On the question Half-life 2 asked by the author promote the best answer is At the beginning of the game, the mysterious G-Man mentally wakes up Gordon and rather vaguely hints at the "great things" to come again. A few seconds later, Gordon finds himself on a train arriving in City 17, unarmed and without his protective energy suit, which served as his faithful assistant and saved his life several times in the first part of the game (moreover, earlier G-Man said that Freeman can keep the suit for himself). Soon the situation begins to clear up: City 17 is under the rule of a totalitarian government, headed by an administrator, named Breen, as it turns out later, the former head of a research center. But Breen, in turn, is himself a pawn in the hands of the leaders of the powerful all-galactic alliance - the Alliance. Portal storms that began after the death of Nihilanth throughout the Earth attracted the attention of the Alliance Council, and soon their troops attacked Earth, starting a war dubbed "Seven Hour", as after seven hours of war, Bryn forced the remaining forces of people to lay down their arms, which earned the Council's patronage. and became the plenipotentiary chairman of the government on Earth. Now the troops of the Alliance almost completely control the entire planet, except for only a few small pockets of resistance. Thanks to high technologies, humanity is making a sharp leap in development. Gordon, arriving in the city, sees their widespread integration. Some of the buildings have been modified with ferrous metal fortifications. The area is patrolled by mobile robotic scanners that monitor the situation in the city. The organization "Civil Defense" operates in the cities - people specially trained in combat skills who entered the internal police of the Alliance and thus lost part of the brain cells, replaced by microchips. But the most terrible means of persuading the government, along with propaganda, mind control and the fields of suppression of the reproduction cycle spread over cities, were synthetic robots - biomachines that destroy everything in their path.
Answer from Konstantin Litvinov[master]
o_O this is the greatest game of all time !! ! You can't tell everything at once
Answer from Sdfgasdsdf[active]
I'll write in a personal wait!
Answer from Neurologist[active]
An experiment on the so-called "anomalous material" led to a "cascade resonance" that opened a portal to the parallel dimension Zen, and opened the way for a hostile alien civilization ...
Answer from Vitriol[newbie]
Half Life is a game idol of all times and peoples !! ! her graphics engine "sourse" made a mega hit out of the second part! real physics, beauty, storyline shine! the second part has two episodes 1 and 2, look for them on the torrent sites! try there
Here is a list of 245 soundscapes used in Half-Life 2. They are easy to test using the console command. playsoundscape which includes a limited search for soundscape names so you don't have to print out the entire list.
Soundscapes that have "util" in the name are part of other full soundscapes. On their own, they work without problems, but they have a poorer sound compared to multilayer soundscapes ..
Others have positional sounds that play at specific locations specified in the properties of the env_soundscape entity. If these locations are not specified, no sounds will be heard. The list of soundscapes that include positional sounds will be updated over time.
Soundscapes with positional information are indicated with a prefix. They are tested in a closed room 1024 x 1024 x 1024, soundscape centered, player centered, and eight circle-directed markers with a radius of 512 around the soundscape and player. Marker 0 - to the left of the player (at nine o'clock), by the player's height; Marker 1 on the left at an angle of 45 degrees; Marker 2 directly in front (12 o'clock); Marker 4 to the right of the player (at three o'clock), and so on in a circle. After the center test, the player walked in circles through the markers, eliciting local sounds.
Contents
Standard and test
Name | Description and notes |
---|---|
Nothing | No processing, no environment |
Automatic | 50% automatic mixing treatment |
automatic_dialog | dsp "1" dsp_volume "0.5" |
e3_techdemo_gmanspeaking | |
e3_Techdemo_02 | "Physics of the room" |
e3_Techdemo_03 | |
e3_Techdemo_05 | Drops in the cave |
e3_Techdemo_06 | Lake |
e3_end | |
GenericIndoor | Electric drone |
GenericOutdoor | The same hum, but quieter |
Cabin | Common: muffled sound of fire or rumbling; light clicking; faintly audible four-bar rhythm, followed by a reset or exhaust ( ahuugha). Position 0: weak banjo music and indistinct singing. Position 1: Constant melodic hum, such as trying to crank the engine or a foot pump. |
cabin_outdoor | Not clearly directional effects. Around there is a faint white noise or hum with occasional chirping of birds. In the background, a faint but noticeable muffled sound, regularly appearing and decaying: wwwwwwwwwwwww - enuu. |
test_tvset | Music from TV |
Railway station and City 17
Name | Description and notes |
---|---|
d1_trainstation.util_city | Distant sounds of trains, cars, helicopters and other aircraft. Sounds of military equipment and alarms. |
d1_trainstation.city | All of the above plus steady background noise. |
d1_trainstation.Platform | Loud constant hiss, the city is barely audible. |
d1_trainstation.Turnstyle | Similar to d1_trainstation.city, but the city is less audible. |
combine.computer | Loud lingering howl and rare blip. |
d1_trainstation.Interrogation | A mixture of urban noise and combine.computer. |
d1_trainstation.TerminalSquare | Similar to d1_trainstation.Turnstyle. |
d1_trainstation.QuietCourtyard | Same as above, but quieter noise. |
d1_trainstation.Occupants | Footsteps, coughs, creaking of floors and doors, distant rumbling, no background noise. |
d1_trainstation.AppartmentCourtyard | The sounds of the city are also mixed there. |
d1_trainstation.Appartments | Muffled human conversation, coughing, crackling, the sound of dishes. |
d1_trainstation.RaidCityvoice | Voice of GO: Refusal to cooperate leads to eviction to a non-residential place. |
d1_trainstation.RaidOccupants | Breakable glass, drawers and knocking on the door. |
d1_trainstation.RaidAppartments | A knock on the door, the voice of the GO asks citizens to take places for inspection, people talking nervously, breaking glass, a man's screams, the GO says that the portal is a source of "harm". |
general.concrete_quiet | No loud air flow noise. |
GO Alerts for City 17
Channels
Name | Description and notes |
---|---|
d1_canals.util_windgusts | Gusts of wind. |
d1_canals.util_drips | Dripping water. |
d1_canals.util_fardrips | Water drips lingeringly and with a volumetric echo. |
d1_canals.util_headcrab_canister | Strong hiss. |
d1_canals.util_shoreline | The sound of small waves hitting the shore. |
d1_canals_tunnel01 | The constant sound is something like a distant train, the GO system broadcasts about an unidentified citizen and orders to find him, the sounds of a city alarm. |
d1_canals_citystart | The sounds of the city, the hum of trains, the GO system calls to find the criminal, the sounds of the city alarm. |
d1_canals_citadel | The same, but with occasional powerful metallic noises. |
d1_canals_traincanal | City sounds, GO system calls to find a criminal, city alarm sounds. |
d1_canals_traintunnel | Same and stronger, low tunnel hum in the background. |
d1_canals_watercanal | Very weak city sounds, alarms of military equipment, helicopter, constant sounds of lapping waves. |
d1_canals_junkyard | Similar to d1_canals_traincanal. Also nearby is a helicopter. |
d1_canals_copcanals | Similar to d1_canals_traincanal plus dripping water and various GO alerts. |
d1_truck_pass | Fast low noise. For use with other soundscapes. |
d1_canals_barnacle_tunnel | Wind gusts in the tunnel. Distant city noises and siren. GO notifies about the introduction of the code in case of riots. |
d1_canals_pipe_chamber | Drops. Distant city noises and siren. Sometimes a helicopter flies by. |
d1_canals_cop_alerted | Similar to d1_canals_pipe_chamber. Announcement of the civil society about the violator. |
d1_canals.heli_slide_tunnels | Interior. Loud stream of water and drops. Far GO, trucks and sirens. |
d1_canals.heli_attack | Exterior. Strong city noises. GO, helicopter, screeching of accelerating trucks. |
d1_canals.drainroom | Strong water flow and industrial hum. Distant GO. |
d1_canals.03copsattackthroughboards | Exterior. Urban environment. GO, a constantly close helicopter to the left and right, occasionally the sounds of a train and other transport, a distant siren. |
d1_canals.03entrytunnel | Interior, tunnel. Frequent dripping sounds on the left, right and in the middle. GO, a helicopter to the left and right in the distance, a rare train whistle, various sirens in the distance. |
d1_canals.steamtunnel | Interior. Various GO alerts, soft industrial hum all around. |
d1_canals.waterpuzzleroom | Strong industrial noise. Drops. Without GO. |
d1_canals.util_birds | Rare calls of birds. |
d1_canals.util_critters | A rare croak. |
d1_canals.util_tunnel_windgusts | Sometimes (rarely) the wind in the tunnel, of different heights. |
d1_canals.util_critters_under_docks | Constant chirping like a cricket (in the center) with rare croaking and chirping sounds on the left and right. Sometimes the noise of the shore. |
d1_canals.util_toxic_slime | Gurgling and hissing. |
d1_canals.util_industrial | An industrial environment, a moving elevator, air passing through, for example, ventilation. |
d1_canals.general_dripping_tunnel | Constant numerous sounds of drops, regular gusts of wind of different heights, random sounds. |
d1_canals.general_windy_tunnel | Strong, in the center, prolonged gust of wind (rather low tone), with occasional rustle of trees / plants, sometimes with additional gusts to the left and right. |
d1_canals.general_watery_tunnel | Interior. Continuous sound of a stream in a cave / tunnel, sometimes (often) drops, croaking and chirping different in the panorama. |
d1_canals.general_watery_tunnel_shore | As above, along with the lapping of waves in a small stone lagoon. |
d1_canals.redbarn_ambience | Hissing (cans of headcrabs?) Beasts and creaks in the distance. |
d1_canals.floodgate_base_ambience | Interior. Heavy continuous machine hum, continuous beep and hum on the left, high-pitched hum on the right, sometimes mechanical sounds, plus signals and electronic squeaks on the right. |
d1_canals.floodgate_machineroom | Looped hum of machines such as a pump or engine. |
d1_canals.shore_and_reeds | Waves and sometimes croaking of frogs, twittering and singing of birds. Occasionally gusts of wind. Quite quiet, rarely blowing breeze. |
d1_canals.spooky_infested_pipe | Drops in the center-right sometimes with eerie, modulating wind noise with a stereo effect. A very rare twitter. |
d1_canals.water_tunnel_with_frogs | The constant noise of water flowing out of the pipe with breaking waves, and the volumetric singing of frogs. |
d1_canals.windchimes_and_wind | Constant whistle of the wind. |
canals_slime_outside | Constant gurgling of mucus with occasional mucus sounds in the hallway. |
canals_slime_tunnel | Same as above. |
canals_tunnel_dry | The environment in the tunnel. |
canals_tunnel_wet | Sounds of drops in the tunnel. |
canals_canal_nowater | Birds and wind. |
canals_canal_water | Same as above, only with waves. |
canals_canal_water_industrial | Same as above, only with the rumble of cars. |
canals_river | Wind and waves. |
canals_river_calm | Same as above, but with crickets. |
d1_canals_05_shanty_approach | Continuous gurgling / boiling / bubbling in the center, plus frequent hiss in the panorama. |
d1_canals_05_shanty | Wind, headcrabs canister and constant sound of steam. |
d1_canals_07_entry_tunnel | Water droplets in the tunnel. |
d1_canals_07a_warehouse | A rare creak of wooden structures, a repetitive piercing wind across the panorama, a continuous ominous low-frequency rumble. |
d1_canals_08a_gun_tunnel_entrance | The sound of running water, in the center, plus the beating waves, also in the center. |
d1_canals_08a_puzzle_arena | Breaking waves, infrequent chirping and wind noise. |
d1_canals_08a_gun_scene | No pronounced positional effects. A very faint low hum, a faint but constant sound from a pump or other similar mechanism, and a loud, sharp sound of droplets echoing like in a closed chamber. |
d1_canals_08a_tunnel_exit | No pronounced positional effects. Much simpler is d1_canals_08a_gun_scene, with echo, booming rumble and the sound of a pump or other reciprocating mechanism ( and ooh and-click!) is possibly slightly louder than d1_canals_08a_gun_scene. No drips or sounds of liquid. |
canals_canal_water_creaking_wood | No pronounced positional effects. The most common splash of water, creak of wood, gusts of wind, chirping of birds and other sounds of birds and insects. |
canals_canal_water_creaking_metal | No pronounced positional effects. The most common water splash, metal grinding, wind gusts, birds chirping and other sounds of birds and insects. Metal creaks slightly more often and louder than wood in canals_canal_water_creaking_wood. |
d1_canals_08_entry_tunnel | Loud drops of water in the tunnel. |
d1_canals_08_reservoir | Loud constant waves. |
d1_canals_08_island | The sound source at the soundscape position (that is, for Position 0, the sound appears to your right, for Position 4, to your left, etc.). Running water, moderately loud, and rhythmic splash, with very faint chirping of birds or other sounds of nature. |
d1_canals_08_base_interior | No pronounced positional effects. The basis of the sound is a constant high hum and crackle of static, with intermittent static sparking, mechanical clicks and a low hum. |
Kleiner's Laboratory and Eastern Black Mesa
Name | Description and notes |
---|---|
K_lab.LabSounds | Gurgling slime in the car room. |
E3_lab.LabSounds | Fluorescent lamps and machines in the laboratory with playing music. |
eli_01_lab_main_1 | Common: the hum of machines with sticky drops in an irregular pattern; constant low and indistinct pressure release sound. Position 0: The gurgle is louder. Position 1: weak electrical signal. Position 2: signal; the noise of the car is louder and louder. Position 3, 4: Low resonant hum as from a large fan. Position 5, 6, 7: Quiet atmosphere of droplets and gentle pressure release sounds. |
eli_01_elevator_1 | No pronounced positional effects. Quiet mid-frequency machine sound, accompanied by a regular rumble like a bell: woouuuun - woouuuun - woouuun. |
eli_01_upperhall_2 | No pronounced positional effects. Low-frequency machine noise, ringing pulsating note, rare drops and male cough. |
eli_01_upperhall_1 | No pronounced positional effects. Low atmospheric hum as from a pump or piston device. |
eli_01_lowerlab_hall_1 | A slightly louder and more resonant version of eli_01_upperhall_2, the sounds become more powerful and "real" at Position 0. There are no other positional effects. |
eli_01_lower_corridor_1 | Corridor atmosphere. |
eli_01_lower_ravenhall_1 | Quiet rumbling in the tunnel. |
eli_01_lower_ravenhall_2 | Very distant explosions. |
eli_02_lowerlab_hall_1 | A fluorescent lamp in a room with a metal rumble and shuffle. |
eli_02_lower_corridor_1 | Metal rumble and shuffling in the hallway. |
eli_02_ravenshaft_1 | No pronounced positional effects. A low-frequency rumble like wind, with the grinding of unknown mechanisms in the background. |
eli_02_ravenshaft_2 | Blowing wind, creak of wood and frequent drops of water outside. |
eli_02_scrapyard_1 | Outside lifeless atmosphere. |
eli_02_scrapyard_2 | The same thing, but with dull sounds of metal. |
Ravenholm
Name | Description and notes |
---|---|
d1_town.Start | Gusts of wind, distant howling and screaming of zombies, "drum beats". |
d1_town.Street | The wind, the grinding and clatter of metal, the sounds of zombies far and near. Feels much closer than the previous one. |
d1_town.CorpseRoom | There are no directional effects on marker positions, but the irregular aggressive buzzing of flies creates an unusually harsh sound, along with the squeak of rats and mice. An echo is heard. |
d1_town.WoodBuilding | The creak of a tree, the sounds of rodents. |
d1_town.ConcreteBuilding | |
d1_town.Rooftop | No directional effects. Constant low hum; gusts and whistles of wind. Irregular mixed from medium to low sounds of grinding and squeaking of metal, high and low sounds of scraping, banging and grinding of a chain. |
d1_town.MineshaftDown | The wind blows, the tree creaks, the hum and the atmosphere of the cave. |
d1_town.WaterCave | The same thing, but with frequent drops of water. |
d1_town.HeadcrabCave | The same thing, but with a metallic rattle and drops in the distance. |
d1_town.CaveTunnel | Corridor atmosphere with booming sounds. |
Coastline and Highway 17
Name | Description and notes |
---|---|
coast.util_headcrab_canister | Silence with the occasional strange techno noises of Combines. |
coast.util_metalstress | Silence with the occasional sounds of strained metal. |
coast.util_shackmetal | Silence with the occasional grinding of moving metal. |
coast.util_crumblycliff | Silence with the sounds of crumbling land. |
coast.util_windgusts | Silence with gusts of wind. |
coast.util_fardrips | Silence with water drops. |
coast.util_birds | Silence with the rare sounds of the cry of seagulls. |
coast.util_lakeshoreline | Soft splash of waves. |
coast.util_shoreline | Similar to above, but the waves feel more massive. |
coast.util_distant_shoreline | Same as above, but at a great distance. |
coast.util_antlion_den | The hissing of ant lions. |
coast.general_windy_tunnel | Steady howl of wind in the tunnel and muffled sounds of lapping waves. |
coast.general_tunnel | The same, but with quieter water droplets. |
coast.zombie_tunnel | Steady tunnel sound along with occasional train sounds |
coast.general_oldwoodbuilding | Crunch of wood, gusts of wind, cry of seagulls |
coast.general_oldwoodbuilding_with_windchimes | Same thing with bells. |
coast.combine_controlroom_ambience | Steady howl of Combine equipment. |
coast.general_shoreline | Flapping waves, gusts of wind, cry of seagulls. |
coast.positional_shoreline | Same as above, but closer. |
coast.shoreline_with_antlion_dens | Same as coast.general_shoreline, but with the sounds of ant lions. |
coast.bridge_ambient | A stream of wind, the cry of seagulls. |
coast.bridge_shack | The same thing, but quieter. |
coast.cliffside | Mix from coast.general_shoreline and coast.util_crumblycliff. |
coast.bridge_concrete_room | The muffled, distant sounds of the waves. Ideal for coastal maps where there are few fully exposed elements. |
coast.distant_shoreline | Distant beating waves, gusts of wind and close sounds of ant lions. |
coast.generic_ambient_01 | About the same, but without ants. |
Nova Prospect
Name | Description and notes |
---|---|
prison.util_distantcombat_verylight | Quiet environment, sometimes sounds of dying soldiers or gunfire |
prison.util_distantcombat_light | About the same, but the shots are louder and the ants hiss |
prison.util_distantcombat_heavy | Clean sound of Combine Combine with ant lions - lots of shooting and explosions |
prison.util_antlion_burrows | The sounds of hissing and thundering ant lions, waiting for the enemy in ambush |
prison.util_fardrips | Very distant drops. |
prison.util_drips | The same drops, but closer. |
prison.util_distant_trains | Very distant train whistle. |
prison.util_radio | Various radio sounds. |
prison.util_control_room | Various engine sounds from the monitor of the harvesters. |
prison.citizen_camp | No pronounced positional effects. Gusts of wind, low hum, whistle of wind, death is far away - and silence, to be repeated in a few seconds. |
prison.redlight_bunker | Constant wind. |
prison.outdoor_courtyard | Wind with a very distant beater on the ground. |
prison.outdoor_courtyard_hvycombat | Same thing, but with shooting, soldiers and ants attack / die. |
prison.trainstation | The atmosphere of a room with occasional train beeps. |
prison.teleport_area | The sounds of the Harvesters in a large open room. |
prison.control_room | Combine signals with a fan in the background. |
prison.control_room_simple | The hum of the computer console of the combines with the noise of the vocoder in the center (as in the new avenue they heard the script of the radio broadcast), but without speech. |
prison.combine_wall | Loud atmosphere outside with explosive sounds. |
prison.util_quiet_cellblock | Quite loud atmosphere, with the rumble of fluorescent lamps, metal vibration and grinding. Utility but works well. |
prison.util_louder_cellblock | The atmosphere is a little quieter. |
prison.larger_cellblock_vlightcombat | The sounds of cars and the rumbling of metal in the hallway. |
prison.larger_cellblock_hvycombat | The same thing, but with soldiers, shooting and ants. |
prison.larger_cellblock_lightcombat | The same thing, but only with shooting. |
prison.general_hallway_lightcombat | Lobby with ants, grenades and soldiers. |
prison.general_hallway_vlightcombat | The same thing, but without a fight. |
prison.general_dripping_tunnel | Dripping water tunnel. |
prison.hall_with_burrows | Lobby with crickets and burrowing ants. |
prison.electric_water_room | The flow of water in a room with machines. |
prison.laundry | Loud, hissing metallic machine sounds. |
prison.watery_hallway | Lots of drops. |
prison.showers | Loudly flowing water in the pipe and drops. |
prison.zombie_infested | Flies, distant droplets, rats, and deep wind-like sounds. |
Warring City 17
Name | Description and notes |
---|---|
streetwar.util_combine_atmosphere | Constant gusts of wind and, as it were, the sounds of cars. |
streetwar.util_rubble | Crushed stone is falling somewhere. |
streetwar.util_sirens | Manheki, scanners and military equipment passing by. |
streetwar.util_light_sirens | Same as above, but less frequently. |
streetwar.util_zombie_infested | Infrequent buzzing of flies and chirping of birds. |
streetwar.util_light_combat_atmosphere | A random wind blows and a metallic atmosphere, a helicopter is flying by. |
streetwar.util_heavy_combat_atmosphere | Same as above, but more often. |
streetwar.util_muffled_light_combat | Sounds of thunder and distant explosions. |
streetwar.util_light_combat | Rare shots, zombies, ants and soldiers. |
streetwar.util_medium_combat | The same, but more often. |
streetwar.util_heavy_combat | The same thing, but more often. |
streetwar.util_drips | A closed tap is dripping. |
streetwar.util_fardrips | The same thing, but at a distance. |
streetwar.zombie_water_room | Infrequent buzzing of flies and rather loud drops of water. |
streetwar.car_tunnel | Tunnel with passing vehicles and quiet rare explosions. |
streetwar.general_small_tunnel | Small tunnel atmosphere. |
streetwar.car_tunnel_opensky | Same as streetwar.car_tunnel, but with external and combat sounds. |
streetwar.toxic_car_tunnel | Same as streetwar.car_tunnel, but with a gurgle of toxic mucus. |
streetwar.infested_appartments | Flies, sounds of combat, metal creaking and rats in the house. |
streetwar.general_indoor_light_combat | Rare indoor combat. |
streetwar.general_indoor_medium_combat | |
streetwar.general_indoor_heavy_combat | |
streetwar.general_outdoor_light_combat | Outdoor combat sounds with alarms. |
streetwar.general_outdoor_medium_combat | Same as above, but more often. |
streetwar.general_outdoor_heavy_combat | Same as above, but more often. |
streetwar.destroyed_concrete_building | Sounds of combat, explosions, wind in the building with external sounds in the background. |
streetwar.rooftop_heavy_combat | Numerous battle sounds with alarms in the background and wind on the roof. |
streetwar.control_room | Harvester machine signals. |
streetwar.bank_control_room | Same as above but no signal, just random sounds of cars. |
streetwar.bank_machine_room | Steam, sounds of cars, quiet wind in a room full of pipes. |
streetwar.bank_general | A large room with a quiet wind and a quiet fight in the background. |
e3_c17_01_battle | Fire, quiet alarm in the background, sounds of battle. |
c17_02_street_lower_1 | Wind, very quiet alarm sounds of battle. |
c17_02_street_upper_1 | Same as above but with explosions and loud fighting. |
c17_02_street_upper_2 | Same as above but with a loud alarm. |
c17_02_inside_apartments_1 | Occasional loud metal grinding in a room with fluorescent lights. |
streetwar.underground_manhack_tunnel | Loud steam, dripping water, quiet cars and high pitched stings. |
streetwar.vertical_warehouse_arena | Blowing wind. |
Combine Citadel
Name | Description and notes |
---|---|
d3_citadel.silence_and_dialog | Seems to turn off all sounds (except for dialogue, apparently). Can be useful for cutscenes when music is playing? |
d3_citadel.util_hits | Sitranny, machine-like sounds. |
d3_citadel.util_activity | Strider or gunship sounds. |
d3_citadel.util_pods | Strange cars passing by. |
d3_citadel.deep_dropoff_inside | Loud atmosphere with strange sounds of cars and enemies. |
d3_citadel.pod_vista | Very loud movement of the pods. |
d3_citadel.generic | A kind of silence in the Citadel, no war. |
d3_citadel.generic_moody | Quite loud, almost musical atmosphere of the Citadel; no sounds of war |
d3_citadel.generic_moody2 | Quiet atmosphere of the Citadel; no sounds of war |
d3_citadel.stasis_room | Loud atmosphere with a stasis field in position 0 and other machines in the background. |
d3_citadel.combine_ball_room | A slender row of harvester balls flies through the atmosphere of the Citadel. |
d3_citadel.general_control_room | Combine console in position 0 and the atmosphere of the Citadel in the background. |
d3_citadel.alyx_teleport_control_room | Various teleport sounds; the technique is heard. |
d3_citadel.final_portal_chamber | Loud sounds of cars; sometimes the sound of a teleport discharge. |
d3_citadel.top_of_teleport_chamber | High-frequency buzzing; the sounds of a city battle are heard. |
d3_citadel_01.pipe_entrance | Alarm with sounds of war and gusts of wind. |
d3_citadel_01.cliffside1 | Metallic grinding and loud wind with city alarm in the background. |
d3_citadel_01.citadel_entrance | The same as above, only quieter and the atmosphere of the Citadel is barely audible. |
d3_citadel.breen_field | Much like breen.office, but with a deep metallic grinding sound. |
d3_citadel.breen_hall | Computer drone. |
d3_citadel.breen_office | Sounds of deep ventilation and rare sounds like jets, as well as very very light sounds of the march of combines. |
Introduction.
We welcome you to our guide, completely devoted to the question - "how to play hl2rp?". In this guide, we will try to explain to you all the basics, nuances and subtleties when playing on a server with this topic. We warn you right away that there will be a lot of letters, so if you are not ready to devote yourself ~ 20 minutes to reading and comprehension of what you have read, then I think we will not be able to help you with anything. Those who want to learn will learn and read all the literature on this topic.
After downloading all the necessary content, looking at the loading screen and waiting for the Sending client info bar to load to the end, you have finally entered the server. The first and most important experience for you will be answering the simple questions that are presented in the menu. On each server there are ~ 5 or more of them, and it happens that they are not translated into Russian. In our case, we have 5 questions. If you had at least a little experience on RP servers, then you can answer them without any problems, right? But, if you are just ready to learn, or you are too lazy to guess - then here is a picture with the answers to the questions. After answering the questions, we move on to the next step.
Character Creation.
We have a simple menu with three buttons at the top:
- The first button is responsible for the transition to the character creation menu. New is a new character. When the character limit is reached, this button will no longer be available.
- The second button is responsible for ensuring that you can easily leave the server if you suddenly have such a need.
- The third button is responsible for loading ready-made characters. If you did not have them before, it will not be available until you create your first character.
Of the available factions at the moment, only one is available to us - this is Civilians. Who they are and what they are famous for, we will find out later. In the meantime, we need to create a simple person, but, of course, with his own peculiarity, which you will indicate to him yourself. Select the gender of our character and continue.
Now the turn has come to call our character somehow. We use some simple (or not so) names and surnames. But you have to consider some nuances:
- 1) Not all servers support Cyrillic. Therefore, it is advisable to write the name and surname in English.
- 2) Use real first and last names.
- 3) Do not use the first and last names of popular or famous people. Even with a hint of them. (for example: John Cena, Vladimir Pudin, Petr Potroshenko, etc.)
- 4) Do not use words or names that may seem offensive to some people (for example: the surname of the Heroosos, although it is real, is, to put it mildly, inappropriate)
- 1) As with the first / last name, not all servers support the Cyrillic alphabet. Therefore, it would be best to write your description in English. You can use google translator or other translators.
- 2) You should only write a PHYSICAL description. That is, a description of the character's body, what he wears. Only. The description of gastronomic preferences, political views and other things is strictly prohibited.
- 3) You should not write any offensive words in the description. Имеется в виду называть чернокожего персонажа "Ниггером", писать в описании какие-то мемы связанные с конкретной моделью и прочее. In this case, the administration will show you your sharp humor.
- 4) Never use exact numbers for weight or height. No one can know for sure how much you weigh, how tall you are, or how long you have ANYTHING.
Attributes.
These are the qualities of your character. You are given a certain number of points for which you can "pump" a certain attribute. The menu looks like this:
- Acrobatics- how high will you jump.
- Agility- how fast you will run.
- Dexterity- how fast will you perform actions (for example, tie / untie)
- Endurance- how much pain you can take.
- Medical- how effectively will you heal other people (not yourself)
- Stamina is your stamina score.
- Strength- how hard you will hit other people with melee weapons or fists.
Go ahead.
Features of your character.
This is a unique development of our server, based on the experience of the game "Project Zomboid", where the character could choose his own characteristics. It is under development and its menu is intuitive. But, if you have any questions about a specific perk - just hover your mouse over it, then you can read what each perk is responsible for. The menu looks like this:
After that, you will automatically be taken to the game. From this moment on, your long and tedious journey through the world of roleplay begins. Congratulations. But in order to strengthen the success and stay here for a long time, you need to study all the other aspects? Rules, factions, teams, lore and much more are already waiting for you below.
Rules.
By logging into the server, you automatically agree with all the rules and agree to abide by them. Otherwise, you will be blocked.
Communication rules:
- 1) When communicating on non-role topics, use these commands:
// "text" - to send a message to all players on the server (not role information)
.// "text" - to send a local message to nearby players (not role information)
/ pm "name" "text" - for private communication with a specific player (not role information)
/ adminhelp - Send a message to administrators asking for help. - 2) The use of non-role information in role-based chat (and vice versa) is prohibited.
- 3) Insults, discrimination on any grounds, disrespectful behavior towards another player or fat trolling is prohibited.
- 4) The use of smiles, elements of informal culture (memes) in the RP chat is prohibited.
- 5) The use of a capsloc is prohibited.
- 6) Total illiteracy is a shame, punishable.
- 7) Spam, flooding is prohibited.
Technical, system rules:
- 1) If you find any errors, shortcomings and everything that may somehow affect the process of the game - inform the administrator. The use of these "mistakes" is punishable by a permanent ban.
- 2) Abuse by any commands that allow you to perform some action for personal selfish purposes is prohibited (for example, abuse by a fallover).
- 3) The use of any software that gives you an advantage over other players is prohibited. Punished with a permanent ban.
- 4) Creation of any errors, vulnerabilities in the program code and everything that can lead to an unpleasant situation on the server is prohibited.
- 5) Bypassing bans is prohibited. Punished by a ban.
- 6) Botanising, namely the use of a system of several characters for "throwing" items is prohibited. Punished by blocking characters and the player himself.
- 7) Changing character descriptions during any events is prohibited.
Role-playing game rules, basic concepts:
- 1) NonRP - violation of the chronology and consistency of RP actions. Something that you cannot accomplish in real life.
- 2) FearRP - lack of fear in a situation where it should be present.
- 3) LeaveRP - it is forbidden to leave the RP situation without warning its participants and without obtaining consent to your exit from the server.
- 4) PainRP - everyone has a tendency to experience pain. The degree of injuries received shows your possibilities in the future, therefore, acting out screams, cuts, blows and other things should be accompanied by corresponding pains, defects, and so on.
- 5) NLR (New Life Rule) - if you died, then you have no right to interact and remember what happened at the time of your death.
- 6) PG (PowerGaming) - a kind of NonRP, in which one person, despite the logic, thanks to the mechanics of the game, was able to defeat, for example, 2 or more people, while having almost zero chances.
- 7) Delaying RP situations and creating disputes out of this is prohibited.
- 8) ERP (Erotic RolePlay) - no one forbids players to roleplay this, but for the respect of other players, you should describe your actions in a whisper "/ w".
- 9) The killing of players must have good reasons, and must also be accompanied by roleplay.
Interface.
And now, having appeared at the station, the question arises - what can you do here? This game mod is rich in various mechanical actions, interactions with objects, etc. .. but let's not forget that the main thing here is roleplaying, and everything else only helps to make the game more beautiful and interesting.
First of all, you will see a completely empty screen, some buildings, train cars and so on. This is understandable, you have just arrived in this city. But we are now interested in two things - the TAB button and F1.
F1 button.
When you click on this button, the following menu opens:
All basic information about you is located here. Your name, CID, the amount of currency in your wallet, the state of your health and limbs. There are also quick access buttons.
- The first is Description, here you can change your description if, for example, you changed your appearance or made a mistake.
- The second is Emotes, here you can choose the animation in which your character can be. For example, you can sit on the floor, lean against the wall, and so on. Very practical and beautiful.
- The third is Fall Over, when you press this button your character will "go into a trance", "fall asleep", "fall". That is, you will turn into a ragdoll, you can be picked up and carried away somewhere. You will also receive damage, be able to speak and do everything except walk on your feet. To get up - press the space bar.
- The fourth, Voice Description, is not available on all servers. Here you can change the description of your voice.
TAB button.
When we click, we see the following picture:
Everything is more complicated here, right? But nothing, let's figure it out. Everything in order:
- Characters (edit)- here you can choose another character or create a new one.
- COMMUNITY- ignore this button, it leads to the official site of C16 (forum of the gamemode creator).
- Business- if you have a certain flag, you can order any items there.
- Inventory- the place where you store all your belongings. It deserves special attention, because it is a place with which you will contact a lot. The inventory looks like this:
Initially, you have a case that can usually be sold for a modest amount of tokens from a local NPC, and nothing else. The menu is quite simple - the first tab is Inventory - your inventory, and the second - Equipment, here you can find all your clothes and weapons. To interact with objects, you simply click on them and interact. It's that simple!
- Info is a summary with different commands, information about the server, build, and more. If anyone is interested, they can take a look, but this button is not very remarkable.
- Skills are your attributes. Here you can track your development or degradation.
- Settings is a very large and useful graph. It also deserves special attention.
As you can see, the menu itself is huge. We will be brief about everything.
- Chat Box: Here you can control what is displayed in your chat. With a minimum of knowledge of English, you can understand what it does. Well, or by typing to see what will change.
- Framework: interacting with the schema itself, the interface. The only interesting buttons here are Show bars at the top of the screen and Enable third person. When you click on the first setting, all panels with the state of hunger, health, armor, fatigue will be displayed in the upper left corner:
Well, the second includes a third-person view. Nice, comfortable. There is even a sight.
Next comes the theme menu of the schema itself. Here you can choose any color that you like best. What for? So that the inscriptions on the doors, menus and various other inscriptions were somewhat "customized". Improvise.
- Features - all the features of your character that you chose when creating your character are listed here.
- List of players - here is a list of all players on the server, their nicknames, factions and names (if you know them).
- by pressing F2 you can "get acquainted" with another character. This person will see your name for the place of your description.
- when you press F3, you can start tying a person if you have a rope in your inventory and you are standing behind the victim's back.
- by pressing F4 on a connected person, you can search him.
- you can run by pressing ALT, if the server allows it.
Containers.
Some props on the server have the ability to contain any items. These can be cabinets, garbage cans, and more.
The container menu looks like this:
You can put your (other's) things into containers for storage, but if the container is not under a password (administrator), then there is a chance that someone will take your things from this container. Be careful.
Useful and necessary commands available to the player.
- / apply is your first command to be used on the server. Having registered this command, you will give your name, surname and CID, as well as get to know all the people around.
- / me is the main weapon of a good person who plays on a roleplaying server. Here you can describe your actions that are not technically foreseen. The better you describe your actions, the bigger and more beautiful they are, the better for you, because you won't find good RPsters in the daytime with fire.
Good example:
/ me put his heavy suitcase on the floor, took out his CID card from the inner pocket of his blue vest and showed it to the officer opposite.
Bad example:
/ me Put the suitcase down and gave the card to the officer
/ me sighed
/ me Went further
As you can see, reading a bunch of texts in lines is very inconvenient, not beautiful, and such a person kind of tells us that he doesn't care how to act out. He does not respect people, and therefore few will entrust him with anything. Also, write your actions with a small letter, for this is already the next part of the sentence. The first will be your Name and Surname, and the text that you wrote will be your action. - / it is a secondary command of a good RPshire. Describes the actions that take place around.
Good example:
/ it When the citizen handed the card to the officer, a notification was sounded that citizens from the newly arrived train should immediately drop off their luggage and go to the GSR office for check-in.
Bad example:
/ it someone in the queue kicked a lot
/ it all shut their noses
This BAD example shows all the irony and "fun" of the situation. But be prepared for the administration to apply a whip and straps to you so that you do not do this anymore and do not clog the chat with a large number of actions. - / y is a shout. You can use this command to shout something to someone further away from you to hear normal speech.
- / w is a whisper. If you have any personal RP information for a person next to you, then come close to him and write through this command what you wanted to tell him.
Now is the time to get acquainted with the factions. About them below.
Civilians.
As you can see, when we clicked on it, we were presented with a small summary of information about us. What is our name, what is our CID, the number of our loyalty points and violations, as well as our place of residence and our status as a citizen.
Everything in order:
- Our name and surname, CID - everything is clear here.
- Loyalty Points (LO) are points that show your loyalty to the Alliance. This is necessary in order to enter some structures of the Alliance (Civil Defense, GSR and others). And it also contributes to a softer attitude towards you of civil society employees, getting an additional ration .. in general, this is a very good thing if you are going to stay in the city.
- Violation Points (OP) are also points, but opposite to OL. They show your level of "danger" to society. If you are detained again, they look at your amount of HE, then additional sanctions may be applied to you, up to cutting off (death).
- Place of residence - specifically on our server it is 1 letter and 3 numbers. The letter denotes the block of apartments in which you live. For example, block A is located in the main square, it is difficult to miss it. The first number represents your floor, and the last two represent your apartment number. On the door to which you will approach there will be its designation, so you can figure it out right away.
- Your status is usually a short CITIZEN, but if you try very hard, it can change to ANTI-CITIZEN, that is, "intruder". This will mean that you are a threat to society and you need to either be isolated ... or killed. Be careful.
There are not many activities for an ordinary citizen of the city. Your leisure time and work should be determined by you so that you do not get bored. But, if you need money or communication, it is best to contact the office of the Civil Union of Workers (GSU). On each server, the location of the office is different, so it will be better if you ask a GO employee or another citizen for directions to the office.
Talk to an employee in a respectful, competent manner about the job. I think he will not refuse you, if he is not particularly busy. Later, just follow the instructions given to you by the employee.
Also, sometimes the civil defense officers themselves can call a large convoy to work. Unlike work for the GSR, this work is mandatory, and approximately 50% of all citizens who are not currently employed should participate there. The notification about this work looks like this:
The Citadel / Center / Dispatch / Dispatch is a central system for alerting the civilian population of any event. You may have heard this female voice in Half-Life 2 when the intruder was announced, various codes were canceled, and more. This is also his responsibility. But all you need to know is that sometimes very important things are said there.
Let's say that you found a job, found your apartment, and, in principle, settled down in the city with your friend or alone. It will be better if you find friends in arms on the server, get to know someone in order to spend time together and enjoy communicating with other people. If you have not yet figured out where to determine your destiny, then you need to wait for some events (Events) that will stimulate you to take any action.
A couple of examples:
Announcements of recruitment to the Civil Defense - this happens if the command staff of the civil defense does not have enough people to protect the city. Usually, with this announcement, all interested citizens must gather in the place where it was announced in this very Dispatch, which was mentioned above. How this set goes depends on the server, everywhere there are rules and foundations. Example of a declaration:
City Administrator Speech (GA / SA) - an event in which the GA announces something, or simply tries to lure more people to the side of the Alliance. But, usually, this happens in order to stimulate civilians to earn OL and become part of high society. By the way, having earned a certain amount of OL, you can meet with him. Sample speech:
Breakthrough of the forbidden sector (D6 / District 6) - an event in which a group of members of the resistance was able to break through the defense of the forbidden sector, and now there is a temporary opportunity for all willing citizens to escape there and become part of that very resistance. Of course, GO employees will not disregard this. Example:
These are the main events that take place on any server. But, each server is unique in its own way, so the set of these events may differ.
Civil defense. Introduction, equipment.
At the moment, this is all the necessary information for every GO employee. Your commanders will tell you about ammunition and other subtleties.
Workers' Civil Union.
The Civil Union of Workers (hereinafter: GSR) is an organization created to provide the city with employment, its improvement, as well as the organization of any events within the city. It mainly consists of people who, for some reason, could not enter the GO, or did not want to be completely loyal to the Alliance. The work is not easy, it requires a lot of perseverance, but it is a more important backbone than Civil Defense, because if the civilian has nothing to do, these guys will be to blame. They deserve respect for their patience.
The faction itself is very simple, and the leader of the structure will explain all the nuances to you, so we'll get by with a small FAQ for this faction:
- Q: How do I join the GSR?
- A: Contact the GSR staff with this question. The standard criteria are the presence of OL, the desire to do "dirty" work, and a lot of online.
- Q: What is special about this faction?
- A: The peculiarity is that these people are equal (or even higher) than the usual loyalists. If a loyalist can earn OL simply by handing over to a counter-band, then the GSR employee does not need to prove his loyalty. He already does a lot for the city.
- Q: Is it possible to help the rebels playing for this faction?
- A: Of course. Nothing physically can stop you from helping someone with anything, but it is worth considering the fact that people with pure faith in the Alliance are accepted for service in the GSR, therefore such rat employees must be approved by the server administration.
- Q: Can I join GO as an employee of the GSR?
- A: Of course. You may even be given priority on the set, maybe even help with some particularly sensitive questions, because you have already proven your loyalty and need for the Alliance.
City Administrator.
The City Administrator is a local deity. The tasks of this deity include the distribution of posts in the structure of the GSR, carrying out various kinds of events in the city, interacting with the loyal population of the city and pushing boring, useless speeches. The very work of the City Administrator (hereinafter: GA) is very privileged - still, this is the second person in the city after the Sector Commander (SeC). He also has a very important role in civil society, sometimes he even takes the reins of this structure into his own hands, if there is no one else to do this.
The GAs themselves in the history of Half-Life 2 are an official who is assigned to each city by order of the Administrator of the Earth (Wallace Brin). Carrying out the work of the pre-war Mayor of the city, he, at times, makes the residents nervous by the fact that he has a very high self-esteem, and practically does not care about the affairs of the city. But, nevertheless, there are those GAs who work diligently to ensure that the Alliance and the city flourish. Know that the closer a city is to City 17, the harder it works.
On each server, the person who plays the GA is unique. Someone can introduce a Party system on the server, someone can collect Loyalist Councils, but someone doesn't really do anything. It is pointless to write down any particular things about him, and as in the case of the GSR, we will get by with a simple FAQ about him.
Q: How do I become a City Administrator?
A: He is usually appointed as the Super-Administrator of the server, so it makes sense to ask the Administration about this role. But, sometimes, if the online server allows, a kind of "election" to the City Administrators can occur. But, you see, it will look strange. But interesting.
Q: Who are Assistants?
A: These are the second people after the City Administrator. Assigned to them. They have a specter of secondary duties ranging from "bring me coffee" to "hand over a scientific dessert about teleportation of particles within the same multiverse." Usually, these are trusted people who have some unique skills. Where to get them - the GA himself decides.
Q: Does he even leave his palace?
A: Certainly. Usually, when such an important person leaves his 4 walls, the streets are blocked. But in order not to load the GO apparatus, the GA takes bodyguards with it. This was done by a GO unit with the rank of EpU, now it is the work of the Superhuman Patrol Unit (OTA).
Q: Someone said something about the Party. Is this LORNO?
A: Certainly not LORNO. But in favor of the interestingness of the game, of course, sometimes you have to retreat from the ENT. By itself, HL2RP is very limited by its own history. If you think about it, then in the original there was no mention of other cities, sectors, organizations. This is all improvisation, but according to the logic of things, such structures must exist.
Superhuman Alliance Patrol.
Alliance Army Soldiers / Superhuman Patrol Units / Patrol Soldiers (OTAs) are highly trained, excellent teammates and use a variety of combat tactics infantry troops. It is the main military force of the Alliance on Earth.
First of all, these are special-purpose soldiers who, in "peacetime" times, operate outside the boundaries of cities, where resistance forces are hiding. It is practically impossible to meet at least one Soldier in the city, because those who look at them can be destroyed. In moments when civil defense officers cannot cope with the rebels, it is these guys who come out.
The mass production of the Patrol Soldiers began immediately after the first Citadel appeared. The Alliance tries to tame every enslaved creature. This also affected people, but only those who were in very good health. First of all, these were captured soldiers of state armies, special forces and other special units of different states, since their health was somewhat stronger than that of ordinary people. Over time, the OTA began to recruit Civil Defense personnel, because there were simply no healthy people in the world in advance.
This faction, in spite of its "closeness", sometimes "unnecessary" surprisingly has its own clear standard structure with a small rank system inside. All about this below.
OTA rank system.
(OverWatch Soldier) - The standard overwatch unit. Obey the orders of the Center and the squad leader (usually EOW). Has no opportunity to think freely in spite of specialization. They act as a brute force in suppressing riots and storming buildings, as well as taking an active part in clashes outside cities. Has secondary surgery.
(Elite OverWatch soldier) - Elite Overwatch unit. Submits to the decrees of the Center and the highest ranks of the GO. Some unit specializations have the ability to think freely. They are engaged in the protection of objects of special importance to the Alliance, in the most extreme cases they take to the streets of the city. Additional surgery is underway.
These are all ranks in the OTA structure, but there are more specializations (units). Here they are:
- GUARD is an EOW rank unit specializing in the protection of VIPs. They could be City Administrators, Earth Administrator, High Command Headquarters, or those ordered to be protected. Since they guard people, and standing still and humming something under their breath is not appropriate and annoying, they were given the ability to maintain a conversation with their "client". Of course, they can support some kind of conversation. But not with those to whom the "Protect" order does not apply.
- STORM is an elite assault squad, which includes units from the OWS to EOW rank. They are engaged in storming buildings, cleaning sectors with special training.
- ECHO is a versatile free-use squad, it includes units from the OWS to EOW rank. Usually they are engaged in protecting the borders of the city, as well as attacking the settlements of resistance outside the cities.
- SPEAR is a special purpose squad, also sometimes called "squared special forces", it includes units from the rank of EOW. They are engaged in the elimination of specific individuals who are not pleasing to the Alliance. The smallest detachment.
- NOVA is a prison guard detachment. It includes ONLY OWS units, controlled by the Center. Widespread in prisons for high-risk prisoners. They are engaged in torture, interrogation (in a particularly harsh manner) and amputation of especially violent offenders. Have the ability to think freely. It is possible to be present inside the Nexus Oversight as a guard in the prison block.
Q: How to become an OTA unit?
A: As mentioned in the description above, you must have a rank in GO (usually starting from i3 you can apply for this), and there must be a need for OTAs themselves.
Q: I noticed and became convinced many times that OTA is a license to kill. Why?
A: Everything is quite simple - many servers put OTA above all other factions and give them huge advantages. Because of this, many players who play for OTA simply stop paying attention to the RP process. If you notice this, then my advice to you is that it is better not to play on such a server. This is an indicator of decay.
Q: What is the general "trick" to play for OTA?
A: Not with anything. It's just that if someone wants to shoot like in some Counter-Strike, then this faction was created for them. But, if you want to see RP here, then it is worth playing for the unit of the GUARD squad, since you will spend most of your time with the City Administrator (if there is one).
Q: Is it possible to betray the OTA Alliance and join the rebels?
A: Impossible. You are completely under the control of the Center, as all OTA units undergo surgery to place implants in the brain. Your actions must be synchronized with the command.
Q: Is it possible to "hack" OTA?
A: Not possible in the current percept. This is not a machine for you, they are even bio-robots only 20%, and in addition, surgical intervention, given the lack of resistance or other people of the necessary equipment, such an idea will be doomed to failure.
Rebels.
The rebels, or as they are also called "rebels, resistance" - are people who "categorically" deny the Alliance's authority over the human race. Many may say that they are engaging in some kind of machinations aimed at directly overthrowing the Alliance, but this is not the case. First of all, rebels are people who fled from cities under the city itself or outside the city in order to stop being the object of the Alliance's surveillance. In general, they are engaged in survival where it is, in principle, impossible to live, and where the Alliance will not go. If they were going out all the time, I think they would be in big trouble, right?
The insurrectionary movement did not have a clear structure and organization, but over time, the first groups of people began to appear who fled to the canals, beyond the cities, into the forests, and who gathered in groups just to survive and help others survive. Later, under the leadership of Eli Vance, the first combat detachments were formed, which, if not attacked, then they could certainly defend themselves. The main sign of a true rebel is the Lambda sign, inscribed in a circle.
The rebels, it was said, are people who have fled the city in search of a "better life", but this is only the majority. Some people have not been under the control of the Alliance even after the seven-hour war, such as Eli Vance and his entourage. Also, some lower-ranking GO employees who were "opened their eyes" to the "terrible truth" about the Alliance, who were able to escape along with others, also joined them. But for now, the rebels are a weak force that the Alliance will not pay attention to if it does not revolt.
There have long been rumors among civilians that there are people who are fighting for freedom for all of humanity, so some citizens could even tell you how to get to them. But do not forget that the Alliance has its own eyes and ears everywhere.
On most servers, the rebels are a formal organization with their own leader, their own foundations and rules. But in the best traditions now, these are people who gather under their own leadership. That is, if you gather a group that will oppose the Alliance without even having weapons, you will already be equated with the rebels, which means the rebels.
All information about weapons, equipment and ranks (if any) is explained by the leader (if any). Therefore, it is pointless to paint anything here.
Timeline.
Literally translated as "time line". This is a chronology of events and their description.
At the Black Mesa Research Facility, an incident occurs, resulting in a cascading resonance, which in turn has led to the indiscriminate invasion of beings from the world of Zen through open portals. Black Mesa is destroyed with the help of both the creatures and the government's rapid reaction forces. The earth is plunging into chaos, portals are opening everywhere, "portal storms" begin. Through them, aliens from Xena invade in heaps, trying to escape from slavery by the Alliance on their home planet. The Intergalactic Alliance is watching and doing nothing.
Portal storms continue, people flee from small towns and villages to large ones in order to somehow hide. Large cities are surrounded by walls and troops are brought in, they become strategically important strong points. But, despite all the efforts to contain the hordes of aliens, it is difficult. The population of the land fell by 10%, and the birth rate fell to a minimum. Many third world countries have ceased to formally exist. Many leaders put aside their geopolitical interests in order to save the population from death (Russia, USA, France, Germany, China, etc.). The UN Security Council submits resolutions promoting the unification of countries in the fight against a common enemy. The truth about what is happening was revealed to the public, such personalities as Wallace Breen, Isaac Kleiner, Gordon Freeman, Eli Vance are named. Despite the disclosure of the truth, many people ignored these claims.
2004-2005 year.
Vortigaunts, a race of humanoids from the parallel world of Zen, became uncontrollable and free after the death of Nihilant. Since the end of 2003, the Vortigaunts began to surrender en masse to people. Over time, after it became known that their actions were controlled by other beings (Nihilanth, Controllers). People treated them kindly, despite all the damage brought to humanity. Since mid-2004, the Vortigaunts have taught humans to cope with the attacks of other creatures from Xena, have learned to speak different languages of people and have been completely assimilated by the latter culturally and verbally. They worked in factories as "endless batteries", as cooks and in other technical / humanitarian professions.
The Intergalactic Alliance, observing what is happening for six years, finally decides to bring its troops to earth through the portals and enslave both earthlings and again free creatures from the planet Zen, killing two birds with one stone. Countless armies begin to arrive through the portals. A war begins which lasts only 7 hours, later it will be called the "seven-hour war". During the war, people flee the city, not wanting to be captured by the Alliance, behind the cities they manage to stray into groups and hide from alien troops. During these 7 hours, the Alliance manages to destroy most of humanity in cities, modify the soldiers taken forcibly captive to the conditions of what is happening, and in the end enslave the earthlings, with the help of Wallace Brin, a scientist from the Black Mesa complex, who in turn invited people to lay down their arms and obey the guests, to which the earthlings agree. Wallace Breen subsequently becomes Administrator of the Land. People outside the cities are starting to move farther from the places where the clashes took place.
From this moment on, the human race falls into an era of oblivion and exhaustion.
The question of why people lost the war is very simple - all countries were exhausted from the attacks of aliens from the world of Zen, so waging any wars would be fatal for all people, and the launch of Nuclear Missiles would be considered a declaration of war and an act of aggression against other states. ... For 7 hours, the World Government could not agree on the introduction of universal military service, the unification of the command centers of all countries and the authorized launches of Nuclear Missiles.
The UN headquarters is being destroyed. The construction of the main command center of the Alliance begins - the Citadel, which was built in just a few months from material not yet known to mankind. The population of the planet begins to be sorted: quite healthy, middle-aged, they are sent to reservations created in cities. Old people, children, sick and wounded, the Alliance takes and simply takes away, then their fate is unknown. All the soldiers who managed to survive and be captured by the Alliance are taken to the citadel, where after the modifications they become soldiers of the patrol (Overwatch Transhuman Arm). People who escaped from the cities unite with the adapted creatures from Xena, and organize small groups of refugees, united by a common goal - to survive.
Cities in our current understanding are now destroyed. They were replaced by names like City-1, City-2, City-3 and so on. An internal Alliance police force - Civil Defense (GO) - is being formed. At the initial stages, anyone could enter this structure at will, having previously undergone a forced "sterilization" of their past life. These people also underwent a special course of drugs that stimulate the development of muscle mass, the development of intelligence and high endurance. Many of the GO employees, upon reaching a certain rank, were forcibly sent for modernization to the patrol soldiers (OTA). The main media become completely controlled by the Alliance, the rest simply disappear, and the media are also heavily censored. On the part of the resistance, a parallel propaganda of freedom for humanity begins, but to no avail. The first Ant Lions hives begin to appear under and beyond cities.
Civil associations of allied workers are formed under the authority of the Civil Defense. The Workers' Civil Union is its name. Providing the population with food, clothing and a roof over their heads falls on their shoulders. Since this year, joining the civil society structure has become more difficult than before. Now, joining this structure requires loyalty, higher intelligence than the rest.
The former maximum security prison "Nova Prospekt" is reopening. It accommodates anti-citizen citizens, as well as political prisoners, Resistance fighters and problem citizens. The object is used to "transform" people into stalkers, soldiers of the Alliance Patrol, as well as the production of synthetics, etc. using the technologies of the Alliance. The supreme rulers of the Intergalactic Alliance outside the earth, decide to establish a "field of suppression" on the ground in order to stop the reproduction of people. And they succeed. The people remaining on earth become the last generation of their planet.
The first official census of the world's population was carried out this year.
Numbers:
Civilians: 3,543,351,000
Civil Defense: 2,000,000,000 people
Civil Union of Workers: 124,543,120 people.
Resistance (Alliance estimates): 1,500,000
The Alliance begins to drain the oceans of the land, thus preparing the territory for the future resettlement of new captured creatures. Ant Lions hives now have a very large space to populate. The Eastern Black Mesa resistance base is being created. Mass production of synthetics of a new type from earth resources begins in the Citadel. In parallel, the Alliance begins to develop a teleport within the same universe under the leadership of Judith Mossman. The development of the teleport took 6 years.
Nowadays.
(c) NandI, Septic.
Conclusion.
That's all you need to know in order to continue to evolve into a more advanced player with some basic knowledge in this great game mode.
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Civil Defense Organization(the inner city police) maintains law and order in City 17, and controls the citizens of the city's citizens.
general information
Civil Defense officers (metrocops, geoshniks, patrol officers) can be found at all posts in City-17. In addition, they patrol the surrounding suburbs. GO soldiers are collaborators who joined the ranks of the GO to improve their standard of living. Unlike Alliance soldiers, they are not physically modified, although their respirator helmets distort their voice.
Armament and equipment
The GO fighters are armed with paralyzing electric batons, Hk USP pistols, MP7 submachine guns, and M-83 anti-personnel grenades, each wearing dark green uniforms, black leather boots, and a white respirator helmet. The belt is equipped with a vital activity monitoring system and a Geiger counter. Some employees carry menhack stripping robots with them. Also, they often use stationary AR1 machine gun turrets. Civil Society employees can be easily identified by their frequent radio communications. Civil defense officers contact dispatchers to find out the current situation, new assignments, detected violators, personnel losses and other information. Civil defense personnel move around the city in transport helicopters, APC armored personnel carriers, and are often accompanied by scanners and robotic menhacks.
Tactics
The GO fighters, in comparison with the Alliance soldiers, lose to the latter in training and tactics. So, for example, GeOshniki shoot from the hip with MP7 assault rifles, and do not use grenades, and also, employees armed with pistols, react rather slowly to danger and shoot with a low rate of fire.
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