Civil defense half life 2. Detailed information about civil defense units. Role-playing game rules, basic concepts
Civil Defense Organization(internal city police) maintains law and order in City 17, and controls the citizens of the city's citizens.
general information
Civil Defense employees (metrocops, geos, patrols) can be found at all posts in City 17. In addition, they are engaged in patrolling the nearest suburbs. GO soldiers are collaborators who joined the ranks of the GO in order to improve their standard of living. Unlike Alliance soldiers, they are not physically modified, although their respirator helmets distort their voice.
Armament and equipment
Civil defense fighters are armed with paralyzing electric batons, Hk USP pistols, MP7 submachine guns, and M-83 anti-personnel grenades. Each officer is dressed in a dark green uniform, black leather boots, and a white respirator helmet. The belt has a life control system and a Geiger counter. Some employees carry menhack cleaning robots with them. They also often use fixed AR1 machine gun turrets. Civil defense employees are easy to spot 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 menhack robots.
Tactics
Civil defense fighters, in comparison with the soldiers of the Alliance, lose to the latter in training and tactics. So, for example, GeOshniki shoot from the 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 promote the best answer is at the beginning of the game, the mysterious G-Man mentally wakes up Gordon and rather vaguely alludes to the upcoming "great things" again. A few seconds later, Gordon finds himself on a train arriving in City 17, unarmed and without his protective energy suit, which served as his faithful assistant and repeatedly saved his life in the first part of the game (moreover, the 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, as it turns out later, the former head of the research center. But Brin, in turn, is himself a pawn in the hands of the leaders of a powerful all-galactic union - the Alliance. The portal storms that began after the death of Nihilanth across the Earth attracted the attention of the Alliance Council, and soon their troops attacked the Earth, starting a war nicknamed "The Seven Hours", as after seven hours of war, Breen forced the remaining forces of people to lay down their weapons, which earned the patronage 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 has arrived in the city, sees their integration everywhere. Some of the buildings are modified with black metal fortifications. The area is patrolled by mobile scanner robots that monitor the situation in the city. The organization of "Civil Defense" works in the cities - people specially trained in combat skills who entered the internal police of the Alliance and thus lost part of the brain cells, replaced by microchips. But the most terrible means of persuading the government, along with propaganda, mind control and the fields of suppression of the breeding cycle spread over the 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!! ! Don't tell everything at once
Answer from Sdfgasdsdf[active]
I'll write in a personal wait!
Answer from Neurologist[active]
experiment on the so-called "anomalous material" led to a "cascade resonance" that opened a portal to parallel measurement Zen, and opened the way to a hostile alien civilization... .
Answer from vitriol[newbie]
half life is the game idol of all time!! !her graphics engine "sours" made the second part just a mega hit! real physics, beauty, story line shine! the second part has two episodes 1 and 2, look for them on torrent sites! try there
Here is a list of 245 soundscapes used in Half-Life 2. These are easy to test with console command playsoundscape, which includes a limited search for soundscape names so you don't have to print out the entire list.
Soundscapes that have "util" in their name are part of other full soundscapes. By themselves, they work without problems, but have a poorer sound compared to layered soundscapes.
Others have positional sounds that play at 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 updated over time.
Soundscapes with positional information are indicated by the prefix . They are tested in a 1024 x 1024 x 1024 closed room, soundscape centered, player centered, and eight circled markers with a radius of 512 around the soundscape and player. Marker 0 - to the left of the player (at nine o'clock), according to the height of the player; Marker 1 on the left at a 45 degree angle; Marker 2 straight ahead (12 o'clock); Marker 4 is to the player's right (at three o'clock), and so on around the circle. After the center test, the player walked in a circle through the markers, identifying local sounds.
content
Standard and test
Name | Description and notes |
---|---|
Nothing | No processing, no environment |
Automatic | Automatic mixing treatment at 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 the cave |
e3_Techdemo_06 | Lake |
e3_end | |
GenericIndoor | electric hum |
GenericOutdoor | The same hum, but quieter |
Cabin | General: muffled sound of fire or rumbling; slight clicking; a barely audible four-beat rhythm followed by a reset or exhaust ( ahuugha). Position 0: Weak banjo-type music and indistinct singing. Position 1: Constant melodic buzzing, such as trying to start a motor or a foot pump. |
cabin_outdoor | Not clearly directed effects. There is a faint white noise or a hum with the rare chirping of birds around. In the background, a faint but noticeable muffled sound, regularly rising and falling: wwwwwwwwwwwwwww-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 of military equipment and alarms. |
d1_trainstation.city | All of the above plus steady background noise. |
d1_trainstation.Platform | Loud constant hissing, the city is barely audible. |
d1_trainstation.Turnstyle | Similar to d1_trainstation.city , but the city is less audible. |
combine.computer | A loud lingering 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 the noise is quieter. |
d1_trainstation.Occupants | Footsteps, coughing, creaking floors and doors, a distant rumble, no background noise. |
d1_trainstation.AppartmentCourtyard | The sounds of the city are mixed in there. |
d1_trainstation.Appartments | Muffled human conversation, coughing, crackling, the sound of dishes. |
d1_trainstation.RaidCityvoice | Voice of GO: Refusal to cooperate leads to eviction to an uninhabited place. |
d1_trainstation.RaidOccupants | Breaking glass, boxes and a knock on the door. |
d1_trainstation.RaidAppartments | Knocking on the door, the voice of the GO asking citizens to take their places for inspection, people talking nervously, breaking glass, the screams of a person, the GO says that there is a source of "harm" in the portal. |
general.concrete_quiet | Not loud noise air flow. |
GO Alerts for City 17
Channels
Name | Description and notes |
---|---|
d1_canals.util_windgusts | Wind gusts. |
d1_canals.util_drips | Water drips. |
d1_canals.util_fardrips | Water drips lingeringly and with a volumetric echo. |
d1_canals.util_headcrab_canister | Strong hiss. |
d1_canals.util_shoreline | The sound of small waves crashing against the shore. |
d1_canals_tunnel01 | The constant sound of something like a distant train, the GO 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 city alarms. |
d1_canals_citadel | The same, but with rare powerful metallic noises. |
d1_canals_traincanal | The sounds of the city, the GO system calls to find the criminal, the sounds of the city alarm. |
d1_canals_traintunnel | Same and stronger, low tunnel rumble in the background. |
d1_canals_watercanal | Very faint city sounds, military equipment alarms, helicopters, constant sounds of splashing waves. |
d1_canals_junkyard | Similar to d1_canals_traincanal . There is also a helicopter nearby. |
d1_canals_copcanals | Similar to 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 siren. GO announces the introduction of a code during riots. |
d1_canals_pipe_chamber | Drops. Distant city noises and siren. Sometimes a helicopter flies by. |
d1_canals_cop_alerted | Similar to d1_canals_pipe_chamber . Announcement of civil defense about the violator. |
d1_canals.heli_slide_tunnels | Interior. Loud flow of water and drops. Far GO, trucks and sirens. |
d1_canals.heli_attack | Exterior. Strong city noises. GO, helicopter, screech of accelerating trucks. |
d1_canals.drainroom | Strong water flow and industrial hum. Far GO. |
d1_canals.03copsattackthroughboards | Exterior. Urban environment. GO, a constantly close helicopter to the left and right, occasionally the sounds of a train and other vehicles, a distant siren. |
d1_canals.03entrytunnel | Interior, tunnel. Frequent sounds of drops on the left, right and in the middle. GO, a helicopter is far to the left and to the right, a rare train whistle, various sirens in the distance. |
d1_canals.steamtunnel | Interior. Various GO alerts, soft industrial hum all around. |
d1_canals.waterpuzzleroom | Strong industrial noise. Drops. Without GO. |
d1_canals.util_birds | Rare calls of birds. |
d1_canals.util_critters | Rare croak. |
d1_canals.util_tunnel_windgusts | Sometimes (rarely) 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 left and right. Sometimes the sound of the shore. |
d1_canals.util_toxic_slime | Gurgling and hissing. |
d1_canals.util_industrial | An industrial environment, 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 | Strong centrally sustained gust of wind (rather low tone), 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, varying across the panorama. |
d1_canals.general_watery_tunnel_shore | As above, along with the splashing of waves in a small stone lagoon. |
d1_canals.redbarn_ambience | Hissing (headcrab canisters?) Creatures in the distance and creaking. |
d1_canals.floodgate_base_ambience | Interior. Heavy continuous machine hum, continuous horn and hum on the left, shrill hum on the right, occasional mechanical sounds, plus horns and electronic squeaks on the right. |
d1_canals.floodgate_machineroom | Looped hum of machinery, such as a pump or engine. |
d1_canals.shore_and_reeds | Waves and sometimes the croaking of frogs, the chirping and singing of birds. Occasional gusts of wind. Very quiet, rarely blowing breeze. |
d1_canals.spooky_infested_pipe | Drops center-right sometimes with creepy, modulating wind noise with a stereo effect. Very rare Twitter. |
d1_canals.water_tunnel_with_frogs | The constant noise of water merging from a pipe with crashing waves, and the voluminous singing of frogs. |
d1_canals.windchimes_and_wind | The constant whistle of the wind. |
canals_slime_outside | Constant gurgling of slime with occasional slime sounds in the hallway. |
canals_slime_tunnel | Same as above. |
canals_tunnel_dry | Tunnel environment. |
canals_tunnel_wet | The sound 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. |
canals_river | Wind and waves. |
canals_river_calm | Same as above, but with crickets. |
d1_canals_05_shanty_approach | Continuous gurgling/boiling/bubbling in the center, plus occasional hissing across 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 creak of wooden structures, a repetitive piercing wind across the panorama, a continuous ominous low-frequency rumble. |
d1_canals_08a_gun_tunnel_entrance | The sound of running water, in the center, plus beating waves, also in the center. |
d1_canals_08a_puzzle_arena | Breaking 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 from a pump or similar mechanism, and a loud, sharp dripping sound that echoes in a closed chamber. |
d1_canals_08a_tunnel_exit | There are no pronounced positional effects. Much simpler is d1_canals_08a_gun_scene , with an echo, booming rumble, and the sound of a pump or other reciprocating mechanism ( and wow wow!), perhaps a little louder than in d1_canals_08a_gun_scene . No drips or fluid sounds. |
canals_canal_water_creaking_wood | There are no pronounced positional effects. The most common splash of water, the creak of wood, gusts of wind, the 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, the grinding of metal, gusts of wind, the chirping of birds and other sounds of birds and insects. Metal creaks a little faster 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 standing waves. |
d1_canals_08_island | Sound source 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.). Running water, moderately loud and rhythmic splashing, with very weak chirping of birds 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 buzz and crackle of static, with intermittent sparks of static, mechanical clicks and a low hum. |
Kleiner Laboratory and Black Mesa East
Name | Description and notes |
---|---|
K_lab.LabSounds | Mucus gurgling in the machine room. |
E3_lab.LabSounds | Fluorescent lamps and machines in the laboratory with music playing. |
eli_01_lab_main_1 | General: the hum of machines with sticky drops in an irregular pattern; constant low and fuzzy sound of pressure being released. Position 0: The gurgling is 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 gentle pressure release sounds. |
eli_01_elevator_1 | There are no pronounced positional effects. Quiet mid-frequency machine sound, accompanied by a regular hum like a bell: wooooooun - wooooooun - wooooun. |
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 | Slightly louder and more resonant version of eli_01_upperhall_2 , sounds more powerful and "real" at Position 0. No other positional effects. |
eli_01_lower_corridor_1 | Corridor atmosphere. |
eli_01_lower_ravenhall_1 | A quiet rumbling in the tunnel. |
eli_01_lower_ravenhall_2 | Very distant explosions. |
eli_02_lowerlab_hall_1 | A fluorescent lamp in a room with a metallic rumble and shuffle. |
eli_02_lower_corridor_1 | Metal rumble and shuffling in the hallway. |
eli_02_ravenshaft_1 | There are no pronounced positional effects. A low-frequency wind-type rumble, in the background there is a rattle of unknown mechanisms. |
eli_02_ravenshaft_2 | Blowing wind, creaking wood and frequent drops of water outside. |
eli_02_scrapyard_1 | Outer lifeless atmosphere. |
eli_02_scrapyard_2 | Same thing, but with muted metal sounds. |
Ravenholm
Name | Description and notes |
---|---|
d1_town.Start | Gusts of wind, distant howls and screams of zombies, "drum beats". |
d1_town.Street | Wind, rattle and rattle of metal, distant and close sounds of zombies. Feels much "closer" than the previous one. |
d1_town.CorpseRoom | There are no directional effects on marker positions, but the flies' irregular aggressive buzzing creates an unusually harsh sound, along with the squeaking of rats and mice. An echo is heard. |
d1_town.WoodBuilding | The creak of wood, the sounds of rodents. |
d1_town.ConcreteBuilding | |
d1_town.Rooftop | There are no directional effects. Constant low hum; gusts and whistles of the wind. Irregular medium to low mixed scraping and squeaking sounds of metal, high and low sounds of scraping, hitting and grinding of the chain. |
d1_town.MineshaftDown | The wind blows, wood creaks, the rumble and the atmosphere of the cave. |
d1_town.WaterCave | Same thing, but with frequent drops of water. |
d1_town.HeadcrabCave | The same thing, but with a metallic screech and drops in the distance. |
d1_town.CaveTunnel | Hallway atmosphere with booming sounds. |
Coastline and Highway 17
Name | Description and notes |
---|---|
coast.util_headcrab_canister | Silence with occasional strange techno noises from Combines. |
coast.util_metalstress | Silence with occasional strained metal sounds. |
coast.util_shackmetal | Silence, with the occasional scrape 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 water drops. |
coast.util_birds | Silence with rare sounds 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 hiss of antlions. |
coast.general_windy_tunnel | The steady howl of the wind in the tunnel and the muffled sounds of the lapping waves. |
coast.general_tunnel | The same, but with more calm drops of water. |
coast.zombie_tunnel | Steady tunnel sound along with occasional train sounds |
coast.general_oldwoodbuilding | The crunch of wood, gusts of wind, the cry of seagulls |
coast.general_oldwoodbuilding_with_windchimes | Same thing but with bells. |
coast.combine_controlroom_ambience | Steady howl of machinery Combines. |
coast.general_shoreline | Flapping waves, gusts of wind, the cry of 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 the wind, the cry of seagulls. |
coast.bridge_shack | 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 fully exposed elements. |
coast.distant_shoreline | Distant beating waves, gusts of wind and close 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, sometimes 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 Antlion Combine Combat Sound - Lots of gunfire and explosions |
prison.util_antlion_burrows | Sounds of hissing and rattling antlions waiting for the enemy in ambush |
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 whistle of wind, death far away - and silence, to be repeated in a few seconds. |
prison.redlight_bunker | Constant wind. |
prison.outdoor_courtyard | Wind with a very distant beater on the ground. |
prison.outdoor_courtyard_hvycombat | Same thing, but with shooting, soldiers and ants attack/die. |
prison.trainstation | The atmosphere of the room with occasional train whistles. |
prison.teleport_area | Sounds of Combine machinery in a large open room. |
prison.control_room | Harvesters signals with a fan in the background. |
prison.control_room_simple | The hum of the computer console of the combines with the noise of the vocoder in the center (as in the nova avenue they heard the script of the radio transmission), but without speech. |
prison.combine_wall | Loud atmosphere outside with explosive sounds. |
prison.util_quiet_cellblock | Quite a loud atmosphere, with the hum of fluorescent lights, metallic vibrations and grinding. 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 hallway. |
prison.larger_cellblock_hvycombat | Same thing, but with soldiers, shooting and ants. |
prison.larger_cellblock_lightcombat | Same thing, but only with shooting. |
prison.general_hallway_lightcombat | Vestibule with ants, grenades and soldiers. |
prison.general_hallway_vlightcombat | Same thing, but without a fight. |
prison.general_dripping_tunnel | Tunnel with dripping water. |
prison.hall_with_burrows | Lobby with crickets and burrowing ants. |
prison.electric_water_room | The flow of water in the room with machines. |
prison.laundry | Loud, whistling metallic machine sounds. |
prison.watery_hallway | Lots of drops. |
prison.showers | Loud flowing water in the 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, as it were, the sounds of cars. |
streetwar.util_rubble | Somewhere there is rubble. |
streetwar.util_sirens | Manhacks, scanners and military equipment passing by. |
streetwar.util_light_sirens | Same as above, but less common. |
streetwar.util_zombie_infested | The rare buzzing of flies and the chirping of birds. |
streetwar.util_light_combat_atmosphere | A random wind blows and a metallic atmosphere, 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, but more often. |
streetwar.util_heavy_combat | The same thing, but more often. |
streetwar.util_drips | Dripping closed faucet. |
streetwar.util_fardrips | The same, but in the distance. |
streetwar.zombie_water_room | A rare buzzing of flies and rather loud drops of water. |
streetwar.car_tunnel | Tunnel with passing vehicles and quiet rare explosions. |
streetwar.general_small_tunnel | 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 a gurgle of toxic slime. |
streetwar.infested_appartments | Flies, sounds of battle, metal creaking and rats in the house. |
streetwar.general_indoor_light_combat | Rare indoor combat. |
streetwar.general_indoor_medium_combat | |
streetwar.general_indoor_heavy_combat | |
streetwar.general_outdoor_light_combat | Outdoor combat sounds with alarms. |
streetwar.general_outdoor_medium_combat | Same as above, but slightly more frequent. |
streetwar.general_outdoor_heavy_combat | Same as above, but more often. |
streetwar.destroyed_concrete_building | Sounds of battle, explosions, wind in the building with external sounds in the background. |
streetwar.rooftop_heavy_combat | Numerous sounds of battles with alarms in the background and wind on the roof. |
streetwar.control_room | Combine harvester signals. |
streetwar.bank_control_room | Same as above but no signal, just random car sounds. |
streetwar.bank_machine_room | Steam, the sound of machines, a gentle breeze in a room full of pipes. |
streetwar.bank_general | A large room with a quiet wind and quiet fighting in the background. |
e3_c17_01_battle | Fire, silent alarm in the background, sounds of combat. |
c17_02_street_lower_1 | Wind, very quiet alarm battle sounds. |
c17_02_street_upper_1 | Same as above but with explosions and loud fight. |
c17_02_street_upper_2 | Same as above but with a loud alarm. |
c17_02_inside_apartments_1 | Random loud metallic grinding 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. |
Harvester Citadel
Name | Description and notes |
---|---|
d3_citadel.silence_and_dialog | Seems to disable all sounds (except for dialogue, apparently). Might be useful for cutscenes with music playing? |
d3_citadel.util_hits | Sitran, machine-like sounds. |
d3_citadel.util_activity | Sounds of a 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 hearth movement. |
d3_citadel.generic | A kind of silence in the Citadel, no 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 stasis field at position 0 and other machines in the background. |
d3_citadel.combine_ball_room | A slender row of harvester balls flies through the atmosphere of the Citadel. |
d3_citadel.general_control_room | Console combines in position 0 and the atmosphere of the Citadel in the background. |
d3_citadel.alyx_teleport_control_room | Various teleport sounds; hear the technique. |
d3_citadel.final_portal_chamber | Loud sounds of cars; sometimes the sound of a teleport discharge. |
d3_citadel.top_of_teleport_chamber | High frequency buzz; the sounds of urban combat are 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 | The 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 deep metallic grinding sounds. |
d3_citadel.breen_hall | Computer hum. |
d3_citadel.breen_office | Sounds of deep ventilation and rare sounds like jets, as well as very very light sounds of the march of combines. |
Introduction.
We welcome you to our guide, entirely devoted to the question - "how to play 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 very, very many letters, so if you are not ready to devote ~ 20 minutes to reading and understanding what you have read, then I think we will not be able to help you with anything. Who wants to learn - he 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 had at least a little experience on RP servers, then you can easily answer them, right? But, if you are just ready to learn, or you are too lazy to guess, then here is a picture with answers to questions. After answering the questions, we move on to the next step.
Character Creation.
We have a simple menu with three buttons on top:
- The first button is responsible for going to the character creation menu. New - a 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 on this moment we have only one available - it is Civil. Who they are and what they are famous for, we will find out later. In the meantime, we need to create a simple person, but, of course, with his own feature, which you will indicate to him yourself. Choose the gender of our character and continue.
Now the turn has come to somehow call our character. We use some simple (or not so) names and surnames. But you must take into account some nuances:
- 1) Not all servers support Cyrillic. Therefore, it is desirable to write the name and surname in English.
- 2) Use real names and surnames.
- 3) Do not use the names and surnames 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 may seem offensive to some people (for example: the name Herosos, although real, is, to put it mildly, inappropriate)
- 1) As in the case of the first / last name, not all servers support Cyrillic. Therefore, it is best to write your description in English. You can use google translate or other translators.
- 2) You should only write a PHYSICAL description. That is, a description of the character's body, what he wears. But only. Description of gastronomic preferences, political views and other things is 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 numbers when reporting weight or height. No one can know for sure how much you weigh, how tall you are, or how long ANYTHING is.
attributes.
These are the qualities of your character. You are given a certain number of points for which you can "pump" a certain attribute. The menu looks like this:
- Acrobatics How high will you jump.
- Agility How fast will you run.
- Dexterity- how fast you will perform actions (for example, tie / untie)
- Endurance How much pain can you take.
- 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.
Move on.
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 their own traits. It is under development, and its menu is intuitive. But, if you have any questions about a particular perk - just hover your mouse over it, then you can read what each perk is responsible for. The menu looks like this:
After that, you will automatically move to the game. From this moment begins your long and tedious journey through the world of roleplay. Congratulations. But in order to strengthen the success and stay here for a long time, you need to study all the other aspects? Rules, factions, teams, lore and much more are already waiting for you from below.
Rules.
By accessing the server, you automatically agree to all the rules and undertake to comply with them. Otherwise, you will be blocked.
Communication rules:
- 1) When communicating not on role-playing topics, use these commands:
// "text" - to send a message to all players on the server (non-role information)
.// "text" - to send a local message to nearby players (non-role info)
/pm "name" "text" - for private communication with a specific player (non-role information)
/adminhelp - Send a message to administrators asking for help. - 2) The use of non-role-playing information in role-playing 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, elements of informal culture (memes) in the RP chat is prohibited.
- 5) The use of capslock is prohibited.
- 6) Total illiteracy is a shame, punishable.
- 7) Spam, flood anything - prohibited.
Technical, system rules:
- 1) If you find any errors, shortcomings and everything that can somehow affect the game process - inform the administrator. Using these "mistakes" is punishable by a permanent ban.
- 2) Abuse by any commands that allow you to perform some action for personal selfish purposes is prohibited (for example, abuse by fallover).
- 3) The use of any programs that give you an advantage over other players is prohibited. Punishable by a permanent ban.
- 4) Creation of any kind of errors, vulnerabilities in the program code and everything that can lead to an unpleasant situation on the server is prohibited.
- 5) Bypassing bans is prohibited. Banned.
- 6) Bot breeding, 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 of conduct role play, basic concepts:
- 1) NonRP - violation of the chronology and logic of RP actions. Something you can't do in real life.
- 2) FearRP - the 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 exit from 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 appropriate pains, defects, and so on.
- 5) NLR (New Life Rule) - if you died, then you do not have the right to interact and remember what happened at the time of your death.
- 6) PG (PowerGaming) - a kind 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 play this, but for the respect of other players, you should describe your actions in a whisper "/w".
- 9) Killing players must have a good reason, and must also be accompanied by wagering.
Interface.
And now, having appeared at the station, the question arises - what can one do here? This game mod is rich in a variety of mechanical actions, interactions with objects, etc.. but let's not forget that the main thing here is wagering, and everything else only helps to make the game more beautiful and interesting.
First of all - you will see a completely blank screen, some buildings, train cars and more. It's understandable, you've just arrived in this city. But we are now interested in two things - the TAB button and F1.
F1 button.
Clicking this button opens the following menu:
Here is all the basic information about you. Your name, CID, the amount of currency in the wallet, the state of your health and limbs. There are also shortcut 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 be. 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 down". That is, you will turn into a ragdoll, you can be picked up and carried away somewhere. You will also take damage and be able to speak and do everything except walk on your feet. To get up - press the space bar.
- Fourth - Voice Description, not available on all servers. Here you can change the description of your voice.
TAB button.
When clicked, we see this picture:
Everything is more complicated here, right? But nothing, we'll figure it out. Everything in order:
- Characters- here you can choose another character or create a new one.
- COMMUNITY- ignore this button, it leads to the official website of C16 (gamemod creator forum).
- Business- if there is a certain flag, you can order any items there.
- Inventory- the 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, which can usually be sold for a modest amount of tokens from a local NPC, and nothing more. The menu is quite simple - the first tab is Inventory - your inventory, and the second - Equipment, here are all the clothes and weapons you put on. To interact with items, you simply click on them and interact. It's so simple!
- Information is a summary of different teams, server information, build information, and more. If anyone is interested, they can look, but this button is not very remarkable.
- Skills are your attributes. Here you can track your development or degradation.
- Settings - a very large and useful graph. It also deserves special attention.
As you can see, the menu itself is huge. We will be brief about everything.
- 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 schema 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 is even a scope.
Next comes the theme menu of the schema itself. Here you can choose any color that you like best. What for? 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.
- by pressing F3 you can start tying a person if you have a rope in your inventory and you are standing behind the victim.
- by pressing F4 on a linked person you can search him.
- you can run by pressing ALT, if it is allowed on the server.
Containers.
Some props on the server have the ability to contain any items. It can be cabinets, trash cans and more.
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 typing this command, you will give your first name, last name and CID, as well as get to know all the people around.
- /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. The better you describe your actions, the larger and more beautiful they are, the better for you, because you won’t find good RPshers in the daytime with fire.
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 the suitcase down and gave the map to the officer
/me Sighed
/me Move on
As you can see, reading a bunch of texts in lines is very inconvenient, not beautiful, but such a person seems to be telling us that he doesn’t care how to win back. He does not respect people, and therefore few people will 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 Name and Last Name, and the text that you wrote is your action. - /it is a secondary command of a good RPshare. Describes the activities that take place around.
Good example:
/it When the citizen handed over the card to the officer, an alert was sounded that citizens from the newly arrived train should immediately check in their luggage and go to the GSR office for check-in.
Bad example:
/it someone in line farted hard
/it everyone shut their nose
This BAD example shows all the irony and "funness" of the situation. But be prepared for the fact that the administration will apply whips and belts to you so that you don’t do this again and don’t clog the chat with a lot of actions. - /y is a shout. You can use this command to shout something to a person who is a little further away from you so that you can hear normal speech.
- /w is a 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 it's time to get to know the factions. About them below.
Civil.
As you can see, when you click on it, we got 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 - a citizen.
Everything in order:
- Our first and last name, CID - everything is clear here.
- Loyalty Points (OL) are points that show your loyalty to the Alliance. This is necessary in order to enter some structures of the Alliance (Civil Defense, GSR and others). And it also contributes to a softer attitude of civil defense employees towards you, getting an additional ration .. in general, this is a very good thing if you are going to stay in the city.
- Violation Points (OH) - also points, but opposite to OL. They show your level of "danger" to society. If you are detained again, they look at your number of OH, then additional sanctions may be applied to you, up to cut-off (death).
- Place of residence - specifically on our server it is 1 letter and 3 numbers. The letter represents the apartment block you live in. For example block A is located on the main square, it is hard not to notice it. The first digit is your floor, and the last two are the apartment number. On the door to which you will approach there will be its designation, so you can figure it out right away.
- Your status is usually the short CITIZEN, but if you try really hard, it can change to ANTI-CITIZEN, that is, "violator". This will mean that you are a threat to society and you must either be isolated ... or killed. Be careful.
There are not many occupations for an ordinary citizen of the city. Your leisure and work should be determined by you so that you do not get bored. But, if you need money or communication, then it is best to contact the office of the Civil Union of Workers (CWR). On each server, the location of the office is different, so it would be better if you ask the 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 will not refuse you if he is not particularly busy. Later, just follow the instructions that the employee will give you.
Also, sometimes civil defense employees themselves can convene a large convoy to work. Unlike the work of the GSR, this work is mandatory, and approximately 50% of all citizens who are not currently employed should participate there. The job alert looks like this:
Citadel / Center / Dispatch / Dispatch is the central system for alerting the civilian population about any events. You could hear this female voice in Half-Life 2, when the intruder was announced, about the cancellation of various codes and other things. This is also part of his responsibilities. But all you need to know is that sometimes very important things are said there.
Let's say that you have found a job, found your 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 fate, then you need to wait for some events (Events / Events) that will stimulate you to take some action.
A couple of examples:
Announcements of recruitment to the 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 very Dispatch, which was mentioned above. How this set goes - depends on the server, everywhere there are rules and foundations. Declaration example:
The City Administrator's Speech (GA/CA) is an event in which the GA announces something, or simply tries to win over more people to the side of the Alliance. But, usually, this happens in order to stimulate civilians to earn OL and become part of high society. By the way, after earning a certain amount of OL, you will be able to meet him. Speech example:
Forbidden Sector Breakthrough (D6/District 6) - an event in which a group of resistance members was able to break through the defenses of the forbidden sector, and now there is a temporary opportunity for all willing citizens to escape there and become part of that very resistance. Of course, civil defense employees will not leave this unattended. 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 each civil defense employee. Regarding ammunition and other subtleties, your commanders will inform you.
Civil Union of Workers.
The Civil Union of Workers (hereinafter: GSR) 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 could not 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 the Civil Defense, because if the civilians have nothing to do, these guys will be to blame. They deserve respect for their patience.
The faction itself is very simple, and the leader of the structure will explain all the nuances to you, so we will get by with a small FAQ on this faction:
- Q: How do I join the GSR?
- A: Contact the GSR staff with this question. Standard criteria - the presence of OL, the desire to do "dirty" work and great online.
- Q: What is special about this faction?
- A: The peculiarity is that these people are equal to (or even superior to) ordinary loyalists. If a loyalist can earn OL simply by turning in contraband, then an employee of the GSR does not need to prove his loyalty. He does a lot for the city anyway.
- Q: Is it possible to help the rebels while playing as 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 for service in the GSR, therefore such rat employees must be approved by the server administration.
- Q: Can I join the GO as an employee of the GSR?
- A: Of course. They can even give you priority in the recruitment, maybe even help with some particularly sensitive issues, because you have already proven your loyalty and need for the Alliance.
City Administrator.
The City Administrator is the local deity. The tasks of this deity include the distribution of positions in the structure of the GSR, holding different kind events in the city, interaction with the loyal population of the city and pushing boring, useless speeches. The very work of the City Administrator (hereinafter: GA) is very privileged - still, 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 history of Half-Life 2 are an official who is assigned to each city by decree of the Earth Administrator (Wallace Breen). Carrying out the work of the pre-war Mayor of the city, he sometimes makes the residents nervous by the fact that he has a very high self-esteem, and practically does not care about the affairs of the city. But, nevertheless, there are those GAs who work diligently to ensure that the Alliance and the city flourish. Know that the closer a city is to City 17, the harder it works.
On each server, the person who wins back the GA is unique. Someone can introduce a Party system on the server, someone can collect Loyalist Councils, and someone really does nothing. It is pointless to describe any separate things about him, and as in the case of the GSR, we will get by with a simple FAQ about him.
Q: How do I become a City Administrator?
A: Usually he is assigned as the Super-Admin of the server, so it would be quite reasonable to ask the Administration about this role. But sometimes, if it allows online servers, there may be some kind of "election" in the City Administrators. But, you see, it will look strange. But interesting.
Q: Who are Assistants?
A: They are the second people after the City Administrator. They are assigned to them. They have a range of secondary duties from "bring me coffee" to "hand over a scientific dessert about the teleportation of particles within one multiverse." Usually, these are trusted people who have some kind of unique skills. Where to get them - the GA decides.
Q: Does he leave his palace at all?
A: Of course. Usually, when such an important person leaves his 4 walls, the streets sometimes block. But in order not to load the GO apparatus, the GA takes bodyguards with it. This was done by a GO unit with the rank of EpU, now it is the work of the Superhuman Patrol Department (OTA).
Q: Someone said something about the Party. Is it LORNO?
A: Certainly not Lorno. But in favor of the interestingness of the game, of course, sometimes you have to retreat from the LORA. HL2RP itself is very limited by its history. If you think about it, in the original there was no mention of other cities, sectors, organizations. This is all improvisation, but logically, such structures must exist.
Alliance Superhuman Patrol.
Alliance Army Soldiers/Superhuman Overwatch Units/Overwatch Soldiers (OTA) are well-trained, team-working, and multi-tactic infantry troops. This is the main military force of the Alliance on Earth.
First of all, these are special-purpose soldiers who, in "peaceful" time, operate outside the boundaries 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. In moments when civil defense employees cannot cope with the rebels, it is these 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 employees of the Civil Defense, because in advance there were simply no healthy people in the world.
This faction, despite its "closed", sometimes "unnecessary" surprisingly has its own clear standard structure with a small ranking system inside. All of this below.
OTA ranking system.
(OverWatch Soldier) - the standard unit of the Patrol. Obeys the orders of the Center and the squad leader (usually EOW). Does not have the ability 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 an average surgical intervention.
(Elite OverWatch soldier) - an elite unit of the Patrol. Submits to the decrees of the Center and the highest ranks of civil defense. Some unit specializations have the ability to think freely. They are engaged in the protection of objects of particular importance to the Alliance, in the most extreme cases they go out onto the streets of the city. Additional surgery is underway.
These are all ranks in the OTA structure, but there are more specializations (squads). Here they are:
- GUARD - specialization of the EOW rank unit for the protection of especially important personalities. These may be City Administrators, Earth Administrators, High Defense Command, or those who have been ordered to be protected. Since they protect people, and it is inappropriate and annoying to stand still and mumble something under their breath, they were endowed with the ability to keep up a conversation with their "client". Of course, they can support any conversation. But not with those to whom the order "Protect" does not apply.
- STORM is an elite assault squad, it includes units from OWS to EOW rank. They are engaged in storming buildings, cleaning up sectors with special training.
- ECHO is a universal squad of free assignment, it includes units from the rank of OWS to EOW. Usually they are engaged in protecting the borders of the city, as well as attacking resistance settlements outside the cities.
- SPEAR - a special forces unit, also sometimes called "special forces in a square", it includes units from the rank of EOW. They are engaged in the elimination of specific individuals who are not pleasing to the Alliance. The smallest group.
- NOVA - prison guard squad. It includes ONLY OWS units, control is carried out by the Center. Widespread in high-risk prisons. They are engaged in torture, interrogations (in a particularly harsh form) and amputation of especially violent violators. They have the ability to think freely. It is possible to be present inside the Nexus Oversight as a guard of 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 with i3 you can apply for this), and there must be a need for OTAs themselves.
Q: Many times I noticed and became convinced that OTA is a license to kill. Why?
A: It's quite simple - many servers put 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 - it's better not to play on such a server. This is an indicator of decay.
Q: What is the "fun" to play for OTA?
A: Nothing. It's just that if someone wants to shoot like in some kind of Counter-Strike, then this faction was created for them. But, if you want to see the RP here, then it's worth playing 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 OTA Alliance and join the rebels?
A: Impossible. You are completely controlled by the Center as all OTA units undergo brain implant surgery. 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 for you, they are even bio-robots only by 20%, but additionally a surgical intervention, given the lack of the necessary equipment from the resistance or other people, such an idea will be doomed to failure.
Rebels.
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 shenanigans aimed at the direct overthrow of the Alliance, but this is not so. First of all, the rebels are people who fled from cities under the city itself or outside the city in order to stop being an object of surveillance by the Alliance. In general, they are engaged in survival where it is impossible to live in principle, and where the Alliance does not go. If they were always out and about, I think they'd be in big trouble, right?
The insurrectionary 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, out of 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 attacked, then they could certainly defend themselves. The main sign of a true rebel is the sign of Lambda, entered in a circle.
The rebels were said to be people who fled the city in search of " a better life", but this is only the majority. Some people were not under the authority of the Alliance after the seven-hour war, such as Eli Vance and his entourage. Also, some low-ranking civil defense employees who were "opened their eyes" to the "terrible truth" about the Alliance, who was able to escape with the others joined in. But for now, the rebels are a weak force that the Alliance will not pay attention to if it does not mutiny.
There have long been rumors among civilians that there are people who are fighting for freedom for all of humanity, so some citizens could even tell you how to get to them. But do not forget that the Alliance has its own eyes and ears everywhere.
On most servers, the rebels are a formal organization with their own leader, their own customs and rules. But in best traditions now - these are people who gather under their command. That is, if you assemble a group that will oppose the Alliance even without weapons, you will already be equated with the rebels, which means rebels.
All information about weapons, equipment and ranks (if any) is explained by the leader (if any). Therefore, it is pointless to write anything here.
Timeline.
Literally translated as "timeline". This is a chronology of events and their description.
An incident occurs at the Black Mesa Research Facility that causes a cascading resonance, which in turn leads to a chaotic invasion of beings from the world of Zen with the help of open portals. Black Mesa is destroyed with the help of both creatures and government rapid reaction forces. The Earth plunges into chaos, portals open everywhere, "portal storms" begin. Through them, aliens from Xena invade in heaps, trying to escape from slavery by the Alliance on their home planet. The Intergalactic Alliance watches what is happening and does nothing.
Portal storms continue, people fleeing from small towns and villages to large ones in order to somehow hide. Large cities are surrounded by walls and troops are brought in, they become strategically important strongholds. But, despite all efforts to contain the hordes of aliens, it is difficult. The number of land decreased by 10%, and the birth rate fell to a minimum. Many third world countries ceased their formal existence. 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 is happening is revealed to the public, such personalities as Wallace Brin, Isaac Kleiner, Gordon Freeman, Eli Vance are named. Despite the revelation of the truth, many people ignored these claims.
2004-2005
Vortigaunts, a race of humanoids from the parallel world of Zen, after the death of Nihilanth, became uncontrolled and free. Beginning in late 2003, the 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 the middle of 2004, the Vortigaunts have taught people to cope with the attacks of other beings from Xena, learned to speak different languages \u200b\u200bof people and were completely assimilated by the latter in cultural and speech terms. They worked in factories as an "infinite battery", as cooks and in other technical/humanitarian professions.
The Intergalactic Alliance, watching what is 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 soldiers taken by force to the conditions of what is happening, and in the end 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 obey the guests, to which the earthlings agree. Subsequently, Wallace Breen becomes Administrator of the land. People outside the cities are starting to move away from the places where the clashes took place.
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 depleted from the attacks of aliens from the world of Zen, therefore the conduct of any wars would be fatal for all people, and the launch of Nuclear Missiles would be considered a declaration of war and an act of aggression against other states . For 7 hours, the World Government failed to agree on the introduction of universal military service, the unification of the command centers of all countries and the sanctioned launches of Nuclear Missiles.
The UN headquarters is destroyed. The construction of the main command center of the Alliance - the Citadel, which was built in just a few months from a material not yet known to mankind, begins. The population of the planet is beginning to be sorted: quite healthy, middle-aged, sent to reservations created in cities. Old people, children, sick and wounded, the Alliance picks up and simply takes away, then their fate is unknown. All the soldiers who managed to survive and be captured by the Alliance are taken to the citadels, where, after modifications, they become patrol soldiers (Overwatch Transhuman Arm). The people who escaped from the cities unite with the adaptable creatures from Xena, and organize small groups of refugees, united by a single 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 (GO) is being formed. On the early stages anyone could join this structure at will, having previously undergone a forced "sterilization" of their past life. These people also took a special course of drugs that stimulate the development of muscle mass, the development of intelligence and high endurance. Many of the civil defense employees, when they reached a certain rank, were forcibly sent for modernization to patrol soldiers (OTA). The mainstream media becomes completely controlled by the Alliance, the rest simply disappear, the media also undergoes strict censorship. On the part of the resistance, a parallel propaganda of freedom for humanity begins, but to no avail. The first Antlion hives begin to appear under and beyond the cities.
Civil associations allied to the Alliance of Workers are being formed under the command of the Civil Defense. The Civil Union of Workers is its name. Providing the population with food, clothing and a roof over their heads falls on their shoulders. Since this year, joining the civil defense structure has become more difficult than before. Now, to join this structure, loyalty is required, a higher intelligence than the rest.
The former strict regime prison "Nova Prospekt" is starting its work again. 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, soldiers of the Alliance Patrol, as well as the production of synths, etc. using the technologies of the Alliance. The supreme rulers of the Intergalactic Alliance, who are 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 who remained on earth become the last generation of their planet.
This year was the first official census of the world's population.
Numbers:
Civilian: 3,543,351,000
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 area to populate. Established resistance base Eastern Black Mesa. The Citadel begins mass production of a new type of synths from earth resources. In parallel, the Alliance begins development of a teleport within the same 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 in order to continue to evolve into a more advanced player in this wonderful game mode with the initial knowledge.
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