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Comment History
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Half-Life 2: Alternis

I think things like Bullsquids and Houndeyes could be perfectly integrated. I have ported them to HL2 and made them fully functional NPCs and they fit in perfectly with the campaign as is

Good karma+2 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Half-Life 2: Alternis

Really looking forward to this, I love expansion mods like these!

Do you plan on adding any custom assets (like NPCs, weapons, etc) as well, or are you just focusing on maps?

Good karma+3 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Half-Life 2: Alternis

Wtf are you talking about? The author has integrated the custom maps together perfectly.

So sorry one texture issue bothers you, but I don't think that justifies calling the entire thing "terrible implementation"

Good karma+6 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Ravenholm The Lost Chapter (not official)

This mod is ancient, why is it randomly posted here without even any links?

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Coterminus

Sometime this year

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Cremator and CGuard NPCs (Modder's Resource)

You're a saint dude

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Raising the Bar: Salvation

With the code you got, there is a door right before you enter the church. There should be a keypad. It is illuminated in gree. Enter the code and your reward awaits.

Good karma+3 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Beyond the Bar One: Bringing Concept Art to Life

Finally finished BTB. Here are my reviews (ranked from highest to lowest in my opinion)

Nova - My favorite map in this whole pack. Scenic, beautiful, and balanced gameplay. The map was simple and straightforward with interesting mechanics and visuals. It was so detailed, that you wanted to stop and take a look around at the environment you were in. Additionally, there was a near-perfect share of enemy placement, supplies, health, etc. for a fun and balanced walkthrough.

Nomad - This could've been up there with Nova, as the mapping design and visuals were fantastic, but the gameplay dynamic was very poorly thought through. Every 10 footsteps, you were spammed with hordes of either Antlions or Combine Soldiers, with a very limited supply of ammunition and health/armor. This made it very difficult to progress. Not to mention, the section with the destroyed ship and the carts is super confusing to figure out. I spent like 15 minutes trying to figure out what the hell to do before eventually giving up and noclipping out of there. All in all, very pretty details and visuals, but really frustrating gameplay.

You're not supposed to be here - Despite the rough terrain and recycled geometry, I liked this one. While it did appear a little bleak and a bit blocky, I liked how it was a recreation of an old canal map with actual visuals and gameplay. The difficulty was manageable and the progression was simple and straightforward. If the visuals were improved a bit, it has the potential to become a very beautiful short-and-sweet map.

Canal-Combine Gateway - This map had a similar problem to the one above, with very blocky architecture, but the airboat ride was fun and I liked the use of a depressing yellow ****-colored skybox. The enemy placement wasn't bad, although confusing at times (like why is there a mortar synth just hovering right next to a bunch of houndeyes?) but I enjoyed how it was rather relaxing and quickly-paced, and altogether very simple. It just needs a few tweaks in terms of detailing here and there, and it'd be golden.

Pitstop - I have to give this map the lowest score because pretty much all it has going for it is some decently cool visuals. I liked the take on those concept train stations that have a massive gap in the middle of it for whatever weird *** reason, but the parkour at the beginning of the map was very annoying, as half the rocks you could BARELY latch on to, and there was like 3 metro cops you fought and that was it for the combat. It felt more like a walking simulator than an actual map. Lastly, at the end of it where you take the elevator to the 2nd floor, I had no idea what to do from that point onward and just assumed that was the end of the map, so it was a little anti-climatic.

Good karma+2 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Half-Life 2 + (HL2: Plus)

You should consider using the bullsquid and houndeye models inspired from the leak as they will be more fitting

Good karma+3 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Half-Life 2 + (HL2: Plus)

man what the **** 💀

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ March 2023 Devlog

Best mod on earth award

Good karma+5 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Coterminus

You can literally just drop the beta aesthetics folder into the coterminus custom folder

Good karma+2 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ 1D81A526 DBB2 49C5 AE4C BC515ED031CE

This looks hella good

Good karma0 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Megadome

Did you modify the rain particles? They look good

Good karma+2 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Coterminus

Type "npc_create npc_assassin" in console

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Alien detail

Looks like a freaky *** smiley face lol

Good karma+3 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Coterminus

Hello, I'd like to report a bug I may have found. I noticed that if you disconnect the game while you are in usage of the OICW's scope function, the overlay of the scope will still remain even as you connect to an entirely different map.

For example, I was using the zoom function for the OICW and then disconnected the server without un-zooming. After connecting to another map, the zoom function wouldn't go away. I couldn't do anything, not even switch weapons. I was able to fix the issue by giving myself an OICW via console and using that to un-zoom, but that may be a major issue for those who are not as experienced with console commands and source code.

Speaking of the OICW, I feel like its secondary grenade function is a bit overpowered. The range of the grenade can go so far, that it's almost as if it were its own rocket launcher. I think a good way to balance it was to have the grenade launch function be similar to that of the regular SMG1 in retail.

Good karma+2 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Dark-Life 2

This actually looks cool as ****

Good karma+2 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Build: 2003

Just out of curiosity, with Coterminus now released to the public, which is another mod with really similar goals to this one, do you guys plan on doing anything different, or will you stick with your original ideas?

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Half Life: City 17 (ARCHIVED)

True, but you never know. Maybe I'll step up to something similar myself.

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Half Life: City 17 (ARCHIVED)

There needs to be a HL2 remake as ambitious as Black Mesa was for HL1. And City 17 is literally the perfect name for it, hence they're both based on where each respective game takes place.

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Coterminus

Agreed. Release dates do nothing but add stress and have the potential to be the downfall of a brilliant mod such as this.

Good karma+3 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Coterminus

This mf really just said Feb 31 💀

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Image 3

Yo this is a l4d map wtf?

Good karma+1 vote
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Half-Life 2: Beta Evolved

Literally my exact words when I read the title and description.

Good karma+2 votes
Tyris_ICCR
Tyris_ICCR - - 27 comments @ Build: 2003

I like the looks of this. A simple rebuild of the old beta engine, simply nothing more than patches, fixes, and improvements without going HD. None of that "we'Re AtTemPtIng to ReCreAtE tHe BeTa" and gets canceled years later ********.

Good karma+3 votes