The Gate: Relit | Half-Life | Trailer
https://www.moddb.com/mods/the-gate-relit The year is 1942. Somewhere in Egypt, a detachment of the Waffen SS discovers several gates belonging to an ancient civilization. These gates are purported to allow one to travel through time itself. 61 years later, the US government discovers one of said gates, sending in special forces through it to investigate. Unfortunately, because of their weapons, they're immediately vaporized upon contact. A covert operative with no weapons was then sent in, but they have heard nothing from him since. Fearing the worst, they called in their last hope, a soldier that'll determine the fate of time itself. ----------------------------------------------------------------------- The Gate: Relit is a modification of the original The Gate for Half-Life, with the goal of updating the lighting, gameplay, and presentation. It can now be run with HL25, without requiring the use of the steam_legacy branch just to enjoy some of its features. The enhanced grenade throwing range and the new satchel controls are also included, so veterans might need to adapt. All maps are maintained geometry-wise. But, they have extra lights added to support some of the particularly dark maps, and then recompiled using more modern RAD tools. This allows the mapping to pop better, and help in encounters that used to practically require the flashlight on at all times. Said flashlight is also enhanced to be brighter and cover more area. Fog is then added in some of the maps for atmosphere and silhouette recognition. The gameplay has been overhauled in the hopes of making the experience more engaging. Gone are the same soldiers wielding StG 44s over and over, now replaced with ones carrying a variety of weapons to switch up the combat dynamic. They range from machetes, Kar98ks, Sturmpistoles, and more! Every fight will demand more from the player, but armor and powerful weapons are now also provided to aid in their battles. The infamous trial and error stealth maps have also been altered, with rules that are more consistently applied. You will be able to fire everywhere rather than in arbitrary sections (sans the very last section with the vehicle checkpoint), but you'll have to remember to make sure every shot is a kill. Any enemies that see the player will run for the alarm button, and if they reach it, then the game is over. Subtitles for cutscenes and navigational assists are added in to help with accessibility. Tiny switches, keys, doors, and even breakables that blend in the environment now glow in the dark, with additional on-text-tips added for the more obscure conundrums. Places where the player is expected to use an item, like context-sensitive explosives, are also highlighted for clarity rather than left blank.
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