It could still casually kill the 2 soldiers, like it did in the original, while chasing you. They could die from debris, when it breaks through the door, or get stomped, when it runs towards you. Right now it just looks very weird.
It simply ignored them, i was expecting it to crush them to death with that SUV
that scene did not have to be so scripted, the Garg can defend itself and follow any enemy
warpedfreeman, nice demonstration. I think this would not work in this case though, since the Gargantua cannot get to the player on the tower. I think it will just wander around aimlessly. Try putting one HECU soldier outside of the Gargantua’s reach, but in such a position that the soldier can shoot at the Gargantua. See what happens.
I actually found the Gargantua banging against the tower a nice clue as to where I needed to go. You could also look at it from another standpoint: if the Xen army is intelligent and organized, maybe the Gargantua is banging against the tower because it knows at the top is the only weapon capable of destroying it.
Good tinking
warpedfreeman, that is a really nice demonstration vid. How did you make it?
The first time I played that map, I did it exactly how it had to be done in the original Half-Life - lure the Gargantua down into the long water bit, then climb out and as he takes the long way round to get you, quickly jump up to the artillery map and order a strike. However, I quickly discovered that the Gargantua wasn’t following me down into the moat, instead just shaking the tower. If I were to suggest a way of remaking this particular fight, I’d say make it like the original - actually requiring a method to kill the Garg without getting killed yourself. Make it so that it follows you everywhere, and he can kill you from below if you stay at the screen too long. Was really surprised how easy this bit was compared to the original.
Is it even possible for the Garg to follow you into the water? Or does he not like getting wet?
Imagine it’d be pretty cool to see it splashing after you.
I agree with making the fight more like the original (on that note, why is using the mortar strike something optional now?).
uh… quoted myself?
Yeah, this IS the moment in the game that took me out of the magic the most. On the one hand, I liked that the Garg is scripted to pay more attention to the only living target it can see, Gordon, but the tower-shaking thing MUST be a bug.
Also, it confuses me that when the Garg first arrives, it entirely ignores the soldiers and makes a beeline for Gordon. That didn’t help the immersion either. I know that every second of the chase counts, or else the player will feel little urgency in running, but at least have the soldiers killed when the garg bursts through the wall, so it has nothing else to chase.