In Depth Guide to HL2

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BigGoose2006

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I am contemplating the worth of me creating an in-depth walkthrough/guide to HL2... I am sure there are other good ones out there, but still... If I were to write one, it would be of a very high quality; all in HTML, nicely formatted with CSS, lots of good screenshots, maps, side-notes about weapons and characters...

If anyone could post suggestions, advice, whether it is a good idea, or not worth my time as many other good walkthoughs are being made?
 
IMO, HL2 doesnt need a guide. The game is simple enough already, I never got lost (except once on Highway 17). It would be nice to have a manual on all your friends, enemies, weapons, vehicles, and a quick description of each chapter. I dont think a walkthrough is required tho.
 
I didn't get stuck(not bragging), It would be great for people who are as good as FPS I support the idea, not sure how popular it will be but sounds good
 
I personally don't think a walkthrough is required either, at least in terms of figuring out how to get past things and make it to the end of the game. (Though you just know that some people are going to get stuck anyway.)

But it would be nice if it pointed out things you could miss if you weren't paying careful attention. Best example being, all the G-Man sightings.

Somebody has already created a walkthough, and while it's okay it's definitely not the greatest. You can see it HERE.
 
I got stuck a couple times actually.

What would be really useful is a list of all common sticking points and solutions. Start with that I'd say.
 
I agree, HL2 is not that difficult, and the player rarely gets stuck. So maybe I could make a guide to hidden places, items, easter-eggs... maybe intersting things to do such as attempting to traverse Ravenholm without anything but the manipulator, as well as hints on how to accomplish this? (Ravenholm came to mind, as I am playing through that are on my second time around)
There are many other fun things to do that ordinary players might not think to try. So perhaps it would be a guide that would let less intense players get more out of the game. Thanks for the advice, the more the better, I have found I need lots of it.
 
That sounds good to me. A guide to all the cool and hidden stuff in HL2, and some more unusual strategies on how to get past certain points. Like in Nova Prospekt, I've read all sorts of crazy stunts people pulled to get past the part with the turrets. Some pretty ingenious ideas.
 
Yes, most definitely. What would be really helpful is a list of G-man sightings as well as the "Lambda" areas where supplies are stashed. It would just be nice to know exactly what we missed and what we can look for the next time through.
 
Player 17 said:
Yes, most definitely. What would be really helpful is a list of G-man sightings as well as the "Lambda" areas where supplies are stashed. It would just be nice to know exactly what we missed and what we can look for the next time through.

I am already working on a list of G-man sitings.
 
BigGoose2006 said:
I am already working on a list of G-man sitings.
For brownie points, you should have moments where the manipulator or physics can give you shortcuts or creative ways to kill enemies.
And the traps in Ravenholm.
 
Javert said:
For brownie points, you should have moments where the manipulator or physics can give you shortcuts or creative ways to kill enemies.
And the traps in Ravenholm.

I am thinking that all of these suggestions are good, but how would you format them into a usable guide? The best way I can think of would be to write a walkthrough for the game, not so much even to help people through it, but more to give the guide a skeleton to base all these other things around? Would that be a good idea? Or can someone else think of a better way to format it? Thanks again for all suggestions.
 
BigGoose2006 said:
I am thinking that all of these suggestions are good, but how would you format them into a usable guide? The best way I can think of would be to write a walkthrough for the game, not so much even to help people through it, but more to give the guide a skeleton to base all these other things around? Would that be a good idea? Or can someone else think of a better way to format it? Thanks again for all suggestions.

Yeah you could do it walkthrough-style, but you'd definitely need some appendixes that listed things people would be interested in. For example, someone just looking for g-man sightings isn't gonna want to read the whole thing through. That might already be really obvious to you though, so sorry if it is!
 
Player 17 said:
Yeah you could do it walkthrough-style, but you'd definitely need some appendixes that listed things people would be interested in. For example, someone just looking for g-man sightings isn't gonna want to read the whole thing through. That might already be really obvious to you though, so sorry if it is!

Yes that is true, I could do it both ways pretty easily; both in a walkthrough and appendices.
 
Well not a bad idea as some people do seem to get stuck...god knows how though this game is simple as hell! So linear that its hard to imagine getting stuck.
 
samfox said:
dude, if you are going to do it - go all the way.
If I do, I will go all the way, I am just deciding if it is worth all of the work.

I am thinking I would dedicate a section of it to fun console commands, such as slow motion, physics stuff, increasing the games difficulty with console commands etc... by the way I have two thread talking about slow motion and higher difficult levels, take a look if you are interested. And please post any advice/ideas/help that you may have.
 
You should do it. At the very least, I'm sure it'd be a lot of fun to assemble and write. Plus, walkthroughs are generally interesting to read even if you don't need one. I enjoyed seeing how people on another thread played the Nova Prospekt turrent battle, seeing how where they positioned the turrets and what strategies they used to win. Go for it!
 
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