Suggestions to make the game more challenging

dude, i’m doin that roight now hahaha

spawn some soldiers when you cross the sensor lines (The red ones)

Increase the Marine’s accuracy instead of just tweaking player damage intake/output.

Unfortunately the HECU grunts don’t have teleport devices.

Give Carl Gustavs to all the soldiers.

Holy crap. That would be hilarious.

It’s not like it’ll be radically different than the game that it’s recreating. Not to mention the fact that the Headcrab, Zombie & Barnacle will go virtually unchanged from HL2.

Dear god…

The women must love that :wink:

I think the HL1 difficulty was fine. HL2 was a way too easy. However there was something I really hated about HL1’s difficulty. It’s difficulty was somehow mainly based upon the HECU’s and Bee Trooper’s heavy armor and accurate aiming. Not much upon having good reactions or a good rhythmn of run & gun.

:what:

Make the player have 1 health max, and disable saving.

Add those meditating alien bastards to every corner, they should do the trick

For “Crowbar” difficulty, there should be something to balance the game mechanics at that point, like instant-kill execution moves where you use the crowbar hook as leverage to bring an enemy’s brain into your pistol barrel.

That should do nicely.

What part of “crowbar” don’t you get? No pistols allowed.

Making this game already takes too lo… a lot of time. Adding a new difficulty now will delay it’s release even more, i want to play this awesome gameeeeee :slight_smile:

So you seriously got the impression we’re being serious?

Whoah

Do you seriously think I am serious? Because if I was serious then that would be seriously interpreted by serious people who live in serious nations that praise the word “serious” on a serious level based on ancient seriously written texts created millions of years ago by a cult named: “Black Mesa Serious” after seriously considering to be serious…

Wait, what did i say?:jizz:

I love it when there is nothing to talk about :smiley:

That doesn’t mean you can’t store vort brain in your pistol’s chamber, if you ain’t gonna fire it.

In Doom2 (1994!), this was achieved by placing monsters to a separated room from which they could sea the player; the room was filled with several walking triggers of teleportation, each leading to a different position in a huge room where the player was (at the moment of becoming visible to the monsters). So, when the player entered, the monsters saw him, started running around their room and were teleported to “random” places in the room. As a result, their positions could not be predicted by player.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.