Q1) Is it improtant to have bosses in levels
Not so much bosses as a major challenge. For example, the tentacle in Blast Pit is not really a boss since you dont directly fight it, but it is a good challenge, with a good buildup, and it feels damn sweet to push the button. A boss is just a particular implementation of a final challenge to give a sense of completion.
Q2) Number the following with 1 being most important. What is the most important thing about a mod: Storyline, Gameplay, Desgin of the levels, Weapons, Textures.
Gameplay is number one, since all the other things are really there to support and enhance good gameplay. Level design, in a game flow sense is the second most important thing, since it contributes a lot to the gameplay. Storyline is third, it gives the mod a sense of structure and, when done correctly, gives a player a goal to work towards. Weapons can make the gameplay novel and fun, so they come fourth. Textures are important, since they enhance the visual experience for the player, but I dont feel they contribute as much to the experience as the other four.
Q3) What do you think is a good length for a proper half-life 1/2 like mod.
For a singleplayer campaign, it should probably be somewhere between Blue Shift and Opposing Force. Blue shift was good but felt a bit short, and if its much longer than opposing force you risk the player losing interest and, worse, the quality of work suffering from being stretched over an epic story.
Q4) Do you still play half-life1 multiplayer, if yes, how often, and do you play online.
I would if I had it on my steam list.
Q5) Do you own a copy of half-life1
Yes, I bought the platinum pack.
Q6) Do you own a copy of half-life2
Yes.
Q7) What difficulty did you choose when you first played half-life1
Easy, I like to experience the story without worrying too much about my health the first time.
Q8) What difficultys have you finished half-life1 on
All of them.
Q9) If you downloaded reddawn, what difficulty would you play singleplayer on.
See 7.
Q10) Do you use cheats to finish the half-life 1 campaign. Be honest.
Occasionally, when I get stuck in level transitions in pipes and such noclip is the only option.
Q11) Whats better, a simple storyline or a complex cool story line.
Depends on how well its communicated to the player. Half-life (1 and 2) has good story delivery, enough is told for the player to understand the goal, but enough is hinted at to keep the player interested.
Q12) Do you still check out half-life1 maps and mods and download them or are you more of a half-life2 man.
I dont really download maps or mods any more. I've checked out a couple for HL2 but with work and school commitments, and video card death, I dont have the time to sit around and properly try out new mods.
"If you talk at all during this lesson, you have detention. Do you understand?"
- My yr11 Economics teacher