The full xenophobia storyline

The full xenophobia storyline

Re: The full xenophobia storyline Posted by half-dude on Mon Dec 8th 2003 at 11:26pm
half-dude
580 posts
Posted 2003-12-08 11:26pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Hey its me :leper: Half-dude

here's the story for my first mod (dont worry I not a newbie)

your gordon freemen a former scientist at the black mesa, after the invasion you escape and take a new job from the mysterius G-man and are quikly teleported to another BM funded facility the "Black mesa xenofunia test facility C1 a highly definded lab buit into one of the astroids of xen! with a ring of lazer cannons surrunding the complex the "definse ring". you are headed to the test lab on your first day and everythings going great but but then BOOM!! CRASH!!!! AHHHHHHHH!! the whole complex is invaded by the aliens outside its up to you to shut down the defince ring and power up the the emergecy teleporters to escape an give the other personel a chance of escape, good luck you'll need it.
Re: The full xenophobia storyline Posted by Vash on Mon Dec 8th 2003 at 11:58pm
Vash
1206 posts
Posted 2003-12-08 11:58pm
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
I know I am going to get flamed to hell for this, "But for gods sake, USE SPELL CHECK!!"

Secondly, story seems a bit...bland. Work on it a bit, make some big twists [keep them secret of course]

But eh, was worth a 2/5.
Re: The full xenophobia storyline Posted by scary_jeff on Tue Dec 9th 2003 at 12:45am
scary_jeff
1614 posts
Posted 2003-12-09 12:45am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Sounds like Poke 646
Re: The full xenophobia storyline Posted by R@lph VViggum on Tue Dec 9th 2003 at 2:49am
R@lph VViggum
156 posts
Posted 2003-12-09 2:49am
156 posts 211 snarkmarks Registered: Jun 11th 2003 Occupation: Level Designer Location: Illinois
I don't know your backround, I assume english isn't your first language. But, as the story goes. It seems "used," that idea is the most overlyused stories for a single player mod. But, story doesn't matter if you make it an enjoyable mod.
Re: The full xenophobia storyline Posted by half-dude on Tue Dec 9th 2003 at 6:07pm
half-dude
580 posts
Posted 2003-12-09 6:07pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Well if you don't like it, don't download it. :leper:
Re: The full xenophobia storyline Posted by Dr Brasso on Tue Dec 9th 2003 at 6:10pm
Dr Brasso
1878 posts
Posted 2003-12-09 6:10pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
finish it, and we'll see if its worth the download... :razz:

Doc Brass... :dodgy:
Re: The full xenophobia storyline Posted by half-dude on Tue Dec 9th 2003 at 7:37pm
half-dude
580 posts
Posted 2003-12-09 7:37pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Hey sorry for the harsh-ness, yes I agree that the plot is over used but I've seen mods with that storyline and it had but maping, I just want to see how I do.

Yes english is my first language I'm ether wrighting fast (like I am now) or just simply misspell words. :kitty:

you'll like it

P.S I've never played Poke 646