Civil defense half life 2. Detailed information about civil defense units
Here is a list of 245 soundscapes used in Half-Life 2. They can be easily tested using a console command playsoundscape, which includes a limited search for soundscape names so you don't have to print out the whole list.
Soundscapes that have "util" in their name are part of other complete soundscapes. By themselves, they work without problems, but have a poorer sound compared to multi-layer soundscapes.
Others have positional sounds that play in specific locations specified in the env_soundscape entity properties. If these locations are not specified, no sounds will be heard. The list of soundscapes that include positional sounds will be expanded over time.
Soundscapes with positional information are indicated by the prefix . They are tested in a 1024 x 1024 x 1024 closed room, centered soundscape, centered player, and eight oriented markers in a circle with a 512 radius around the soundscape and player. Marker 0 - to the left of the player (at nine o'clock), at the player's height; Marker 1 on the left at an angle of 45 degrees; Marker 2 straight ahead (12 o'clock); Marker 4 is to the player's right (at three o'clock), and so on in a circle. After the center test, the player walked in a circle through the markers, identifying local sounds.
Contents
Standard and test
Name | Description and notes |
---|---|
Nothing | No processing, no environment |
Automatic | Automatically mixed treatment by 50% |
automatic_dialog | dsp "1" dsp_volume "0.5" |
e3_techdemo_gmanspeaking | |
e3_Techdemo_02 | "Physics of the Room" |
e3_Techdemo_03 | |
e3_Techdemo_05 | Drops in a cave |
e3_Techdemo_06 | Lake |
e3_end | |
GenericIndoor | Electric hum |
GenericOutdoor | The same hum, but quieter |
Cabin | General: muffled fire sound or rumbling; slight clicking sound; a barely audible four-beat rhythm followed by a release or exhaust ( ahuugha). Position 0: weak banjo-type music and unclear singing. Position 1: constant melodic humming, such as an attempt to start a motor or a foot pump. |
cabin_outdoor | Not clearly directed effects. There is faint white noise or hum around with the occasional chirping of birds. In the background, a weak but noticeable muffled sound that rises and falls regularly: wwwwwwwwwwwww - enuu. |
test_tvset | Music from TV |
Railway station and City 17
Name | Description and notes |
---|---|
d1_trainstation.util_city | Distant sounds of trains, cars, helicopters and other aircraft. Sounds military equipment and anxiety. |
d1_trainstation.city | All of the above plus a steady background noise. |
d1_trainstation.Platform | Loud constant hissing, the city can barely be heard. |
d1_trainstation.Turnstyle | Similar to d1_trainstation.city , but the city is less audible. |
combine.computer | A loud, drawn-out howl and a rare blip. |
d1_trainstation.Interrogation | A mixture of city noises and combine.computer . |
d1_trainstation.TerminalSquare | Similar to d1_trainstation.Turnstyle . |
d1_trainstation.QuietCourtyard | Same as above, but quieter noise. |
d1_trainstation.Occupants | Sounds of footsteps, coughing, creaking floors and doors, distant rumble, without background noise. |
d1_trainstation.AppartmentCourtyard | The sounds of the city are mixed in there. |
d1_trainstation.Appartments | Muffled human conversation, coughing, crashing, the sound of dishes. |
d1_trainstation.RaidCityvoice | Voice of GO: Refusal to cooperate leads to eviction to a non-residential place. |
d1_trainstation.RaidOccupants | Breaking glass, boxes and knocking on the door. |
d1_trainstation.RaidAppartments | There is a knock on the door, the voice of the Civil Defense asks citizens to take seats for inspection, people talking nervously, breaking glass, a person screaming, the Civil Defense says that the source of “harm” is in the portal. |
general.concrete_quiet | Not loud air flow noise. |
Civil Defense Alerts for City 17
Channels
Name | Description and notes |
---|---|
d1_canals.util_windgusts | Gusts of wind. |
d1_canals.util_drips | Water is dripping. |
d1_canals.util_fardrips | The water drips slowly and with a voluminous echo. |
d1_canals.util_headcrab_canister | Strong hissing. |
d1_canals.util_shoreline | The sound of small waves hitting the shore. |
d1_canals_tunnel01 | A constant sound of something like a distant train, the civil defense system broadcasts about an unidentified citizen and orders to find him, the sounds of a city alarm. |
d1_canals_citystart | The sounds of the city, the hum of trains, the civil defense system calls to find the criminal, the sounds of the city alarm. |
d1_canals_citadel | The same thing, but with rare powerful metallic noises. |
d1_canals_traincanal | Sounds of the city, the civil defense system calls to find the criminal, sounds of the city alarm. |
d1_canals_traintunnel | The same thing and stronger, a low tunnel hum in the background. |
d1_canals_watercanal | Very faint city sounds, alarm signals of military equipment, a helicopter, constant sounds of splashing waves. |
d1_canals_junkyard | Similar to d1_canals_traincanal . There is also a helicopter nearby. |
d1_canals_copcanals | Looks like d1_canals_traincanal plus dripping water and various GO alerts. |
d1_truck_pass | Fast low noise. For use with other soundscapes. |
d1_canals_barnacle_tunnel | Gusts of wind in the tunnel. Distant city noises and sirens. Civil Defense notifies about the introduction of a code in case of unrest. |
d1_canals_pipe_chamber | Drops. Distant city noises and sirens. Sometimes a helicopter flies by. |
d1_canals_cop_alerted | Similar to d1_canals_pipe_chamber . Civil Defense announcement about the violator. |
d1_canals.heli_slide_tunnels | Interior. Loud stream of water and drops. Civil defense, trucks and sirens are far away. |
d1_canals.heli_attack | Exterior. Strong city noises. Civil war, a helicopter, the screech of accelerating trucks. |
d1_canals.drainroom | Strong flow of water and industrial hum. Distant GO. |
d1_canals.03copsattackthroughboards | Exterior. Urban environment. Civil war, a constantly close helicopter to the left and right, occasionally the sounds of a train and other transport, a distant siren. |
d1_canals.03entrytunnel | Interior, tunnel. Frequent sounds of drops on the left, right and in the middle. GO, a helicopter far away to the left and right, a rare train whistle, various sirens in the distance. |
d1_canals.steamtunnel | Interior. Various civil defense alerts, soft industrial hum around. |
d1_canals.waterpuzzleroom | Loud industrial noise. Drops. Without GO. |
d1_canals.util_birds | Rare bird calls. |
d1_canals.util_critters | Rare croaking. |
d1_canals.util_tunnel_windgusts | Sometimes (rarely) there is wind in the tunnel, of different heights. |
d1_canals.util_critters_under_docks | Constant chirping like a cricket (in the center) with rare sounds of croaking and chirping on the left and right. Sometimes the sound of the shore. |
d1_canals.util_toxic_slime | Gurgling and hissing. |
d1_canals.util_industrial | An industrial setting, a moving elevator, air passing through, for example, ventilation. |
d1_canals.general_dripping_tunnel | Constant numerous sounds of drops, regular gusts of wind of different heights, random sounds. |
d1_canals.general_windy_tunnel | A strong, central, long-lasting gust of wind (quite low-pitched), with occasional rustling of trees/plants, sometimes with additional gusts to the left and right. |
d1_canals.general_watery_tunnel | Interior. The continuous sound of a stream in a cave/tunnel, sometimes (often) drops, croaking and chirping various in the panorama. |
d1_canals.general_watery_tunnel_shore | As above, along with the splash of waves in a small stone lagoon. |
d1_canals.redbarn_ambience | Hissing (canisters of headcrabs?) Creatures and creaking in the distance. |
d1_canals.floodgate_base_ambience | Interior. Heavy continuous machine hum, continuous beeping and humming on the left, high-pitched humming on the right, sometimes mechanical sounds, plus beeps and electronic squeaks on the right. |
d1_canals.floodgate_machineroom | The looped hum of a machine such as a pump or motor. |
d1_canals.shore_and_reeds | Waves and sometimes the croaking of frogs, chirping and singing of birds. Occasional gusts of wind. Very quiet, rarely a breeze. |
d1_canals.spooky_infested_pipe | Drops in the center-right sometimes with an eerie, modulating wind noise with a stereo effect. Very rare chirp. |
d1_canals.water_tunnel_with_frogs | The constant noise of water merging from the pipe with crashing waves, and the voluminous singing of frogs. |
d1_canals.windchimes_and_wind | Constant whistling of the wind. |
channels_slime_outside | Constant mucus gurgling with random mucus sounds in the hallway. |
channels_slime_tunnel | Same as above. |
channels_tunnel_dry | Tunnel environment. |
channels_tunnel_wet | Sounds of drops in the tunnel. |
canals_canal_nowater | Birds and wind. |
canals_canal_water | Same as above, only with waves. |
canals_canal_water_industrial | Same as above, only with the roar of cars. |
channels_river | Wind and waves. |
channels_river_calm | Same as above, but with crickets. |
d1_canals_05_shanty_approach | Continuous gurgling/boiling/bubbling in the center, plus frequent hissing throughout the panorama. |
d1_canals_05_shanty | Wind, a canister of headcrabs and the constant sound of steam. |
d1_canals_07_entry_tunnel | Drops of water in the tunnel. |
d1_canals_07a_warehouse | A rare creaking of wooden structures, a repeated piercing wind across the panorama, a continuous ominous low-frequency hum. |
d1_canals_08a_gun_tunnel_entrance | The sound of running water, in the center, plus crashing waves, also in the center. |
d1_canals_08a_puzzle_arena | Crashing waves, infrequent chirping and wind noise. |
d1_canals_08a_gun_scene | There are no pronounced positional effects. A very faint low hum, a faint but constant sound of a pump or other similar mechanism, and a loud sharp dripping sound with an echo like in a closed chamber. |
d1_canals_08a_tunnel_exit | There are no pronounced positional effects. Much simpler d1_canals_08a_gun_scene , with an echo, booming rumble and the sound of a pump or other reciprocating mechanism ( and oooh-click!), perhaps a little louder than in d1_canals_08a_gun_scene . No liquid dripping or sounds. |
canals_canal_water_creaking_wood | There are no pronounced positional effects. The most common splash of water, creaking wood, gusts of wind, chirping of birds and other sounds of birds and insects. |
canals_canal_water_creaking_metal | There are no pronounced positional effects. The most common splash of water, grinding metal, gusts of wind, chirping of birds and other sounds of birds and insects. Metal creaks a little more often and louder than wood in canals_canal_water_creaking_wood. |
d1_canals_08_entry_tunnel | Loud drops of water in the tunnel. |
d1_canals_08_reservoir | Loud constant waves. |
d1_canals_08_island | The sound source is at the position of the soundscape (that is, for Position 0 the sound appears to your right, for Position 4 it appears to your left, etc.). Flowing water, moderately loud and rhythmic splashing, with very faint birds chirping or other sounds of nature. |
d1_canals_08_base_interior | There are no pronounced positional effects. The basis of the sound is a constant high-pitched buzz and crackling static, with intermittent sparking static, mechanical clicks and a low hum. |
Kleiner Laboratory and Black Mesa East
Name | Description and notes |
---|---|
K_lab.LabSounds | The gurgling of mucus in the machine room. |
E3_lab.LabSounds | Fluorescent lamps and machines in the laboratory with music playing. |
eli_01_lab_main_1 | General: humming machines with sticky blobs in an irregular pattern; Constant low and indistinct sound of pressure being released. Position 0: gurgle louder. Position 1: weak electrical signal. Position 2: signal; The noise of the car is louder and louder. Position 3, 4: low resonant hum like a large fan. Position 5, 6, 7: quiet atmosphere of drops and sounds of slight pressure release. |
eli_01_elevator_1 | There are no pronounced positional effects. A quiet, mid-frequency machine sound accompanied by a regular hum, like a bell: vuuuun - vuuuun - vuuuun. |
eli_01_upperhall_2 | There are no pronounced positional effects. Low-frequency machine noise, a ringing pulsating note, rare drops and a man's cough. |
eli_01_upperhall_1 | There are no pronounced positional effects. Low atmospheric hum as from a pump or piston device. |
eli_01_lowerlab_hall_1 | A slightly louder and more resonant version of eli_01_upperhall_2, the sounds become more powerful and "real" in Position 0. There are no other positional effects. |
eli_01_lower_corridor_1 | The atmosphere of the corridor. |
eli_01_lower_ravenhall_1 | Quiet rumbling in the tunnel. |
eli_01_lower_ravenhall_2 | Very distant explosions. |
eli_02_lowerlab_hall_1 | Fluorescent light in a room with metallic rattling and shuffling. |
eli_02_lower_corridor_1 | Metallic rumble and shuffling in the corridor. |
eli_02_ravenshaft_1 | There are no pronounced positional effects. A low-frequency wind-like hum, and the grinding of unknown mechanisms can be heard in the background. |
eli_02_ravenshaft_2 | Blowing wind, creaking wood and frequent drops of water outside. |
eli_02_scrapyard_1 | External lifeless atmosphere. |
eli_02_scrapyard_2 | The same thing, but with dull metal sounds. |
Ravenholme
Name | Description and notes |
---|---|
d1_town.Start | Gusts of wind, distant howls and screams of zombies, “drum rhythms.” |
d1_town.Street | The wind, the grinding and knocking of metal, the distant and close sounds of zombies. It feels much “closer” than the previous one. |
d1_town.CorpseRoom | There are no directional effects on marker positions, but the irregular aggressive buzzing of flies creates an unusually harsh sound, along with the squeaking of rats and mice. There is an echo. |
d1_town.WoodBuilding | Creaking wood, sounds of rodents. |
d1_town.ConcreteBuilding | |
d1_town.Rooftop | No directional effects. Constant low hum; gusts and whistles of the wind. Irregular mixed medium to low sounds of scraping and squeaking metal, high and low sounds of scraping, banging and chain scraping. |
d1_town.MineshaftDown | The wind blows, the wood creaks, the hum and atmosphere of the cave. |
d1_town.WaterCave | The same thing, but with frequent drops of water. |
d1_town.HeadcrabCave | The same thing, but with a metallic grinding sound and drops in the distance. |
d1_town.CaveTunnel | The atmosphere of the corridor with echoing sounds. |
Shoreline and Highway 17
Name | Description and notes |
---|---|
coast.util_headcrab_canister | Silence with the occasional weird techno noise from the Harvesters. |
coast.util_metalstress | Silence with occasional sounds of tense metal. |
coast.util_shackmetal | Silence with the occasional grinding sound of moving metal. |
coast.util_crumblycliff | Silence with the sounds of crumbling land. |
coast.util_windgusts | Silence with gusts of wind. |
coast.util_fardrips | Silence with drops of water. |
coast.util_birds | Silence with the occasional sound of seagulls. |
coast.util_lakeshoreline | Soft splash of waves. |
coast.util_shoreline | About the same as above, but the waves feel more massive. |
coast.util_distant_shoreline | Same as above, but at a greater distance. |
coast.util_antlion_den | The hissing of antlions. |
coast.general_windy_tunnel | The steady howl of the wind in the tunnel and the muffled sounds of splashing waves. |
coast.general_tunnel | The same thing, but with calmer drops of water. |
coast.zombie_tunnel | Steady tunnel sound along with occasional train sounds |
coast.general_oldwoodbuilding | The crunch of a tree, gusts of wind, the cry of seagulls |
coast.general_oldwoodbuilding_with_windchimes | The same thing but with bells. |
coast.combine_controlroom_ambience | The steady howl of Combine harvester equipment. |
coast.general_shoreline | Clapping waves, gusts of wind, screaming seagulls. |
coast.positional_shoreline | Same as above, but closer. |
coast.shoreline_with_antlion_dens | Same as coast.general_shoreline , but with antlion sounds. |
coast.bridge_ambient | The flow of wind, the cry of seagulls. |
coast.bridge_shack | The same thing, but quieter. |
coast.cliffside | A mix of coast.general_shoreline and coast.util_crumblycliff . |
coast.bridge_concrete_room | Muffled, distant sounds of waves. Ideal for coastal maps where there are few completely exposed elements. |
coast.distant_shoreline | Distant crashing waves, gusts of wind and the nearby sounds of antlions. |
coast.generic_ambient_01 | About the same, but without the ants. |
Nova Prospekt
Name | Description and notes |
---|---|
prison.util_distantcombat_verylight | Quiet environment, occasional sounds of dying soldiers or gunfire |
prison.util_distantcombat_light | About the same, but the shots are louder and the ants hiss |
prison.util_distantcombat_heavy | Clear sound of Combines fighting with antlions - lots of shooting and explosions |
prison.util_antlion_burrows | The sounds of hissing and rattling antlions waiting in ambush for the enemy |
prison.util_fardrips | Very distant drops. |
prison.util_drips | The same drops, but closer. |
prison.util_distant_trains | A very distant train whistle. |
prison.util_radio | Various radio sounds. |
prison.util_control_room | Various machine sounds from the combine monitor. |
prison.citizen_camp | There are no pronounced positional effects. Gusts of wind, a low rumble, a whistling wind, death in the distance - and silence, only to be repeated a few seconds later. |
prison.redlight_bunker | Constant wind. |
prison.outdoor_courtyard | The wind beats the ground very far away. |
prison.outdoor_courtyard_hvycombat | Same thing, but with shooting, soldiers and ants attack/die. |
prison.trainstation | The atmosphere of the room with the occasional train whistle. |
prison.teleport_area | The sounds of Combine mechanisms in a large open room. |
prison.control_room | Harvester signals with a fan in the background. |
prison.control_room_simple | The hum of the computer console of the harvesters with the noise of a vocoder in the center (as in Nova Prospekt they heard a radio transmission script), but without speech. |
prison.combine_wall | Loud atmosphere outside with explosive sounds. |
prison.util_quiet_cellblock | Quite a loud atmosphere, with humming fluorescent lights, metallic vibrations and grinding noises. Utility, but works well. |
prison.util_louder_cellblock | The atmosphere is a little quieter. |
prison.larger_cellblock_vlightcombat | The sounds of cars and the rumbling of metal in the corridor. |
prison.larger_cellblock_hvycombat | The same thing, but with soldiers, shooting and ants. |
prison.larger_cellblock_lightcombat | The same thing, but only with shooting. |
prison.general_hallway_lightcombat | Lobby with ants, grenades and soldiers. |
prison.general_hallway_vlightcombat | The same thing, but without the fight. |
prison.general_dripping_tunnel | Tunnel with dripping water. |
prison.hall_with_burrows | Entrance hall with crickets and burrowing ants. |
prison.electric_water_room | Water flow in a room with machines. |
prison.laundry | Loud, whistling metallic machine sounds. |
prison.watery_hallway | Lots of drops. |
prison.showers | Loudly flowing water in a pipe and drops. |
prison.zombie_infested | Flies, distant drops, rats and deep wind-like sounds. |
Warring City 17
Name | Description and notes |
---|---|
streetwar.util_combine_atmosphere | Constant gusts of wind and the sounds of cars. |
streetwar.util_rubble | Somewhere there is rubble falling. |
streetwar.util_sirens | Manhacks, scanners and military equipment passing by. |
streetwar.util_light_sirens | Same as above, but less frequent. |
streetwar.util_zombie_infested | Rare buzzing of flies and chirping of birds. |
streetwar.util_light_combat_atmosphere | A random wind blows and a metallic atmosphere blows, a helicopter flies by. |
streetwar.util_heavy_combat_atmosphere | Same as above, but more often. |
streetwar.util_muffled_light_combat | Sounds of thunder and distant explosions. |
streetwar.util_light_combat | Rare shots, zombies, ants and soldiers. |
streetwar.util_medium_combat | The same thing, but more often. |
streetwar.util_heavy_combat | The same thing, but even more often. |
streetwar.util_drips | A closed tap is dripping. |
streetwar.util_fardrips | The same thing, but at a distance. |
streetwar.zombie_water_room | Rare buzzing of flies and rather loud drops of water. |
streetwar.car_tunnel | A tunnel with passing traffic and quiet, occasional explosions. |
streetwar.general_small_tunnel | The atmosphere of a small tunnel. |
streetwar.car_tunnel_opensky | Same as streetwar.car_tunnel , but with external and combat sounds. |
streetwar.toxic_car_tunnel | Same as streetwar.car_tunnel , but with toxic mucus gurgling. |
streetwar.infested_appartments | Flies, sounds of fighting, metal creaks and rats in the house. |
streetwar.general_indoor_light_combat | Rare fight indoors. |
streetwar.general_indoor_medium_combat | |
streetwar.general_indoor_heavy_combat | |
streetwar.general_outdoor_light_combat | Sounds of outdoor combat with alarms. |
streetwar.general_outdoor_medium_combat | Same as above, but a little more often. |
streetwar.general_outdoor_heavy_combat | Same as above, but even more often. |
streetwar.destroyed_concrete_building | Sounds of combat, explosions, wind in the building with external sounds in the background. |
streetwar.rooftop_heavy_combat | Numerous sounds of fighting with alarms in the background and wind on the roof. |
streetwar.control_room | Harvester machine signals. |
streetwar.bank_control_room | Same as above but no signal, just random car sounds. |
streetwar.bank_machine_room | Steam, sounds of cars, quiet wind in a room full of pipes. |
streetwar.bank_general | A large room with a quiet wind and a quiet battle in the background. |
e3_c17_01_battle | Fire, a quiet alarm in the background, sounds of battle. |
c17_02_street_lower_1 | Wind, very quiet alarm sounds of battle. |
c17_02_street_upper_1 | The same as above but with explosions and loud fighting. |
c17_02_street_upper_2 | Same as above but with a loud alarm. |
c17_02_inside_apartments_1 | Random loud metal scraping noise in a room with fluorescent lights. |
streetwar.underground_manhack_tunnel | Loud steam, dripping water, quiet cars and high pitched “stings”. |
streetwar.vertical_warehouse_arena | Blowing wind. |
Combine Citadel
Name | Description and notes |
---|---|
d3_citadel.silence_and_dialog | Seems to turn off all sounds (except dialogue, apparently). Could it be useful for videos when music is playing? |
d3_citadel.util_hits | Sitranic, machine-like sounds. |
d3_citadel.util_activity | Sounds of strider or gunship. |
d3_citadel.util_pods | Strange cars passing by. |
d3_citadel.deep_dropoff_inside | Loud atmosphere with strange sounds of cars and enemies. |
d3_citadel.pod_vista | Very loud movement of the hearths. |
d3_citadel.generic | A kind of silence in the Citadel, without war. |
d3_citadel.generic_moody | Quite loud, almost musical atmosphere of the Citadel; no sounds of war |
d3_citadel.generic_moody2 | Quiet atmosphere of the Citadel; no sounds of war |
d3_citadel.stasis_room | Loud atmosphere with a stasis field at position 0 and other machines in the background. |
d3_citadel.combine_ball_room | An orderly row of harvester balls flies through the atmosphere of the Citadel. |
d3_citadel.general_control_room | Combine console in position 0 and the atmosphere of the Citadel in the background. |
d3_citadel.alyx_teleport_control_room | Various teleport sounds; I can hear the equipment. |
d3_citadel.final_portal_chamber | Loud car sounds; sometimes the sound of a teleport discharge. |
d3_citadel.top_of_teleport_chamber | High frequency buzzing; The sounds of urban battle can be heard. |
d3_citadel_01.pipe_entrance | Alarm with sounds of war and gusts of wind. |
d3_citadel_01.cliffside1 | Metal scraping and loud wind with a city alarm in the background. |
d3_citadel_01.citadel_entrance | Same as above, only quieter and the atmosphere of the Citadel is barely audible. |
d3_citadel.breen_field | Almost the same as breen.office, but with the sounds of deep metallic grinding. |
d3_citadel.breen_hall | Computer hum. |
d3_citadel.breen_office | The sounds of deep ventilation and rare sounds of jets, as well as very very light sounds of the march of combine harvesters. |
Civil Defense Organization(internal city police) monitors law and order in City 17, and controls the citizens of the city.
general information
Civil Defense employees (metro cops, traffic police officers, patrol officers) can be found at all posts in City-17. In addition, they patrol nearby suburbs. Civil Defense soldiers are collaborators who joined the ranks of Civil Defense to improve their standard of living. Unlike Alliance soldiers, they are not physically modified, although their respirator helmets distort their voice.
Weapons and equipment
Civil Defense fighters are armed with paralyzing electric batons, Hk USP pistols, MP7 submachine guns, and M-83 anti-personnel grenades. Each employee is dressed in a dark green uniform, black leather boots, and a white respirator helmet. The belt is equipped with a life monitoring system and a Geiger counter. Some employees carry menhack cleaning robots with them. They also often use stationary AR1 machine gun turrets. Civil defense officers can be easily detected by their frequent radio communications. Civil defense employees contact dispatchers to find out the current situation, new tasks, detected violators, personnel losses and other information. Civil defense employees move around the city on transport helicopters, APC armored personnel carriers, and are often accompanied by scanners and manhack robots.
Tactics
Civil Defense fighters, compared to Alliance soldiers, are inferior to the latter in training and tactics. So, for example, GeOshniki shoot from MP7 machine guns from the hip, and do not use grenades, and also, employees armed with pistols react rather slowly to danger and shoot at a low rate of fire.
To the question Half-life 2 asked by the author contribute the best answer is At the beginning of the game, the mysterious G-Man mentally awakens Gordon and rather vaguely hints at “great things” to come again. A few seconds later, Gordon finds himself on a train arriving in City 17, unarmed and without his protective power suit, which served as his faithful assistant and repeatedly saved his life in the first part of the game (and G-Man had previously said that Freeman could keep the suit for himself). Soon the situation begins to clear up: City 17 is under the rule of a totalitarian government, headed by an administrator named Brin, who, as it turns out later, is the former head of a research center. But Brin, in turn, is himself a pawn in the hands of the leaders of a powerful all-galactic union - the Alliance. Portal storms that began after the death of Nihilanth throughout the Earth attracted the attention of the Alliance Council, and soon their troops attacked the Earth, starting a war nicknamed the “Seven Hours”, since after seven hours of war, Brin forced the remaining human forces to lay down their arms, which earned him the protection of the Council and became the plenipotentiary chairman of the government on Earth. Now the Alliance troops almost completely control the entire planet, except for a few small pockets of resistance. Thanks to high technology, humanity is making a sharp leap in development. Gordon, who arrives in the city, sees their widespread integration. Some buildings are modified with ferrous metal fortifications. The area is patrolled by mobile robot scanners monitoring the situation in the city. In the cities there is an organization of “Civil Defense” - people specially trained in combat skills who entered the internal police of the Alliance and thus lost part of their brain cells, replaced with microchips. But the most terrible means of persuading the government, along with propaganda, mind control and fields of suppression of the reproductive cycle spread over cities, were synthetic robots - biomachines that destroy everything in their path.
Answer from Konstantin Litvinov[master]
O_O, this is the greatest game of all time!! ! You can’t tell everything at once
Answer from Sdfgasdsdf[active]
I'll write you a private message, wait!
Answer from Neurologist[active]
an experiment on the so-called “anomalous material” led to a “cascade resonance”, which opened a portal to parallel measurement Zen, and opened the way for a hostile alien civilization...
Answer from vitriol[newbie]
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Introduction.
We welcome you to our guide, which is entirely devoted to the question - “how to play on xl2rp?” In this guide, we will try to explain to you all the basics, nuances and subtleties when playing on a server with such a theme. We immediately warn you that there will be a lot, a lot of letters, so if you are not ready to devote ~20 minutes to reading and understanding what you read, then I don’t think we can help you with anything. Whoever wants to learn will learn and read all the literature on this topic.
After downloading all the necessary content, looking at the loading screen and waiting for the Sending client info bar to load to the end, you have finally entered the server. The first and most important experience for you will be answering simple questions that are presented on the menu. There are ~5 or more of them on each server, and it happens that they are not translated into Russian. In our case we have 5 questions. If you have had at least a little experience on RP servers, then you can answer them without any problems, right? But, if you are just ready to learn, or you are too lazy to guess, then here is a picture with answers to the questions. Having answered the questions, we move on to the next step.
Character Creation.
A simple menu appeared in front of us with three buttons at the top:
- The first button is responsible for going to the character creation menu. New - new, that is, character. When the character limit is reached, this button will no longer be available.
- The second button is responsible for ensuring that you can leave the server without any problems if you suddenly have such a need.
- The third button is responsible for loading ready-made characters. If you didn't have them before, it won't be available until you create your first character.
Of the available factions, only one is currently available to us - this Civilian. We will find out who they are and why they are famous later. For now, we need to create common man, but, of course, with your own peculiarity, which you will indicate to him yourself. We select the gender of our character and continue.
Now it’s the turn to somehow call our character. We use some simple (or not so simple) first and last names. But you should consider some nuances:
- 1) Not all servers support Cyrillic. For this reason, it is advisable to write your first and last name in English.
- 2) Use real first and last names.
- 3) Do not use first and last names of popular or famous personalities. Even with a hint of them. (for example: John Cena, Vladimir Pudin, Petr Potroshenko, etc.)
- 4) Do not use words or names that some people may find offensive (for example: although the surname Kherososov is real, it is, to put it mildly, inappropriate)
- 1) As in the case of first/last name, not all servers support the Cyrillic alphabet. Therefore, it would be best to write your description in English. You can use Google Translate or other translators.
- 2) You must write only a PHYSICAL description. That is, a description of the character’s body, what he wears. But only. Descriptions of gastronomic preferences, political views, etc. are strictly prohibited.
- 3) Do not write any offensive words in the description. Имеется в виду называть чернокожего персонажа "Ниггером", писать в описании какие-то мемы связанные с конкретной моделью и прочее. The administration, in this case, will show you your sharp humor.
- 4) Never use exact values when reporting weight or height. No one can know for sure how much you weigh, how tall you are, or how long you are for ANYTHING.
Attributes.
These are the qualities of your character. You are given a certain number of points by which you can “pump up” a certain attribute. The menu looks like this:
- Acrobatics- how high you will jump.
- Agility- how fast you will run.
- Dexterity- how quickly you will perform actions (for example, tie/untie)
- Endurance- how much pain you can withstand.
- Medical- how effectively you will treat other people (not yourself)
- Stamina- your endurance indicator.
- Strength- how hard you will hit other people with melee weapons or fists.
Go ahead.
Features of your character.
This is a unique development of our server, based on the experience of the game "Project Zomboid", where the character could choose his own characteristics. It is under development, and its menu is intuitive. But, if you have questions about a specific perk, just hover your mouse over it, then you can read what each perk is responsible for. The menu looks like this:
After this, you will automatically be taken to the game. From this moment your long and tedious journey through the world of role-playing begins. Congratulations. But in order to strengthen success and stay here for a long time, you need to study all other aspects? Rules, factions, teams, lore and much more are already waiting for you below.
Rules.
By entering the server you automatically agree with all the rules and undertake to comply with them. Otherwise, you will be blocked.
Communication rules:
- 1) When communicating on non-role topics, use these commands:
// "text" - to send a message to all players on the server (not role information)
.// "text" - to send a local message to nearby players (not role-playing information)
/pm "name" "text" - for private communication with a specific player (not role information)
/adminhelp - sends a message to administrators asking for help. - 2) The use of non-role information in role chat (and vice versa) is prohibited.
- 3) Insults, discrimination on any grounds, disrespectful behavior towards another player or fat trolling is prohibited.
- 4) The use of emoticons and elements of informal culture (memes) in the RP chat is prohibited.
- 5) The use of capslock is prohibited.
- 6) Total illiteracy is a shame and is punishable.
- 7) Spam, flooding with anything is prohibited.
Technical, system rules:
- 1) If you find any errors, shortcomings or anything that could somehow affect the game process, inform the administrator. The use of these "mistakes" is punishable by a permanent ban.
- 2) Abuse by any commands that allow you to perform some action for personal gain is prohibited (example - abuse by a follower).
- 3) The use of any programs that give you an advantage over other players is prohibited. Punishable by permanent ban.
- 4) Creating any kind of errors, vulnerabilities in the program code and anything else that could lead to an unpleasant situation on the server is prohibited.
- 5) Bypassing bans is prohibited. Punishable by ban.
- 6) Botting, namely the use of a system of several characters to “transfer” items is prohibited. Punishable by blocking characters and the player himself.
- 7) Changing character descriptions during any events is prohibited.
Rules for conducting a role-playing game, basic concepts:
- 1) NonRP - violation of the chronology and logic of RP actions. Something you can't do in real life.
- 2) FearRP - absence of fear in a situation where it should be present.
- 3) LeaveRP - it is forbidden to leave the RP situation without warning its participants and without obtaining consent to your leaving the server.
- 4) PainRP - every person has the ability to experience pain. The degree of injuries received shows your capabilities in the future, so acting out screams, cuts, blows and other things should be accompanied by corresponding pain, defects, etc.
- 5) NLR (New Life Rule) - if you die, then you do not have the right to interact and remember what happened at the time of your death.
- 6) PG (PowerGaming) - a type of NonRP, in which one person, despite the logic, thanks to the mechanics of the game, was able to defeat, for example, 2 or more people, while having almost zero chances.
- 7) Delaying RP situations and creating disputes out of this is prohibited.
- 8) ERP (Erotic RolePlay) - no one forbids players to roleplay this, but for the respect of other players they should describe their actions in a whisper "/w".
- 9) Killings of players must have good reasons, and must also be accompanied by roleplay.
Interface.
And so, having appeared at the station, the question arises - what can you do here? This game mod is rich in various mechanical actions, interactions with objects, etc.. but let’s not forget that the main thing here is roleplaying, and everything else only helps to make the game more beautiful and interesting.
First of all, you will see a completely empty screen, some buildings, train cars, etc. This is understandable, you have just arrived in this city. But we are interested in two things now - the TAB button and F1.
F1 button.
When you click on this button, the following menu opens:
Here is all the basic information about you. Your name, CID, amount of currency in your wallet, the state of your health and limbs. There are also quick access buttons here.
- The first is Description, here you can change your description if, for example, you changed your appearance or made a mistake.
- The second is Emotes, here you can choose the animation in which your character can appear. For example, you can sit on the floor, lean on the wall, and so on. Very practical and beautiful.
- The third is Fall Over, when you press this button your character will “go into a trance”, “fall asleep”, “fall”. That is, you will turn into a ragdoll, you can be picked up and taken somewhere. You will also take damage and be able to speak and do everything except walk on your feet. To stand up, press the space bar.
- The fourth - Voice Description, is not available on all servers. Here you can change the description of your voice.
TAB key.
When we click, we see this picture:
Everything is more complicated here, right? But it’s okay, we’ll figure it out. First things first:
- Characters- here you can choose another character or create a new one.
- COMMUNITY- ignore this button, it leads to the official C16 website (forum for the creator of the game mod).
- Business- if you have a certain flag, you can order any items there.
- Inventory- a place where you store all your things. It deserves special attention, because this is a place with which you will have a lot of contact. The inventory looks like this:
Initially, you have a case that can usually be sold for a modest amount of tokens from the local NPC, and nothing more. The menu is quite simple - the first tab Inventory is your inventory, and the second is Equipment, here you can find all the clothes and weapons you are wearing. To interact with objects, you simply click on them and interact. It's so simple!
- Information is a summary with different commands, information about the server, build, and more. If anyone is interested, they can take a look, otherwise this button is not very remarkable.
- Skills are your attributes. Here you can track your development or degradation.
- Settings is a very large and useful column. Also deserves special attention.
As you can see, the menu itself is huge. Let's keep everything short.
- Chat Box: Here you can control what will be displayed in your chat. With a minimum knowledge of English you can understand what it does. Well, or at random to see what will change.
- Framework: interaction with the circuit itself, the interface. The only interesting buttons here are Show bars at the top of the screen and Enable third person. When you click on the first setting, all panels with the state of hunger, health, armor, fatigue will be displayed in the upper left corner:
Well, the second includes a third-person view. Beautiful, comfortable. There's even a sight.
Next comes the theme menu for the scheme itself. Here you can choose any color that you like best. For what? So that the inscriptions on the doors, menus and various other inscriptions are somewhat “customized”. Improvise.
- Features - This lists all the features of your character that you chose when creating your character.
- List of players - here is a list of all players on the server, their nicknames, factions and names (if you know them).
- by pressing F2 you can “meet” another character. This person will see your name in place of your description.
- when you press F3, you can start tying up a person if you have a rope in your inventory and you are standing behind the victim.
- by pressing F4 on a connected person, you can search him.
- you can run by pressing ALT, if this is allowed on the server.
Containers.
Some props on the server have the ability to contain any items. These could be cabinets, trash cans, etc.
The container menu looks like this:
You can put your (other people’s) things in containers for storage, but if the container is not under a password (administrator), then there is a chance that someone will take your things from this container. Be careful.
Useful and necessary commands available to the player.
- /apply is your first command to be used on the server. By writing this command you will state your first name, last name and CID, and also get to know all the people around you.
- /me is the main weapon of a good person who plays on a server with a roleplay theme. Here you can describe your actions that are not technically provided for. The better you describe your actions, the larger and more beautiful they are, the better for you, because you won’t find good RPers during the day.
Good example:
/me put his heavy suitcase on the floor, took out his CID card from the inside pocket of his blue vest and showed it to the officer opposite.
Bad example:
/me Put down the suitcase and gave the card to the officer
/me Sighed
/me Moved on
As you can see, reading a bunch of texts in lines is very inconvenient, not beautiful, and such a person seems to be telling us that he doesn’t care how to act out. He doesn't respect people, and that's why few people trust him with anything. Also write your actions with a small letter, because this is the next part of the sentence. The first will be your First and Last Name, and the text that you wrote will be your action. - /it is the secondary command of a good RPshare. Describes the actions that are happening around.
Good example:
/it When the citizen handed over the card to the officer, an alert sounded that citizens from the just arrived train needed to immediately check in their luggage and go to the SSR office for check-in.
Bad example:
/it someone in the queue farted a lot
/it everyone shut their nose
This BAD example shows the irony and “fun” of the situation. But be prepared for the fact that the administration will use whips and belts on you so that you don’t do this again and don’t clog up the chat with too many actions. - /y is a scream. You can use this command to shout something to a person who is standing a little further away from you so that normal speech can be heard.
- /w is whisper. If you have any personal RP information for the person next to you, then come close to him and write through this command what you wanted to tell him.
Now is the time to get acquainted with the factions. About them below.
Civilian.
As you can see, when we clicked on it, we were given a small summary of information about us. What is our name, what is our CID, the number of our loyalty points and violations, as well as our place of residence and our status - citizen.
First things first:
- Our first and last name, CID - everything is clear here.
- Loyalty Points (LP) are points that show your loyalty to the Alliance. This is necessary to enter some structures of the Alliance (Civil Defense, Civil Defense, and others). And it also contributes to a more lenient attitude towards you from civil defense officers, receiving an additional ration... in general, this is a very good thing if you are going to stay in the city.
- Violation Points (VP) are also points, but the opposite of OL. They show your level of "danger" to society. If you are detained again and they look at your number of SP, then additional sanctions may be applied to you, up to and including cutting off (death).
- Place of residence - specifically on our server it is 1 letter and 3 numbers. The letter represents the apartment block in which you live. For example, block A is located on the main square, it is difficult not to notice it. The first digit indicates your floor, and the last two - the apartment number. The door you approach will have its designation on it, so you can figure it out right away.
- Your status is usually short CITIZEN, but if you try very hard, it can change to ANTI-CITIZEN, that is, “violator”. This will mean that you are a threat to society and you need to either be isolated... or killed. Be careful.
There are not many activities for an ordinary city citizen. Your leisure time and work should be determined by you so that you don't get bored. But, if you need money or communication, then it would be best to contact the office of the Civil Union of Workers (CWU). Each server has its own office location, so it would be better if you ask a civil defense employee or another citizen for directions to the office.
Address the employee in a respectful, competent manner about the job. I think he won’t refuse you if he’s not particularly busy. Later, simply follow the instructions that the employee gives you.
Also, sometimes civil defense employees themselves can call a large convoy to work. Unlike the work of the SSR, this work is mandatory, and approximately 50% of all citizens who are not currently employed must participate there. The alert for this job looks like this:
Citadel/Center/Dispatch/Dispatch is central system alerting the civilian population about any events. You might have heard this female voice in Half-Life 2 when announcing an intruder, canceling various codes and so on. This is also his responsibility. But all you need to know is that sometimes they say very important things.
Let's say that you have found a job, found your own apartment and have basically settled down in the city with your friend or alone. It will be better if you find friends in arms on the server, meet someone to spend time together and enjoy communicating with other people. If you have not yet figured out where to determine your destiny, then you need to wait for some events (Events) that will stimulate you to take some action.
A couple of examples:
Recruitment announcements for Civil Defense - this happens if the civil defense command staff does not have enough people to protect the city. Usually, with this announcement, all interested citizens must gather in the place where it was announced in this same Dispatch, which was mentioned above. How this recruitment takes place depends on the server; everywhere has its own rules and principles. Example ad:
City Administrator Speech (CA/CA) - an event in which the GA announces something, or simply tries to entice more people to the side of the Alliance. But, usually, this happens in order to encourage civilians to earn OL and become part of high society. By the way, after earning a certain amount of RP you will be able to meet him. Example speech:
Breakthrough of the forbidden sector (D6/District 6) - an event in which any member group of the resistance was able to break through the defenses of the forbidden sector, and now there is a temporary opportunity for all citizens who wish to escape there and become part of that same resistance. Of course, civil defense officers will not ignore this. Example:
These are the main events that take place on any server. But each server is unique in its own way, so the set of these events may vary.
Civil defense. Introduction, equipment.
At the moment, this is all the necessary information for every civil defense employee. Your commanders will inform you about ammunition and other details.
Civil Union of Workers.
The Civil Union of Workers (hereinafter: GRU) is an organization created to provide the city with employment, its improvement, as well as the organization of any events within the city. It mainly consists of people who, for some reason, were unable to enter the Civil Defense, or did not want to be completely loyal to the Alliance. The work is not easy, it requires a lot of perseverance, but it is a more important backbone than Civil Defense, because if civilians have nothing to do, these guys will be to blame. They deserve respect for their patience.
The faction itself is very simple, and all the nuances will be explained to you by the leader of the structure, so we’ll make do with a small FAQ on this faction:
- Q: How do I join the GSR?
- A: Contact the SSR staff with this question. Standard criteria are the presence of an OL, the desire to do “dirty” work and a large online presence.
- Q: What's special about this faction?
- A: The peculiarity is that these people are equal to (or even higher than) ordinary loyalists. If a loyalist can earn RP simply by handing over contraband, then the GSR employee does not need to prove his loyalty. He already does a lot for the city.
- Q: Is it possible to help the rebels while playing for this faction?
- A: Of course. Nothing physically can stop you from helping someone with anything, but it is worth considering the fact that people with pure faith in the Alliance are accepted to serve in the GSR, therefore such rat employees must be approved by the server administration.
- Q: Can I join the Civil Society as an employee of the Civil Society Organization?
- A: Of course. They may even give you priority in recruitment, maybe they will even help you with some particularly sensitive issues, because you have already proven your loyalty and need to the Alliance.
City Administrator.
The City Administrator is the local deity. The tasks of this deity include distributing positions in the structure of the State Social Development Network, holding various kinds of events in the city, interacting with the loyal population of the city and pushing boring, useless speeches. The work of the City Administrator (hereinafter: GA) itself is very privileged - of course, this is the second person in the city after the Sector Commander (SeC). He also has a very important role in civil defense, sometimes even taking the reins of this structure into his own hands if there is no one else to do it.
The GAs themselves in the Half-Life 2 story are an official who is appointed to each city by order of the Earth Administrator (Wallace Breen). Carrying out the work of the pre-war Mayor of the city, he sometimes irritates residents by the fact that he has very high self-esteem, and practically does not care about the affairs of the city. But there are still those GAs who work diligently to ensure that the Alliance and the city prosper. Know that the closer a city is to City 17, the harder it works.
On each server, the person who plays the GA is unique. Someone can introduce a Party system on the server, someone can collect Loyalist Councils, and someone doesn’t really do anything. It is pointless to describe any individual things about it, and as in the case of GSR, we will make do with a simple FAQ about it.
Q: How do I become a City Administrator?
A: Usually he is appointed as the Super Administrator of the server, so it is quite reasonable to ask the Administration about this role. But, sometimes, if the online server allows, then some kind of “election” for City Administrators can occur. But, you must admit, it will look strange. But interesting.
Q: Who are the Assistants?
A: These are the second people after the City Administrator. They are appointed by him. They have a range of secondary responsibilities from “bring me coffee” to “hand in a scientific dessert about the teleportation of particles within one multiverse.” Usually, these are trusted people who have some unique skills. Where to get them is decided by the GA itself.
Q: Does he even leave his palace?
A: Certainly. Usually, when such an important person leaves his 4 walls, the streets are blocked. But in order not to overload the civil defense apparatus, the Civil Defense takes bodyguards with them. This was done by an EpU rank GO unit, now the work of the Superhuman Patrol Division (OTA).
Q: Someone said something about the Party. Is this ENT?
A: Of course not ENT. But in order to make the game more interesting, of course, sometimes you have to deviate from the ENT. HL2RP itself is very limited by its own story. If you think about it, in the original there was no mention of other cities, sectors, or organizations. This is all improvisation, but according to the logic of things, such structures must exist.
Superhuman Alliance Patrol.
Alliance Army Soldiers/Superhuman Overwatch Units/Overwatch Troopers (OTAs) are highly trained, teamwork, and multi-tactical infantry troops. This is the main military force Alliance on Earth.
First of all, these are soldiers special purpose, which in “peacetime” operate outside the borders of cities where resistance forces are hiding. It is practically impossible to meet at least one Soldier in the city, because those who look at them can be destroyed. At moments when civil defense officers cannot cope with the rebels, these are the guys who come out.
Mass production of Patrol Soldiers began immediately after the appearance of the first Citadel. The Alliance tries to tame every enslaved creature. This also affected people, but only those who had very good health. First of all, these were captured soldiers of state armies, special forces and other special units of different states, since their health was somewhat stronger than that of ordinary people. Over time, the OTA began to recruit Civil Defense employees, because in advance healthy people simply no longer existed in the world.
This faction, despite its “closedness” and sometimes “uselessness,” surprisingly has its own clear standard structure with a small ranking system inside. More on this below.
OTA ranking system.
(OverWatch Soldier) - a standard Patrol unit. Obeys the orders of the Center and the squad leader (usually the EOW). Does not have the opportunity to think freely, regardless of specialization. They act as brute force in suppressing riots and storming buildings, and also take an active part in clashes outside the cities. Has a moderate surgical procedure.
(Elite OverWatch soldier) - an elite Patrol unit. Submits to the decrees of the Center and the highest ranks of the Civil Defense. Some unit specializations have the ability to think freely. They are engaged in the protection of objects that are especially important to the Alliance, and in the most extreme cases they go out onto the streets of the city. They undergo additional surgery.
These are all ranks in the OTA structure, but there are more specializations (detachments). Here they are:
- GUARD is a specialization of an EOW rank unit for the protection of especially important individuals. These could be City Administrators, Earth Administrator, Civil Defense High Command, or those who were ordered to be protected. Since they protect people, and standing still and muttering something under their breath is inappropriate and annoying, they were endowed with the ability to carry on a conversation with their “client”. Of course, they can carry on any conversation. But not with those to whom the “Protect” order does not apply.
- STORM is an elite assault squad, it includes units from the OWS to EOW ranks. They are engaged in storming buildings and clearing sectors with special preparation.
- ECHO is a universal free-assignment squad, it includes units from the rank OWS to EOW. Usually they are engaged in protecting the borders of the city, as well as attacking resistance settlements outside the cities.
- SPEAR is a special forces detachment, also sometimes called “special forces in a square”, it includes units of the EOW rank. They are engaged in eliminating specific individuals who are not pleasing to the Alliance. The smallest squad.
- NOVA is a prison security squad. It includes ONLY OWS units, control is carried out by the Center. Widely distributed in prisons for especially dangerous prisoners. They engage in torture, interrogation (in a particularly harsh form) and amputation of particularly violent offenders. They have the ability to think freely. It is possible to be present inside the Nexus Surveillance as security for the prison block.
Q: How to become an OTA unit?
A: As mentioned in the description above, you must have a rank in GO (usually starting from i3 you can apply for this), and there must be a need for OTAs themselves.
Q: I have noticed and become convinced many times that OTA is a license to kill. Why?
A: Everything is quite simple - many servers place OTA above all other factions and give them huge advantages. Because of this, many players who play for OTA simply stop paying attention to the RP process. If you notice this, then my advice to you is that it is better not to play on such a server. This is an indicator of rotting.
Q: What is the “fun” of playing for an OTA anyway?
A: Not with anything. It’s just that if someone wants to shoot like in some Counter-Strike, then this faction was created for them. But, if you want to see RP here too, then you should play as a unit of the GUARD squad, since you will spend most of the time with the City Administrator (if there is one).
Q: Is it possible to betray the Alliance for OTA and join the rebels?
A: Impossible. You are completely under the control of the Center as all OTA units undergo surgery to place implants in the brain. Your actions must be synchronized with the command.
Q: Is it possible to "hack" OTA?
A: Not possible in the current perspective. This is not a machine, they are even only 20% bio-robots, and additionally surgical intervention, given the lack of the necessary equipment among the resistance or other people, such an idea will be doomed to failure.
Rebels.
The rebels, or as they are also called “rebels, resistance,” are people who “categorically” deny the power of the Alliance over the human race. Many may say that they are engaged in some kind of machinations aimed at directly overthrowing the Alliance, but this is not so. First of all, rebels are people who fled from cities under the city itself or outside the city in order to cease being the object of surveillance by the Alliance. In general, they are engaged in survival where it is basically impossible to live, and where the Alliance will not interfere. If they were constantly making forays, I think they would be in big trouble, right?
The insurgent movement did not have a clear structure and organization, but over time, the first groups of people began to appear who fled to the canals, outside the cities, into the forests, and who gathered in groups just to survive and help others survive. Later, under the leadership of Eli Vance, the first combat units were formed, which, if not attack, were certainly able to defend themselves. The main sign of a true rebel is the Lambda sign, enclosed in a circle.
The rebels were said to be people who fled the city in search of " better life", but this is only the majority. Some people were not under the power of the Alliance even after the seven-hour war, such as Eli Vance and his entourage. Also, some low-ranking civil defense employees, whose eyes were “opened” to the “terrible truth” about the Alliance, who was able to escape along with others who also joined them, but for now the rebels are a weak force that the Alliance will not pay attention to if it does not rebel.
Rumors have long appeared among civilians that there are people who are fighting for freedom for all humanity, so some citizens could even tell you how to get to them. But we should not forget that the Alliance also has its own eyes and ears everywhere.
On most servers, the rebels are a formal organization with its own leader, its own foundations and rules. But in best traditions now these are people who gather under their own leadership. That is, if you gather a group that will oppose the Alliance even without weapons, you will already be equated to rebels, and therefore to rebels.
All information about weapons, equipment and ranks (if any) are explained by the leader (if there is one). Therefore, it is pointless to describe anything here.
Timeline.
Literally translated as "time line". This is a chronology of events and their description.
An incident occurs at the Black Mesa Research Complex, leading to a cascading resonance, which in turn leads to a chaotic invasion of beings from the world of Xen using open portals. Black Mesa is destroyed with the help of both the creatures and the government's rapid response forces. The earth is plunging into chaos, portals are opening everywhere, and “portal storms” are beginning. Aliens from Xen invade in droves through them, trying to escape slavery by the Alliance on their home planet. The Intergalactic Alliance watches what is happening and does nothing.
Portal storms continue, people are fleeing from small towns and villages to large ones in order to somehow find shelter. Large cities are surrounded by walls and troops are brought in, they become strategically important strongholds. But, despite all efforts, it is difficult to contain the hordes of aliens. The land population decreased by 10%, and the birth rate fell to a minimum. Many third world countries ceased to exist formally. Many leaders put aside their geopolitical interests in order to save the population from death (Russia, USA, France, Germany, China, etc.). The UN Security Council introduces resolutions that help unite countries in the fight against a common enemy. The truth about what was happening was revealed to the public, such personalities as Wallace Brin, Isaac Kleiner, Gordon Freeman, Eli Vance were named. Despite the truth being revealed, many people ignored these statements.
2004-2005.
The Vortigaunts, a race of humanoids from the parallel world of Xen, became uncontrolled and free after the death of Nihilanth. Beginning in late 2003, Vortigaunts began to surrender en masse to humans. Over time, after it became known that their actions were controlled by other beings (Nihilanth, Controllers). People treated them kindly, despite all the damage brought to humanity. Since mid-2004, the Vortigaunts have taught people to cope with attacks from other creatures from Xena, and have learned to speak different languages people and were completely assimilated by the latter in cultural and speech terms. They worked in factories as "endless batteries", as cooks and in other technical/humanitarian professions.
The Intergalactic Alliance, observing what has been happening for six years, finally decides to send its troops to earth through portals and enslave both earthlings and newly free creatures from the planet Zen, thus killing two birds with one stone. Countless armies begin to arrive through the portals. A war begins that lasts only 7 hours; later it will be called the “seven-hour war.” During the war, people flee the city, not wanting to be captured by the Alliance; outside the cities they manage to huddle in groups and hide from alien troops. During these 7 hours, the Alliance manages to destroy most of humanity in the cities, modify the forcibly captured soldiers to suit the conditions of what is happening, and ultimately enslave the earthlings, with the help of Wallace Breen, a scientist from the Black Mesa complex, who in turn invited people to lay down their arms and submit to the guests, to which the earthlings agree. Wallace Breen subsequently becomes Land Administrator. People outside the cities begin to move further away from the places where the clashes occurred.
From this moment on, the human race falls into an era of oblivion and exhaustion.
The question of why people lost the war is very simple - all countries were exhausted from attacks by aliens from the world of Zen, so waging any wars would be fatal for all people, and launching Nuclear Missiles would be considered a declaration of war and an act of aggression against other states . In 7 hours, the World Government was unable to agree on the introduction of universal military conscription, the unification of command centers of all countries and authorized launches of Nuclear Missiles.
The UN headquarters is destroyed. Construction begins on the main command center of the Alliance - the Citadel, which was built in just a few months from material not yet known to mankind. The planet's population is beginning to be sorted: completely healthy, middle-aged people are sent to reservations created in cities. The Alliance picks up the elderly, children, the sick and wounded and simply takes them away, then their fate is unknown. All the soldiers who managed to survive and were captured by the Alliance are taken to the citadels, where, after modifications, they become patrol soldiers (Overwatch Transhuman Arm). People who escaped from the cities unite with adapted creatures from Xen, and organize small groups of refugees united by a common goal - to survive.
Cities as we understand them today are now destroyed. They were replaced by names like City-1, City-2, City-3 and so on. The internal police of the Alliance - Civil Defense (CD) - is being formed. At the initial stages, anyone could join this structure at will, having previously undergone forced “sterilization” of their past life. These people also underwent a special course of drugs that stimulated the development of muscle mass, the development of intelligence and high endurance. Many of the civil defense employees, upon reaching a certain rank, were forcibly sent to modernize into patrol soldiers (OTA). The main media become absolutely controlled by the Alliance, while the rest simply disappear, and the media also undergoes strict censorship. On the resistance side, parallel propaganda of freedom for humanity begins, but to no avail. The first hives of Antlions begin to appear under and behind cities.
Civil associations of workers allied to the Alliance are being formed under the leadership of the Civil Defense. The Civil Workers' Union is its name. Providing the population with food, clothing and a roof falls on their shoulders. Starting this year, joining the Civil Defense structure has become more difficult than before. Now, to join this structure, loyalty and higher intelligence than others are required.
The former maximum security prison "Nova Prospekt" is reopening. Citizens with the status of “threat” (anti-citizen), as well as political prisoners, Resistance fighters and problem citizens are placed in it. The object is used to “transform” people into stalkers, Alliance Patrol soldiers, as well as the production of synthetics, etc. using Alliance technologies. The supreme rulers of the Intergalactic Alliance, located outside the earth, decide to install a “suppression field” on the earth in order to stop the reproduction of people. And they succeed. The people remaining on earth become the last generation of their planet.
The first official census of the world's population was conducted this year.
Numbers:
Civilian: 3,543,351,000 people.
Civil Defense: 2,000,000,000 people.
Civil Union of Workers: 124,543,120 people.
Resistance (according to Alliance estimates): 1,500,000 people.
The Alliance begins to drain the oceans of the earth, thereby preparing the territory for the future resettlement of new captured creatures. Antlion hives now have a very large population space. The Black Mesa East resistance base is created. The Citadel begins mass production of a new type of synthet from earthly resources. In parallel, the Alliance begins developing a teleport within one universe under the leadership of Judith Mossman. The development of the teleport lasted 6 years.
Nowadays.
(c) NandI, Septic.
Conclusion.
That's all you need to know to continue to evolve into a more advanced player in this amazing game mode with basic knowledge.
If more experienced players have any wishes to add/change or remove any things from the guide, then please write in the comments specifically what needs to be added or changed.
The guide will be updated. This is not the final version.
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Septic, SchωarzKruppzo.
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