

The exit was clearly marked and the puzzle was rewarding. There was the pipe jumping puzzle with the barnacles across certain parts of the pipes that required the player to plan their next jump, and then execute it. There were moments that the game play actually seemed quite decent but these moments were few and far between. The next thing I will talk about is the game play excluding the combat. This is most frustrating in the boss battle near the end, where you have to use the red barrels and your melee attack to kill the Antlion Guard (The boss battle is on the top floor of a multistage building, how did it get up there?). The game gives you no clues, leading to situations, where you´ll spend most of your playtime being stuck in the same area.
LIST OF STOLEN ASSETS FROM HUNTDOWN THE FREEMAN MOD
This game could have been a garrys mod save game, where some kid opened the map and started spawning zombies randomly. KawooFish edited them slightly and added enemies.Īlso, there is this really annoying and unfitting color correction, which dramatically changes from map to map.īasically, the maps aren´t that good visually and sure as hell not gameplay-wise. Indeed, the maps seen in Hunt down the Freeman are Garry´s Mod Roleplay maps. This may be the worst aspect of the game, but I´m not sure.įirst of all, “Game Director” Berkan Denizyaran bought a gmod map (maps?) from the GarrysMod mapper KawooFish and hired him for the “game”.

The axe in the retail build is basically useles and kinda broken, lacking any sounds for the axe and Mitchell not actually holding the axe, probably due to bad rigging. In the retail build, it's first located in one of the offices where you meet Adam and in one of the garages after the factory section. "melee_hit_world" "Weapon_Crowbar.Melee_HitWorld"Ī Fire Axe that is semi unused can be obtained in both the retail and the OWF build. "playermodel" "models/weapons/w_machete.mdl" Interestingly, the gasmask's viewmodel mentioned in the script file appears to be different than the one we have in the game files. Unlike the other 3 weapons with only a script (HK33, M240, Mosin-Nagant), it uses the gasmask's viewmodel and the machete's world model. "single_shot_npc" "Weapon_Pistol.NPC_Single"Ī weapon script for a map. "playermodel" "models/weapons/w_sphinx.mdl" "viewmodel" "models/weapons/v_m9pistol.mdl" Yet another weapon with just a script file remaining this script appears to be based on the demo's pistol rather than the SMG. Weapon Sprite data is loaded by the Client DLL.Īnother weapon with just an unfinished script file this script is nearly identical to the HK33 except for the references for its name and ammo type. "single_shot_npc" "Weapon_SMG1.NPC_Single" There is a max of 16 sounds per category (i.e. "viewmodel" "models/weapons/v_smg_kr5.mdl" Weapon data is loaded by both the Game and Client DLLs.

All that remains of this weapon is an unfinished script file which appears to be a slightly modified version of the demo's SMG.
