That’s how he rolls.
Once killed the headcrab’s arterial valves open, flooding the host full of green-yellow blood.
MYSTERY SOLVED.
Even if it jumps off once the body is too damaged?
I know, but people were saying that it wouldn’t be possible in the Source engine for the zombies to bleed red blood out of their bodies and yellow blood from the headcrab. I was saying it is possible. I assume Valve only did that in Half-Life 2 because they couldn’t be bothered.
What about the menu … how it is going to look? … i hope it will look like the original one … and have those nice sounds …
Let’s just compromise.
Zombies should bleed orange.
Or bleed red every-other-shot.
On second thought, I wouldn’t notice either way.
Problem solved 
I hope it will be like HLS/HL2 with a scene from the game you’ve passed.
Like Anomalous Materials could be the lobby with Scientists and Guards walking by, “We’ve Got Hostiles” could be a large empty room full of Mines and Sentries with Radio Chatter in the background, Surface Tension could be a lot with an Armored Vehicle and several Soldiers, possibly in battle.
Btw that should’ve been in the Questions Thread.
I hope it will be like that either.
Edit: woops
Edit2: OH SON OF A BITCH.
I think a recreation of the Half-Life Source 3D backgrounds would be best.
Agreed, I think the menu should have dynamic scenes from the game like in HL: S and the HL2 games.
This suggestion is probably not going to be in, but I really like in L4D how the zombies stumble backwards by repel or shooting them.
Would be interesting, if HL zombies would have this feature too.
I liked the fluidity of the motion overall. Jumping over obstacles, climbing walls and fences, etc.
I hope not, I absolutely hated the WON-era menus back then.
I don’t think it will look like that. We’ve moved on, even the steam version didn’t use that menu.
But…the WON menu is better than the steam menu…
Which reminds me… I should make a WON menu for steam…
Indeed it is, the old menu just seems very…90s.
Nah, I prefer the 3D backgrounds like in HL2.
