Half-Life 2

Half-Life 2

Trap Town
Review and comparisons to release Ravenholm
Assuming this is indeed an attempt to resurrect the original Ravenholm and is more or less accurate vision of what it used to be - this was a fascinating playthrough.

I guess i'll start with the bad:
Some of the traps were counter-intuitive and did not played well with me.
Particularly i got immediately killed by the beartrap-launchpad thing, because i assumed it was just a beartrap and lured a zombie into it, only to get promptly bonked on the head with the launchpad part and presumably get squashed against the ground.
The large fire trap (the one you get scared into by a horde of zombies) almost soft locked me, as i threw a grenade into it thinking it was just a room, and ended up setting it on fire, through which i then had to jump to the ladder that i didn't immediately noticed.
The zombie-mower trap looked sus and i was afraid of activating it or being anywhere near it, only forced to do so by the horde. The trap itself is badass, but it was counter-intuitive how big its' hitboxes were, where i was safe or not, etc.
I also got knocked off the roofs by fast zombies a couple of times and had to re-track areas i already cleared, which was annoying.
I think i have some guesses as to why some of these things were cut.
Oh, also - too many traps with zombies or headcrabs hiding around the corner and immediately launching furniture at you when you come in. Felt a bit cheap after some 3rd time it happened.

The good:
The underground section was great. I always felt that something was missing in those headcrab-infested mines, and now seeing there's a giant super-egg there that you had to destroy using the driller machine made so much more sense, although it wasn't immediately clear that it was what you were supposed to do as i tried to both shoot it and to just ram it with my own head first, until just randomly stumbling into the driller.
The "drop the bridge down while defending yourself" section was, IMHO, a lot more interesting than how it was repurposed in the release version.
And then the final section. I don't know how to explain it, but it felt right in terms of the vibe. Something that you sort of expected from Ravenholm, but never truly got, especially the electrified wire surrounding the church. I always felt like release Grigori did not zombie-proof'd his house nearly well enough, but this one did.

All and all - i can see why some things got cut, but also some things definitely deserved to say.
I also noted that the lack of both Gravity Gun and Revolver were very much felt: i NEEDED a ranged option very often. Also too few explosive barrels, there's a reason Valve devs learned to spam them all over the place - they are just fun! Ravenholm is not whole without them.
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Alfeos  [developer] Jan 5 @ 11:43pm 
Thank you. I appreciate such detailed feedback. I can agree with some points, but mostly the listed is part of the map exploration process. It's normal to make a mistake somewhere or miss something for the first time, I didn't want to lead the player too much. Also there are a lot of secrets on the maps, including a revolver. I will take into account some points of criticism and try to make some places more intuitive in the next update.
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