing was overwhelming and there is a clear objective.</p>
<p>I really liked the hints spray painted in different areas to let you know your progressing as you should.</p>
<p>does it have a few flaws/glitches along the way,sure, but nothing that really takes away from the flow of the gameplay.  Some areas I did feel you came under attack too soon but it just kept me on my toes throughout expecting a battle at any turn. well done and very enjoyable to play for a number of hours.
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		<title>By: s.anchev</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-232201</link>
		<dc:creator>s.anchev</dc:creator>
		<pubDate>Sun, 07 Nov 2010 22:59:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-232201</guid>
		<description>I&#039;ve played it months ago, it was really well-done, nothing transcendant but at least there is a clear objective, various fights and locations, a well-done climax.
Very worth to play.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve played it months ago, it was really well-done, nothing transcendant but at least there is a clear objective, various fights and locations, a well-done climax.<br />
Very worth to play.
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		<title>By: john</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-226045</link>
		<dc:creator>john</dc:creator>
		<pubDate>Mon, 09 Aug 2010 00:21:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-226045</guid>
		<description>i loved it. but, yes their is a but. the mod was great all the way though, i got over the radio problem by turning sideways, kept my ear near it and you could hear it. a minor beef. but, the final battle, was stupid. re spawning combine elites endlessly.
  very rarely do i use cheats but on this one i did. others say the final screen was cool so i loaded god mode and kept a body count. 
spoiler 70 combine elites, untold manhacks. plenty of ammo though. hehe.
 all that hard work on the mod, great thinking, layout, game play, puzzles. then to end with a slaughter fest that&#039;s not even doable. still play it now, and guess what. in the end you become god... well god mode anyway. enjoy...</description>
		<content:encoded><![CDATA[<p>i loved it. but, yes their is a but. the mod was great all the way though, i got over the radio problem by turning sideways, kept my ear near it and you could hear it. a minor beef. but, the final battle, was stupid. re spawning combine elites endlessly.<br />
  very rarely do i use cheats but on this one i did. others say the final screen was cool so i loaded god mode and kept a body count.<br />
spoiler 70 combine elites, untold manhacks. plenty of ammo though. hehe.<br />
 all that hard work on the mod, great thinking, layout, game play, puzzles. then to end with a slaughter fest that&#8217;s not even doable. still play it now, and guess what. in the end you become god&#8230; well god mode anyway. enjoy&#8230;
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		<title>By: Jasper</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-216952</link>
		<dc:creator>Jasper</dc:creator>
		<pubDate>Wed, 27 Jan 2010 20:25:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-216952</guid>
		<description>I&#039;m a bit confused with the screenshot Filthy McNasty.
I think it shows what happens if you jump to the left - you get to fight the combine endlessly. The jump is to the right halfway way along the breaking glass bridge.</description>
		<content:encoded><![CDATA[<p>I&#8217;m a bit confused with the screenshot Filthy McNasty.<br />
I think it shows what happens if you jump to the left &#8211; you get to fight the combine endlessly. The jump is to the right halfway way along the breaking glass bridge.
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		<title>By: Filthy McNasty</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-216948</link>
		<dc:creator>Filthy McNasty</dc:creator>
		<pubDate>Wed, 27 Jan 2010 19:02:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-216948</guid>
		<description>Jasper, you referred me to gmosher for a solution to a problem I had with this map. Ok, the new thing is that the Combines don&#039;t stop attacking (See screen 81) and I can&#039;t advance. Does the attack ever end?</description>
		<content:encoded><![CDATA[<p>Jasper, you referred me to gmosher for a solution to a problem I had with this map. Ok, the new thing is that the Combines don&#8217;t stop attacking (See screen 81) and I can&#8217;t advance. Does the attack ever end?
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		<title>By: dargas</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-216410</link>
		<dc:creator>dargas</dc:creator>
		<pubDate>Mon, 18 Jan 2010 20:50:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-216410</guid>
		<description>gmosher, when does the combines attack end? They just keep coming. The shield is still up. What to do?</description>
		<content:encoded><![CDATA[<p>gmosher, when does the combines attack end? They just keep coming. The shield is still up. What to do?
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		<title>By: Jasper</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-216246</link>
		<dc:creator>Jasper</dc:creator>
		<pubDate>Sat, 16 Jan 2010 19:35:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-216246</guid>
		<description>Hi dargas.
See my reply to gmosher just above. I think that will solve the problem.</description>
		<content:encoded><![CDATA[<p>Hi dargas.<br />
See my reply to gmosher just above. I think that will solve the problem.
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		<title>By: dargas</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-216241</link>
		<dc:creator>dargas</dc:creator>
		<pubDate>Sat, 16 Jan 2010 18:21:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-216241</guid>
		<description>This mod is one the best I&#039;ve played so far. I&#039;m having a problem finishing it though. I&#039;m at screen shot 78 where you have to run down this light path that disappears as you getting to the end of it. I can&#039;t make the jump to the ledge at the end. Is there an alternate way to get to the ledge? Also, it seems that the shields where combines come from don&#039;t go down. I just need help with this section of the map. Is there a walkthrough?</description>
		<content:encoded><![CDATA[<p>This mod is one the best I&#8217;ve played so far. I&#8217;m having a problem finishing it though. I&#8217;m at screen shot 78 where you have to run down this light path that disappears as you getting to the end of it. I can&#8217;t make the jump to the ledge at the end. Is there an alternate way to get to the ledge? Also, it seems that the shields where combines come from don&#8217;t go down. I just need help with this section of the map. Is there a walkthrough?
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		<title>By: Hardcore</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-214069</link>
		<dc:creator>Hardcore</dc:creator>
		<pubDate>Sun, 06 Dec 2009 22:44:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-214069</guid>
		<description>A MASTERPIECE!</description>
		<content:encoded><![CDATA[<p>A MASTERPIECE!
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		<title>By: gmosher</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-213300</link>
		<dc:creator>gmosher</dc:creator>
		<pubDate>Fri, 27 Nov 2009 20:31:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-213300</guid>
		<description>Stupid me! I jumped to the left and have been killing combine for hrs. The right side didn&#039;t look any different from the left.

Thanks for the quick help Jasper!</description>
		<content:encoded><![CDATA[<p>Stupid me! I jumped to the left and have been killing combine for hrs. The right side didn&#8217;t look any different from the left.</p>
<p>Thanks for the quick help Jasper!
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		<title>By: Jasper</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-213298</link>
		<dc:creator>Jasper</dc:creator>
		<pubDate>Fri, 27 Nov 2009 19:35:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-213298</guid>
		<description>Screen Shot 80
With a jump to the right.
I&#039;m off to watch the &quot;Rocky Horror Picture Show&quot;. Again!</description>
		<content:encoded><![CDATA[<p>Screen Shot 80<br />
With a jump to the right.<br />
I&#8217;m off to watch the &#8220;Rocky Horror Picture Show&#8221;. Again!
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		<title>By: gmosher</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-213285</link>
		<dc:creator>gmosher</dc:creator>
		<pubDate>Fri, 27 Nov 2009 17:59:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-213285</guid>
		<description>I could use a little help from someone that finished the mod. I am near the end  at screen shot 81. I just walked over a glass bridge and the front of it disappears. If I try to turn around and run that side disappears. I had to jump off the side and hide behind a wall while trying to kill the white combine troops. I must have killed a 100 already and they keep spawning. How do I get out of this situation?</description>
		<content:encoded><![CDATA[<p>I could use a little help from someone that finished the mod. I am near the end  at screen shot 81. I just walked over a glass bridge and the front of it disappears. If I try to turn around and run that side disappears. I had to jump off the side and hide behind a wall while trying to kill the white combine troops. I must have killed a 100 already and they keep spawning. How do I get out of this situation?
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		<title>By: Anon-00024</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-208306</link>
		<dc:creator>Anon-00024</dc:creator>
		<pubDate>Wed, 05 Aug 2009 20:56:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-208306</guid>
		<description>
Really nice mod, background sounds are really good. I liked it a lot.</description>
		<content:encoded><![CDATA[<p>Really nice mod, background sounds are really good. I liked it a lot.
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		<title>By: dougjp</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-207655</link>
		<dc:creator>dougjp</dc:creator>
		<pubDate>Thu, 23 Jul 2009 01:31:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-207655</guid>
		<description>

I am also very surprised at the comments and ratings  here, and figure they would be lower in &quot;olden days&quot; when lots of maps and mods were coming out, some far superior to this. I was going to rate it higher until what I guess is the ending, with endless spawning white soldiers - I consider that kind of &#039;action&#039; inexcusable and it sometimes appears as a quasi &#039;grand finale&#039;. Like, this is going to impress anyone. And as others have mentioned, multiple situations with &#039;surprise&#039; enemies. So I consider the fighting part to be a 5 out of 10.

The much better part was some good puzzles and environments. I give those an 8 out of 10. However
some of the puzzles should have had subtle clues to suggest a solution. For example I was in one building with 2 rail cars and a leaking pipe on an upper level. The railing at the objective could have been missing in one spot, for example. 

Anyway, after numerous bouts of swearing at the game while enjoying other parts, I get near the end and quit. Not the PLAN of a good mapper.</description>
		<content:encoded><![CDATA[<p>I am also very surprised at the comments and ratings  here, and figure they would be lower in &#8220;olden days&#8221; when lots of maps and mods were coming out, some far superior to this. I was going to rate it higher until what I guess is the ending, with endless spawning white soldiers &#8211; I consider that kind of &#8216;action&#8217; inexcusable and it sometimes appears as a quasi &#8216;grand finale&#8217;. Like, this is going to impress anyone. And as others have mentioned, multiple situations with &#8216;surprise&#8217; enemies. So I consider the fighting part to be a 5 out of 10.</p>
<p>The much better part was some good puzzles and environments. I give those an 8 out of 10. However<br />
some of the puzzles should have had subtle clues to suggest a solution. For example I was in one building with 2 rail cars and a leaking pipe on an upper level. The railing at the objective could have been missing in one spot, for example. </p>
<p>Anyway, after numerous bouts of swearing at the game while enjoying other parts, I get near the end and quit. Not the PLAN of a good mapper.
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		<title>By: Ol' Scratch</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-206250</link>
		<dc:creator>Ol' Scratch</dc:creator>
		<pubDate>Sun, 28 Jun 2009 06:16:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-206250</guid>
		<description>
Okay, just finished it.  Definitely a good one, tho the ending was a tad weak, as stated before, with WAY too many combine elites going after you--and manhacks!--to make it the three minutes before the train went *pop*.  The closing piece was nice, but kinda seemed a bit rushed, as if the author was tired of the whole mod by that time.  

Otherwise, excellent mod overall, despite the niggling little gripes (which I didn&#039;t notice at all).  Awesome job, bro.</description>
		<content:encoded><![CDATA[<p>Okay, just finished it.  Definitely a good one, tho the ending was a tad weak, as stated before, with WAY too many combine elites going after you&#8211;and manhacks!&#8211;to make it the three minutes before the train went *pop*.  The closing piece was nice, but kinda seemed a bit rushed, as if the author was tired of the whole mod by that time.  </p>
<p>Otherwise, excellent mod overall, despite the niggling little gripes (which I didn&#8217;t notice at all).  Awesome job, bro.
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		<title>By: HdsTalkEr</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205607</link>
		<dc:creator>HdsTalkEr</dc:creator>
		<pubDate>Wed, 17 Jun 2009 02:01:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205607</guid>
		<description>
First off. Thank you Bobby Cardona for bringing us such fine mods.
This mod was simply the best I have played. Some bits and pieces reminded me of half-life 1 ( I mean puzzle and environments wise). The lighting, combat sequences and overall layout of the maps were perfect. 
For all the problems that were slated, none occured on my gametime.
Thank you again. 

Download now</description>
		<content:encoded><![CDATA[<p>First off. Thank you Bobby Cardona for bringing us such fine mods.<br />
This mod was simply the best I have played. Some bits and pieces reminded me of half-life 1 ( I mean puzzle and environments wise). The lighting, combat sequences and overall layout of the maps were perfect.<br />
For all the problems that were slated, none occured on my gametime.<br />
Thank you again. </p>
<p>Download now
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		<title>By: Senator33</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205531</link>
		<dc:creator>Senator33</dc:creator>
		<pubDate>Mon, 15 Jun 2009 03:56:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205531</guid>
		<description>Verrry Enjoyable!!</description>
		<content:encoded><![CDATA[<p>Verrry Enjoyable!!
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		<title>By: SolidFake</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205523</link>
		<dc:creator>SolidFake</dc:creator>
		<pubDate>Sun, 14 Jun 2009 20:35:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205523</guid>
		<description>
I have to slow down others euphorie but I wasn&#039;t that happy with the mod.
I liked the first parts when you play in the city, there was a lot of nice detail and it played well, but as I advanced it got worse and worse.
The mapping is adequate but the gameplay is very very bad. Some spoilers ahead:
In the later parts you totally miss places to cover, you are just in big hallway with nothing in it and about 10 enemies attack you from the front. Like the lifts, you know that there are coming bad guys out, and now? Where should you take cover? I ended up just standing in front of the door and shooting one of those energy balls in the elevator as soon as the doors opened. 
One very bad area was when you have to jump over a railing. As soon as you land at the bottom, the doors to your right open and you are facing about 8 enemies with a automatic turret. And you just ask yourself where the heck you should take cover. That&#039;s no half life 2 that&#039;s simple brainless shooting.
I was also very dissappointed when I found the first boltgun. You take it, 20 enemies appear and the ammo is gone again, I hoped that there will now appear a great bolt gun part.
The house you enter after beating the strider is very strange designed with classic textures combined with combine technology, it&#039;s quite ridiculous.
The final battle was quite okay as the intensity increases with the time, but it&#039;s brainless shoot-get energy-get ammo-shoot....(again there is no cover), I prefer more intelligent battles especially when it&#039;s a final battle.

It&#039;s okay to play but don&#039;t expect anything better, I don&#039;t understand how this mod made it in the hall of fame</description>
		<content:encoded><![CDATA[<p>I have to slow down others euphorie but I wasn&#8217;t that happy with the mod.<br />
I liked the first parts when you play in the city, there was a lot of nice detail and it played well, but as I advanced it got worse and worse.<br />
The mapping is adequate but the gameplay is very very bad. Some spoilers ahead:<br />
In the later parts you totally miss places to cover, you are just in big hallway with nothing in it and about 10 enemies attack you from the front. Like the lifts, you know that there are coming bad guys out, and now? Where should you take cover? I ended up just standing in front of the door and shooting one of those energy balls in the elevator as soon as the doors opened.<br />
One very bad area was when you have to jump over a railing. As soon as you land at the bottom, the doors to your right open and you are facing about 8 enemies with a automatic turret. And you just ask yourself where the heck you should take cover. That&#8217;s no half life 2 that&#8217;s simple brainless shooting.<br />
I was also very dissappointed when I found the first boltgun. You take it, 20 enemies appear and the ammo is gone again, I hoped that there will now appear a great bolt gun part.<br />
The house you enter after beating the strider is very strange designed with classic textures combined with combine technology, it&#8217;s quite ridiculous.<br />
The final battle was quite okay as the intensity increases with the time, but it&#8217;s brainless shoot-get energy-get ammo-shoot&#8230;.(again there is no cover), I prefer more intelligent battles especially when it&#8217;s a final battle.</p>
<p>It&#8217;s okay to play but don&#8217;t expect anything better, I don&#8217;t understand how this mod made it in the hall of fame
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		<title>By: feckineejit</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205342</link>
		<dc:creator>feckineejit</dc:creator>
		<pubDate>Tue, 09 Jun 2009 20:01:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205342</guid>
		<description>

I really enjoyed playing this map pack because it used HL2 objects in different ways than I was used to.  It wasn&#039;t as polished as some other maps, but it was just as fun as the best of them.  having said that, I ran into some issues with empty areas, visible texture edges and worst of all NO EXPLOSION ANIMATIONS.  I can only imagine this is my problem because nobody else has mentioned it, but I would love to know if there&#039;s something I can do about it.  I have a powerful computer so I know there&#039;s no hardware issue.</description>
		<content:encoded><![CDATA[<p>I really enjoyed playing this map pack because it used HL2 objects in different ways than I was used to.  It wasn&#8217;t as polished as some other maps, but it was just as fun as the best of them.  having said that, I ran into some issues with empty areas, visible texture edges and worst of all NO EXPLOSION ANIMATIONS.  I can only imagine this is my problem because nobody else has mentioned it, but I would love to know if there&#8217;s something I can do about it.  I have a powerful computer so I know there&#8217;s no hardware issue.
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		<title>By: Aniline</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205234</link>
		<dc:creator>Aniline</dc:creator>
		<pubDate>Sat, 06 Jun 2009 13:25:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205234</guid>
		<description>
Great fun and something for everyone. Appreciate the thought that went into number and positioning of combine and the slowly increasing difficulty paralleled by the increasing weapon power available. Also like to be made to think about how to get through a puzzle or battle. Played it on hard and took me about 2h to get to the final battle, BUT, the final battle was curiously unimaginative and not in tune with the rest. I didn&#039;t bother to finish it and hence not a personal fave.</description>
		<content:encoded><![CDATA[<p>Great fun and something for everyone. Appreciate the thought that went into number and positioning of combine and the slowly increasing difficulty paralleled by the increasing weapon power available. Also like to be made to think about how to get through a puzzle or battle. Played it on hard and took me about 2h to get to the final battle, BUT, the final battle was curiously unimaginative and not in tune with the rest. I didn&#8217;t bother to finish it and hence not a personal fave.
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		<title>By: CrowbarSka</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205225</link>
		<dc:creator>CrowbarSka</dc:creator>
		<pubDate>Sat, 06 Jun 2009 10:37:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205225</guid>
		<description>You&#039;re right Kalkin. An author reads a book with a far more critical eye than your average consumer, and it&#039;s no different for level designers. We do have a slightly skewed perception of things, but I feel these things are worth noting.</description>
		<content:encoded><![CDATA[<p>You&#8217;re right Kalkin. An author reads a book with a far more critical eye than your average consumer, and it&#8217;s no different for level designers. We do have a slightly skewed perception of things, but I feel these things are worth noting.
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		<title>By: kalkin</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205222</link>
		<dc:creator>kalkin</dc:creator>
		<pubDate>Sat, 06 Jun 2009 06:38:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205222</guid>
		<description>
This mod is one of the best I have ever played - nice map layout and very well done combat.
The keybinding issue was no real issue for me: i set the bindings before starting playing, then started the game and noticed that I couldn&#039;t move, set the bindings again and that was it, no more issues.
I really enjoyed the puzzles - really well done, difficult enough to give you a sense of satisfaction for completing them without being frustrating. I also liked the couple hidden areas with goodies.
The fights build up gradually and are very well balanced - I also enjoyed the distribution of health and ammo - I consider it well done because it never felt like screaming &quot;ok, here comes the big fight, be prepared&quot;.
The final fight is hard and requires a bit of thinking but it is very much doable - I play on normal difficulty and I finished it in the second try.
The radio transmissions are quite neat - I always stayed and listened to them and they felt well integrated in the gameplay. I also enjoyed the music - well suited to the fight.
Overall it is a lot of fun - what makes it a very good mod in my opinion is the fact that everything seems very natural, the game progression flows seamlessly and you are left with a sense of achievement in the end. Many thanks to the creator and contributors!

One more thing to note: I understand that when you take a close look there may be issues with textures, lightining, symmetry and god knows what else. I also understand that mod developers like Kasperg or Crowbarska are especially sensitive to this sort of issues and I think it is good that they are pointing them out. My advice to mappers and mod creators out there is: listen to what these guys are saying and try to improve your skills but don&#039;t forget that most of the players out there want a fun gaming experience and couldn&#039;t care less about visual perfection :-)</description>
		<content:encoded><![CDATA[<p>This mod is one of the best I have ever played &#8211; nice map layout and very well done combat.<br />
The keybinding issue was no real issue for me: i set the bindings before starting playing, then started the game and noticed that I couldn&#8217;t move, set the bindings again and that was it, no more issues.<br />
I really enjoyed the puzzles &#8211; really well done, difficult enough to give you a sense of satisfaction for completing them without being frustrating. I also liked the couple hidden areas with goodies.<br />
The fights build up gradually and are very well balanced &#8211; I also enjoyed the distribution of health and ammo &#8211; I consider it well done because it never felt like screaming &#8220;ok, here comes the big fight, be prepared&#8221;.<br />
The final fight is hard and requires a bit of thinking but it is very much doable &#8211; I play on normal difficulty and I finished it in the second try.<br />
The radio transmissions are quite neat &#8211; I always stayed and listened to them and they felt well integrated in the gameplay. I also enjoyed the music &#8211; well suited to the fight.<br />
Overall it is a lot of fun &#8211; what makes it a very good mod in my opinion is the fact that everything seems very natural, the game progression flows seamlessly and you are left with a sense of achievement in the end. Many thanks to the creator and contributors!</p>
<p>One more thing to note: I understand that when you take a close look there may be issues with textures, lightining, symmetry and god knows what else. I also understand that mod developers like Kasperg or Crowbarska are especially sensitive to this sort of issues and I think it is good that they are pointing them out. My advice to mappers and mod creators out there is: listen to what these guys are saying and try to improve your skills but don&#8217;t forget that most of the players out there want a fun gaming experience and couldn&#8217;t care less about visual perfection <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />
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		<title>By: ReverendPain</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205168</link>
		<dc:creator>ReverendPain</dc:creator>
		<pubDate>Thu, 04 Jun 2009 21:45:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205168</guid>
		<description>
I nearly finished the game and I think its great. The sniper situations made me mad. Thnanks to the F6 button. Apart from that it can be played hard in most of the situations but it becomes much more difficult in the final phase. Overall an above average mod.</description>
		<content:encoded><![CDATA[<p>I nearly finished the game and I think its great. The sniper situations made me mad. Thnanks to the F6 button. Apart from that it can be played hard in most of the situations but it becomes much more difficult in the final phase. Overall an above average mod.
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		<title>By: Stef</title>
		<link>http://www.planetphillip.com/posts/calamity-half-life-2/comment-page-1/#comment-205163</link>
		<dc:creator>Stef</dc:creator>
		<pubDate>Thu, 04 Jun 2009 18:43:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=5312#comment-205163</guid>
		<description>

I would play it now but only rate it 4 stars... I still have a mixed feeling about this one.</description>
		<content:encoded><![CDATA[<p>I would play it now but only rate it 4 stars&#8230; I still have a mixed feeling about this one.
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