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	<title>Comments on: The Heist &#8211; Half-Life 2</title>
	<atom:link href="http://www.planetphillip.com/posts/the-heist-half-life-2/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.planetphillip.com/posts/the-heist-half-life-2/</link>
	<description>Finishing Half-Life is just the beginning!</description>
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		<title>By: tommiezat</title>
		<link>http://www.planetphillip.com/posts/the-heist-half-life-2/comment-page-1/#comment-235079</link>
		<dc:creator>tommiezat</dc:creator>
		<pubDate>Mon, 13 Dec 2010 15:48:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/the-heist-half-life-2/#comment-235079</guid>
		<description>I give this oldie a PIN for anyone who hasn&#039;t, its a short 15-20 mins, good use of outside environment and some thinking involved with how to go about doing the objectives which are given thru text messages. The helicopter rescue was well done and should be used by others (that was new to me)   Nothing beats taking out a striders legs than the use of sharp burning metal !!!!!!   very well done and TY Phillip for the filefront direct link to find these older maps.</description>
		<content:encoded><![CDATA[<p>I give this oldie a PIN for anyone who hasn&#8217;t, its a short 15-20 mins, good use of outside environment and some thinking involved with how to go about doing the objectives which are given thru text messages. The helicopter rescue was well done and should be used by others (that was new to me)   Nothing beats taking out a striders legs than the use of sharp burning metal !!!!!!   very well done and TY Phillip for the filefront direct link to find these older maps.
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		<title>By: whgamer</title>
		<link>http://www.planetphillip.com/posts/the-heist-half-life-2/comment-page-1/#comment-169713</link>
		<dc:creator>whgamer</dc:creator>
		<pubDate>Sun, 27 Jul 2008 03:39:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/the-heist-half-life-2/#comment-169713</guid>
		<description>Nice small mod! although I think there might me a glitch at the end, when the chopper is supposed to arrive to pick you up, but doesn&#039;t show! at least that&#039;s what happened with me.</description>
		<content:encoded><![CDATA[<p>Nice small mod! although I think there might me a glitch at the end, when the chopper is supposed to arrive to pick you up, but doesn&#8217;t show! at least that&#8217;s what happened with me.
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		<title>By: The Abandoned Workshops</title>
		<link>http://www.planetphillip.com/posts/the-heist-half-life-2/comment-page-1/#comment-102743</link>
		<dc:creator>The Abandoned Workshops</dc:creator>
		<pubDate>Mon, 24 Sep 2007 15:02:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/the-heist-half-life-2/#comment-102743</guid>
		<description>&lt;strong&gt;Gameplay:&lt;/strong&gt;
The Combine have a weapon based on the Gravity Gun and you play as a part of the Resistance whose job is to sneak in and steal the prototype. This is a short one, with a small amount of variety throughout. You can sneak past the combine, charge in or fight them off. Other enemies soon take part such as head crabs and a Strider. The helicopter ride was a nice touch but fell through the map the second play through. A balanced and quite enjoyable short experience.

&lt;strong&gt;Design:&lt;/strong&gt;
Set in a pretty standard city and industrial district with a small warehouse on the lower levels close to a railway. Structure and texturing is above average, with some moderate lighting throughout but nothing too special about it to mention. Map is also set at night with a slight dark ambience throughout the map too add to the stealth aspect.

&lt;strong&gt;Conclusion:&lt;/strong&gt;
Short, balanced and enjoyable map with some standard above average design throughout.

&lt;strong&gt;Rating: &lt;/strong&gt;70%</description>
		<content:encoded><![CDATA[<p><strong>Gameplay:</strong><br />
The Combine have a weapon based on the Gravity Gun and you play as a part of the Resistance whose job is to sneak in and steal the prototype. This is a short one, with a small amount of variety throughout. You can sneak past the combine, charge in or fight them off. Other enemies soon take part such as head crabs and a Strider. The helicopter ride was a nice touch but fell through the map the second play through. A balanced and quite enjoyable short experience.</p>
<p><strong>Design:</strong><br />
Set in a pretty standard city and industrial district with a small warehouse on the lower levels close to a railway. Structure and texturing is above average, with some moderate lighting throughout but nothing too special about it to mention. Map is also set at night with a slight dark ambience throughout the map too add to the stealth aspect.</p>
<p><strong>Conclusion:</strong><br />
Short, balanced and enjoyable map with some standard above average design throughout.</p>
<p><strong>Rating: </strong>70%
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		<title>By: mel</title>
		<link>http://www.planetphillip.com/posts/the-heist-half-life-2/comment-page-1/#comment-87232</link>
		<dc:creator>mel</dc:creator>
		<pubDate>Tue, 17 Jul 2007 00:53:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/the-heist-half-life-2/#comment-87232</guid>
		<description> Short and sweet. A bit too brief for much in depth coverage here, but what there was played well within admirably defined and detailed sets, if all a bit on the dark side. Action restricted to mainly Combine encounters, with one unique piece of mapping which you need to Play Now and experience yourself.

This is a good piece of work, and I hope the author can take his talent one step further and produce a more complete and balanced mod. 

 



</description>
		<content:encoded><![CDATA[<p>Short and sweet. A bit too brief for much in depth coverage here, but what there was played well within admirably defined and detailed sets, if all a bit on the dark side. Action restricted to mainly Combine encounters, with one unique piece of mapping which you need to Play Now and experience yourself.</p>
<p>This is a good piece of work, and I hope the author can take his talent one step further and produce a more complete and balanced mod.
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		<title>By: Jumbles</title>
		<link>http://www.planetphillip.com/posts/the-heist-half-life-2/comment-page-1/#comment-86993</link>
		<dc:creator>Jumbles</dc:creator>
		<pubDate>Sun, 15 Jul 2007 21:54:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/the-heist-half-life-2/#comment-86993</guid>
		<description> I&#039;m not really a fan of sneaking around games but I quite liked this one. It had good mapping and architecture and was a lot of fun to play.

I thought the extraction sequence was brilliant and possibly unique. My only problem with this map was that when all hell broke loose there was a never ending stream of combine which I found a bit of a let down.

It was quite short (only one map) but definitely worth the download.

 
</description>
		<content:encoded><![CDATA[<p>I&#8217;m not really a fan of sneaking around games but I quite liked this one. It had good mapping and architecture and was a lot of fun to play.</p>
<p>I thought the extraction sequence was brilliant and possibly unique. My only problem with this map was that when all hell broke loose there was a never ending stream of combine which I found a bit of a let down.</p>
<p>It was quite short (only one map) but definitely worth the download.
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		<title>By: Raven</title>
		<link>http://www.planetphillip.com/posts/the-heist-half-life-2/comment-page-1/#comment-86941</link>
		<dc:creator>Raven</dc:creator>
		<pubDate>Sun, 15 Jul 2007 16:30:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/the-heist-half-life-2/#comment-86941</guid>
		<description>Great lil map. Interesting outdoor lay-out, it was nice not be stuck in &quot;yet another hallway&quot;. I didn&#039;t find the second part overly challenging because I felt it was balanced out with enough weapons and ammo to make up for it. Wish it had been longer and looking forward to playing more of this author&#039;s work.
</description>
		<content:encoded><![CDATA[<p>Great lil map. Interesting outdoor lay-out, it was nice not be stuck in &#8220;yet another hallway&#8221;. I didn&#8217;t find the second part overly challenging because I felt it was balanced out with enough weapons and ammo to make up for it. Wish it had been longer and looking forward to playing more of this author&#8217;s work.
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		<title>By: PlanetPhillip</title>
		<link>http://www.planetphillip.com/posts/the-heist-half-life-2/comment-page-1/#comment-86860</link>
		<dc:creator>PlanetPhillip</dc:creator>
		<pubDate>Sun, 15 Jul 2007 08:09:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/the-heist-half-life-2/#comment-86860</guid>
		<description>This is a short map with clear objectives.  The SP Map Corner records the playing time as 30 minutes, but I only got about 15 minutes.  However, I played on easy, so perhaps that makes a difference.

The map is set within a city environment and offers a variety of gameplay situations.  I particularly liked the fact that although the Combine Elite kept coming, they did so from different directions.

The objective (Collect a weapon) is nicely built into the gameplay and the ending is also very well designed.

Overall, a really good example of how planning and careful design can make even short maps well-worth playing.

&lt;strong&gt;Conclusion&lt;/strong&gt; 
This is a great level and I hope the author makes time to build some more.  It is well-crafted and contains detail often lacking in single-mission maps.  I have no hesitation recommending this map.</description>
		<content:encoded><![CDATA[<p>This is a short map with clear objectives.  The SP Map Corner records the playing time as 30 minutes, but I only got about 15 minutes.  However, I played on easy, so perhaps that makes a difference.</p>
<p>The map is set within a city environment and offers a variety of gameplay situations.  I particularly liked the fact that although the Combine Elite kept coming, they did so from different directions.</p>
<p>The objective (Collect a weapon) is nicely built into the gameplay and the ending is also very well designed.</p>
<p>Overall, a really good example of how planning and careful design can make even short maps well-worth playing.</p>
<p><strong>Conclusion</strong><br />
This is a great level and I hope the author makes time to build some more.  It is well-crafted and contains detail often lacking in single-mission maps.  I have no hesitation recommending this map.
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		<title>By: SP Map Corner</title>
		<link>http://www.planetphillip.com/posts/the-heist-half-life-2/comment-page-1/#comment-86858</link>
		<dc:creator>SP Map Corner</dc:creator>
		<pubDate>Sun, 15 Jul 2007 08:01:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/the-heist-half-life-2/#comment-86858</guid>
		<description>&lt;strong&gt;Rating: &lt;/strong&gt;B (78%)
&lt;strong&gt;Play Time: &lt;/strong&gt;30 Minutes

&lt;strong&gt;Review: &lt;/strong&gt;
Here is was the author&#039;s tell us about the way he wanted to created this level : &quot;I set The Heist in an urban environment at night to enhance the stealth aspects of the mission. I want the player to feel that he or she is actually sneaking through heavily patrolled streets and breaking into an enemy compound, and I do that by filling the environment with things he or she would expect in that situation - bright streetlights, sounds of patrolling helicopters, grimy backalleys, etc.&quot;

Design perfectly fits the objective of Josh, the ambiance is moody and not really exiting just after you was teleported and start you mission, you don&#039;t know what&#039;s next, but ontext message provide will guide you and make you, firstly, sneak arround and beware of an hypothetic attack.

The squale, the look at relaism, the ambiance is omnipresent . The way the author jungle with the ambiance from a quite start to a rush and push ending make this map a real well put together realisation and event if the author tell us in the readme that this was a beta that need some improve it&#039;s defenetly look professional. The only issue, but perhaps it&#039;s only accodring with my spec it was slowing a little to much...

Gameplay even if a little too challenging in the second part (the author tells that this was a major part to be modified for the last update) really handle in a particular way your &#039;player identity&#039; through the whole unit mixing with a perfect surronding ambiance the sneaking part with the more fight through part, reaching it&#039;s paroxism through the helicopter escape and the &#039;boss fight&#039; I didn&#039;t really manage to succeed and just decided to escape.

&lt;strong&gt;Conclusion:&lt;/strong&gt;
This is for me another more than interesting realisation that shows the number of talented people that got graduate from the guildhall. It&#039;s short, not perfect but certainly will let you a good enjoyable moment of gaming.</description>
		<content:encoded><![CDATA[<p><strong>Rating: </strong>B (78%)<br />
<strong>Play Time: </strong>30 Minutes</p>
<p><strong>Review: </strong><br />
Here is was the author&#8217;s tell us about the way he wanted to created this level : &#8220;I set The Heist in an urban environment at night to enhance the stealth aspects of the mission. I want the player to feel that he or she is actually sneaking through heavily patrolled streets and breaking into an enemy compound, and I do that by filling the environment with things he or she would expect in that situation &#8211; bright streetlights, sounds of patrolling helicopters, grimy backalleys, etc.&#8221;</p>
<p>Design perfectly fits the objective of Josh, the ambiance is moody and not really exiting just after you was teleported and start you mission, you don&#8217;t know what&#8217;s next, but ontext message provide will guide you and make you, firstly, sneak arround and beware of an hypothetic attack.</p>
<p>The squale, the look at relaism, the ambiance is omnipresent . The way the author jungle with the ambiance from a quite start to a rush and push ending make this map a real well put together realisation and event if the author tell us in the readme that this was a beta that need some improve it&#8217;s defenetly look professional. The only issue, but perhaps it&#8217;s only accodring with my spec it was slowing a little to much&#8230;</p>
<p>Gameplay even if a little too challenging in the second part (the author tells that this was a major part to be modified for the last update) really handle in a particular way your &#8216;player identity&#8217; through the whole unit mixing with a perfect surronding ambiance the sneaking part with the more fight through part, reaching it&#8217;s paroxism through the helicopter escape and the &#8216;boss fight&#8217; I didn&#8217;t really manage to succeed and just decided to escape.</p>
<p><strong>Conclusion:</strong><br />
This is for me another more than interesting realisation that shows the number of talented people that got graduate from the guildhall. It&#8217;s short, not perfect but certainly will let you a good enjoyable moment of gaming.
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