Combine Tactics

for Half-Life 2

6th January 2006

Sci- Fi Single Player First Person Shooter Games Half Life 2 Doom 3 Far Cry Unreal UT2004 Quake Mods

Author’s Note:
“The map is a fictional scene where Gordon Freemen is thrust into a town where about half of the Combine soldiers are rebelling. To tell the truth the story isnt very important i just like showing off the AI since I don’t think valve did it enough. Both sides are hostile to you but are more concerned about the other army”

Basic Details
  • Title: Combine Tactics
  • File Name:
  • Size : 411Kb
  • Author: Lord Roland
  • Date Released: 01 January 2006
  • Download: PlanetPhillip Filecloud Server
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
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  1. Killer

    ROTFLMAO! That’s a pretty biting comment. I hope other deserving maps will receive similar treatment. Not to beat up on mappers, but many of them don’t take the time (or perhaps understand how) to plan a storyboard sequence of plot, environments, characters, weapon selection and deployment, ambiance, art, and so forth.

    Mappers (particularly the one person or small team) start off with lots of enthusiasm and ideas, then get somewhat daunted or even frustrated as the task progresses, and often modify the project’s scope without ever having specified the parameters clearly in the first place. Finally, when the goop comes out they feel compelled not simply to write what the map is about but what’s it’s not. Visit Mod Database ( and count the many interesting projects that have been abandoned and the not so great projects that have been Frankensteined (that is, cobbled into an incongruent mess). And since Mod Database is a successful incubator site the failure rate for projects done outside this type of support environment must be even higher. There’s a veritable mappers/modders graveyard somewhere out there.

    There are lots of sites that provide the technical resources to successful mapping but few, if any, for managing those resources. Perhaps you should house a section of the do’s and don’t of map designing – call it “Successful Mapping Techniques” or “Mapping for Success” or “A Mappers Guide to Success” – and provide a generic flowchart of the elements that will increase map quality and decrease development time.

    Stated simply, the reason many maps are crap is not because of insufficient talent. It’s because the creators lacked the organizational skills to harness and exploit all that talent and enthusiasm.

  2. Putting aside any technical merit the map may have, I believe these types of maps are the generally a waste of time. The author describes being “thrust into a town”, well it’s basically a simple DM map with you in the middle. Both armies ignored me completely and I was only able to collect grenades from the dead soldiers. There didn’t seem to be an end to the map but I only played for about five minutes. This shouldn’t really be considered Single Player, more Deathmatch. Of course the author does say that the story isn’t important (Actually there isn’t a story!) but I still don’t think the map demonstrates any improved AI. There’s no objective to reach or defend, anybody with any intelligence (Natural or Artificial) would simply get the hell out of there! I suggest you do the same.

  3. except to see combine battleling this one has no interest even not architecture

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