Half-Life: Platinum Collection (First Edition) is a bundle that includes updated versions of Half-Life (Game of the Year Edition), Opposing Force, Team Fortress Classic, and Counter-Strike.
Due to the worldwide success of the four games, Valve decided to release a bundle of the four popular games. Later that same year, Half-Life: Blue Shift was released, and the pack was edited and re-released as the Half-Life: Platinum Collection (Second Edition) bundle.
Games
The bundle contains the following games:
Did you know that in 2004 Valve launched Half-Life 2 [official site]? And did you know that Episode 1 followed two years later and Episode 2 a year after that? Did you know it’s now been ten years and besides a mass of rumours, bad jokes and conversations with unverified sources, Gordon Freeman’s elusive third Half-Life outing – be that Half-Life 3 or HL2: Episode 3 – is still Not A Thing?
I’m sure you did. Let me now ask you this: do you know about Half-Life 2’s modding scene – a community which has been producing consistently brilliant tweaks and tinkerings to Freeman’s Combine-killing shooter for over a decade? Built from Valve’s Source Engine, the following list is comprised of single and multiplayer mods for the Seattle-based dev’s seminal and ever-enduring FPS – some of which are set in Freeman-familiar worlds, others which take on completely new looks entirely.
I know it’s hard to swallow, but Half-Life 3 might never happen. Play these mods instead.
Get a Life
By Cide
Get a Life was one of the first Half-Life 2 mods I ever played, and I instantly loved how different it was from its source material. Playing as Alexander Zemlinsky, you assume control of a vulnerable subway technician suffering from leukaemia and are tasked with taking on an unscrupulous agency and waves of otherworldly beings.
As an everyday civilian, Zemlinsky can barely handle the mod’s 13-weapon arsenal and afflictions such as bleeding, dizziness, shaking while aiming, and limping make combating its 60+ enemy types across its 24 maps less than straightforward. Add that to the mod’s limb damage system and you’ve got your work cut out for you. Upgradable weapons and drugs that trigger a special bullet-time mode work in your favour across Get a Life’s ten hour or so runtime.
GoldenEye: SourceHalf Life Cut Weapons
By Team GoldenEye: Source
Designed to reimagine the Nintendo 64’s wonderful GoldenEye FPS from 1997, GoldenEye Source is a fan-made Half-Life 2 total conversion mod with one goal in mind: “To bring the memories and experiences from the original GoldenEye64 back to life using Source technology.”
It’s been around for almost 12 years and has been consistently updated along the way – having launched its version 5.0 last year. Classic maps such as the Bunker and the Dam return, however while its team promise to maintain the “original feel” of the game now two some decades old, naturally it’s been brought up to speed with ten multiplayer game modes, 25 maps in total and all 28 weapons from the original. Here’s its latest trailer:
Neotokyo
By Studio Radi-8
Set in a fictionalised cyberpunk Tokyo some 30 years into the future, Neotokyo is best described as a class-leaning Counter-Strike mixed with the Japanese fantasy/sci-fi manga series Ghost in the Shell. Government corruption is said to have turn the Japanese capital as we once knew it into a dystopian nightmare where war rages between the military sect Jinrai and the National Security Force. In practice this means loads of twitch shooting and relentless warring across Team Deathmatch and Capture the Ghost – the latter of which is portrayed by a female robot and is, as you probably expect, this mod’s version of capture the flag.
Once housed on ModDB, Neotokyo now exists on Steam and can be downloaded without owning Half-Life 2 itself which is pretty neat.
Minerva: Metastasis
By Adam Foster
Perhaps Minerva’s greatest achievement is that much of its sprawling levels play out in tight corridors and confined spaces, yet it rarely, if ever, feels cramped or claustrophobic. And this is testament to lone creator Adam Foster who, through this wonderfully designed three-episode mod, wound up with a full-time job at Valve.
Filling the boots of an unnamed hero, you’re tasked with uncovering the mysteries of the heavily Combine guarded island you’ve been held prisoner on. “Something is going on here,” suggests the mod’s blurb. “Your goal is to uncover what that is and destroy it.” Doing so will lead you into the island’s central mine shaft and with the help of the titular Minerva – who only exists via on-screen text messaging – you’ll set about taking down whatever it is that’s keeping you trapped on the archipelago.
First released in 2007, Foster launched Minerva on Steam Workshop on 2013. You’re required to already own Half-Life: Episode One to play.
Research and Development
By mbortolino
A non-combative game before non-combative games were cool. Crafted in 2009, two years after the aforementioned Minerva, R&D was often uttered in the same breath as Adam Foster’s work by way of its originality and ambition. Minus guns, besides the Gravity Gun, Gordon Freeman must here rely on his wits as you guide him through a series of tricky, often mind-building and sometimes infuriating puzzles. Occasionally, you’ll face the odd baddie who wants nothing more than to see you dead, but only by leveraging your surrounds can you see them off.
“You’re definitely not Edward Pistolhands,” said Alec not long after R&D’s release, before saying this:
“The best comparison, oddly, is the original Half-Life – a game whose noble puzzle values its sequel largely abandoned in favour of super-atmospheric action. There is very much that sense of strange tricks and traps born of scientific experimentation, and your largely non-combative persona is in many ways more in keeping with the mind-over-matter character we’re often told Gordon Freeman is than the openly, incongruously murderous role he dons in Valve’s games.”
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Games such as the Talos Principle have since performed the idea better, but R&D was well ahead of its time some eight years ago.
The Stanley Parable
By Cakebread
How to explain The Stanley Parable without spoiling it? And how to explain it without sounding mad? Two tough questions that I’d honestly rather you worked out for yourself because The Stanley Parable really needs to be experienced to be believed. You probably already know this mod went onto become a fully realised paid-for game – which is absolutely worth paying – however its less sophisticated, rougher-around-the-edges, and free mod version can still be played and enjoyed today.
Exploring themes of 9-5 culture, the illusion of choice, and the contradictions of self-fulfilment, The Stanley Parable takes you on a journey where your only friend is an omnipresent, overseeing narrator. But do you trust him?
“You will make a choice that does not matter,” suggests the mod’s description. “You will follow a story that has no end. You will play a game you cannot win… it’s actually best if you don’t know anything about it before you play it.” I agree.
Black Mesa
By Black Mesa Dev Team
Put simply, Black Mesa is a mod project that started in 2012 with the aim of reimagining the original Half-Life in its sequel’s Source Engine. Having somewhat grown arms and legs since, Black Mesa now exists as a free mod which its creators the Crowbar Collective are no longer progressing, and a paid-for Early Access game, which will receive the most attention.
For example, this means Xen – the otherworldly zone Gordon Freeman visits towards the end of the original game – will not feature in Black Mesa’s mod version, and the premium version plans to add ten or so hours which won’t feature for free. That said, about 85 percent of the single player game does exist in the mod and is for the most a beautiful reinterpretation of Freeman’s first outing. Perhaps the best testimonial I’ve spotted for Black Mesa is tied to generational differences: “Now I understand what people felt like in 1998,” said ModDB user HunteR4708 which is probably absolutely right, even if it makes me myself feel old.
Silent Hill: Alchemilla
By White Noise
There are loads of horror-inspired Half-Life 2 mods kicking around these days, however 2015’s first-person Silent Hill: Alchemilla is my favourite. While it claims to tell a “completely original story”, Alchemilla is heavily inspired by the first game and reimagines its world – particularly the titular hospital and the outside otherworld areas – to terrifying effect.
Without spoiling anything, its puzzles are a little on the light side, so it’s perhaps best to avoid diving into this one expecting a revolutionary first-person modern day retelling of the 1999 debut – a la Resident Evil 7. That said, while Alchemilla promises to entertain “fanatics of the original game”, there’s definitely enough meat on this ‘uns bones to impress series fans of all understandings.
Synergy
By Synergy Team
If co-operative multiplayer is your bag, look no further than Synergy. Another long-standing mod that’s since been housed in the Steam Workshop, Synergy was born from a number of other mods – DC Co-op 2, Dev Co-op, Tim-Coop, for example – and stands to let players play through Half-Life 2’s otherwise single-player campaigns with friends.
Be that Half-Life 2’s base game, Episode One and/or Two, you and your pals can take down Headcrabs, Gunships and Striders to your heart’s’ content – and Synergy now even works with other user-made mods such as the aforementioned Minerva: Metastasis. Synergy also brings a handful of its own levels to the table, which means there’s plenty here to hold you and your pals’ attention.
Dino D-Day
By Digital Ranch Interactive
Besides having the best name on this entire list, Dino D-Day almost certainly has the best premise: during the second World War, Hitler has discovered a way to resurrect dinosaurs and, by fighting online, players can either choose to side with the Allies or the Nazis.
Now, a war-based Deathmatch-style shooter that lets players ride around on dinosaurs is probably enough to sell those of you inclined, however Dino D-Day offers a host of classes which vary on each side, a range of dinos, and an impressive arsenal of weaponry.
Dino D-Day is another mod which has since graduated to paid-for Steam release, however the original freebie itself is still available to download and packs five maps and three game modes – the latter of which includes team deathmatch, king of the hill, and objective mode.
Honourable Mentions
Garry’s Mod
By Garry Newman
The archetypal mod – Garry Newman’s Garry’s Mod offers players a sandbox and tools to make it their own. There are no rules or objectives, but tens of thousands of players and game modes.
Prospekt
By Richard Seabrook
Prospekt has received middling reviews on Steam, however is a fun one-man project which furthers the story Adrian Shephard, star of Half-Life 1 expansion Opposing Force.
Dear Esther
By The Chinese Room
The non-combat exploration game, or Walking Simulator if you prefer, that started it all.
HL2: Capture the Flag
By MeNtHoL Analysis model in software engineering.
Simple, yet necessary. The Half-Life 2 Deathmatch mode than never was.
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Nuclear Dawn
By GameConnect
A lovely FPS/RTS hybrid.
As noted above, Half-Life 2’s modding community has now been operating for well over ten years. This means I’ve definitely missed some crackers, but the above list should more than get those of you new to the scene started. Again, these are my own favourites but, as always, I’d love to hear which ones I’ve missed in the comments below.
Half-Life: Game of the Year Edition Game – Overview – Free Download – PC – Compressed – RIP – Screenshots – Specs – Torrent/uTorrent
Type of game: First-person shooter PC Release Date: January 1, 1999 Developer/Publishers: Valve, Sierra Studios Half-Life: Game of the Year Edition (271 MB) is an First-person shooter video game. Developed and published by Valve, Sierra Studios. It was released on January 1, 1999. Half Life is re-packaged with a Team Fortress Classic mod and other neat new extras in Half-Life: Game Of The Year Edition. Great storytelling in the tradition of Stephen King intense action and advanced technology create a frighteningly realistic world where players need to think smart to survive.
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Half-Life: Game of the Year Edition Download
Click Here to Download This Game Game Size: 271 MB Password: www.apunkagames.net or apunkagames or You Can Also Download In Torrent Format Download Torrent File
Ben Griffin provides context and commentary followed by the original text of our Half-Life 2 review, published in the November 2004 issue of PC Gamer UK. More classic reviews here.
What more can be said about Half-Life 2? Jim Rossignol's words below still do a fine job of summing up just why the world got worked up over a singleplayer shooter. November 2004 was a standout month for PC gaming, and indeed PC Gamer: a 96% for Valve's opus, 95% for Rome: Total War to a 95%, an 89% FIFA 2005, and Shade: Wrath of Angels with a, er, 59%.
But the game we called 'messianic' was all that mattered that month, and indeed, that year. Not only did it kick off Valve's (eventually) world-conquering Steam service, but it courted criminals too. After FBI involvement and a concerted effort from Valve's community, the stolen Half-Life 2 code was returned several anxious months later, but not after a making dear old Gabe sweat through a heavily delayed development schedule. Could this be the official birth of Valve time?
And Half-Life 2 still matters. Just shy of a decade on, memories linger in the collective conscious. The gravity gun. The hoverboat. Striders. Dog. Ravenholm, to which we definitely do not go. The game left an indelible mark on its landscape, and not only in terms of those iconic moments. Underneath it all, the Source engine gave modders and developers a good platform on which to base their game. It's still being used today—albeit in a heavily modified form—in Respawn's multiplayer shooter, Titanfall.
So there it is, one of the greatest PC games in history. Here's our original review in full.
Half-Life 2 review
It was all in that moment when I just sat back and laughed. I couldn't believe it was quite this good. I chuckled in muddled disbelief, expectations utterly defied. My nervous fingers reloaded the level, knowing that I had to see that breathtaking sequence one more time. It was then that I knew for certain: Valve had surpassed not only themselves, but everyone else too. Half-Life 2 is an astounding accomplishment. It is the definitive statement of the last five years of first-person shooters. Everything else was just a stopgap.
Half-Life 2 is a near perfect sequel. It takes almost everything that worked from Half-Life and either improves on it, or keeps it much the same. But that simple summation undersells how the Valve team have approached this task. Half-Life 2 is a linear shooter with most of the refinements one would expect from years of work, but it is also a game of a higher order of magnitude than any of the previous pretenders to the throne. The polish and the stratospheric height of the production values mean that Half-Life 2 is a magnificent, dramatic experience that has few peers.
It would be madness for me to spoil this game by talking about the specific turn of events, so spoilers are going to be kept to a minimum. We're going to talk about general processes and the elements of style and design that make Half-Life 2 such an energising experience. Key to this is the way in which Gordon's tale is told. Once again we never leave his perspective. There are no cutscenes, no moment in which you are anything but utterly embedded in Gordon's view of the world. Everything is told through his eyes. And what a story it is. Gordon arrives at the central station at City 17—a disruptive and chilling dystopia. And from there? Well, that would be telling. This is not the contemporary America that Gordon seemed to be living in during the original Half-Life. The events of Black Mesa have affected the whole world. The crossover with Xen has meant that things have altered radically, with hyper-technology existing alongside eastern bloc dereliction.
The world is infested with head-crab zombies and the aliens that were once your enemies now co‑exist amongst the oppressed masses. This very European city is populated by frightened and desperate American immigrants, and sits under the shadow of a vast, brutalist skyscraper that is consuming the urban sprawl with crawling walls of blue steel. It's a powerful fiction. City 17 is one of the most inventive and evocative game worlds we've ever seen. The autocratic and vicious behaviour of the masked Overwatch soldiers immediately places you in a high-pressure environment. People look at you with desperate eyes, just waiting for the end to their pain, an end to the power of the mysterious Combine. Who are they? Why are you here? Who are the masterminds behind this tyranny? The questions pile up alongside the bodies.
Half-Life 2 isn't big on exposition, but the clues are there. You're thrust into this frightening near-future reality and just have to deal with it. Your allies are numerous, but they have their own problems. Your only way forward is to help them. And so you do, battling your way along in this relentless, compelling current of violence and action, gradually building up a picture of what has happened since Black Mesa. The Combine, the military government that controls the city in a boot-stamping-face kind of way, are a clear threat, but quite how they came to be and what their purposes are become aching problems. Once again Gordon remains silent, listening to what he is told so that you can find those answers for yourself.
But even with Gordon's vaguely sinister silence (something that is transformed into a subtle joke by the game's characters) there are reams of dialogue in Half-Life 2. It is spoken by bewilderingly talented actors and animated with almost magical precision. Alyx, Eli, Barney and Dr Kleiner are delightful to behold, but they only tell part of the story. There are dozens of other characters, each with their own role to play. And each one is a wondrous creature. They might be blemished, even scarred, with baggy eyes and greasy hair, but you can't tear your eyes away. People, aliens and even crows, have never seemed quite so convincing in a videogame. Doom 3's lavish monsters are more impressive, but Half-Life 2's denizens are imbued with life. More importantly, they offer respite. Half-Life 2's world is a high-bandwidth assault on the senses that seldom lets up. That moment when you see a friendly face is a palpable relief. A moment of safe harbour in a world of ultraviolence. As Gordon travels he is aided by the citizens of City 17 and the underground organisation that aims to fight the oppressors. Their hidden bases are, like the characters who inhabit them, hugely varied—an abandoned farm, a lighthouse, a canyon scrapyard and an underground laboratory—each superbly realised.
It is this all-encompassing commitment to flawless design that makes Half-Life 2 so appealing. Even without the cascade of inventiveness that makes up the action side of events, the environments become a breathtaking visual menagerie. Cracked slabs and peeling paint, future-graffiti and mossy slate, tufts of wild grass and flaking barrels, shattered concrete and impenetrable tungsten surfaces—City 17 and its surrounding landscape make you want to keep exploring, just to see what might be past the next decaying generator or mangled corpse. Whether you find yourself in open, temperate coastline or mired in terrifying technological hellholes, Half-Life 2 presents a perfect face. The first time you see ribbed glass blurring the ominous shape of a soldier on the other side, or any time that you happen to be moving through water, you will see next-generation visuals implemented in a casual, capable manner. Half-Life 2 doesn't have Doom 3's groundbreaking lighting effects, but objects and characters still have their own real-time shadows and the level design creates a play of light and dark that diminishes anything we've seen in other games. The very idea that people have actually created this world by hand seems impossible, ludicrous. The detritus in the back of a van, the rubbish that lies in a stairwell—it all seems too natural to have come about artificially. Add to this the split-second perfection of the illustrative music, as well as the luscious general soundscape, and you have genuinely mind-boggling beauty.
But these virtual environments are little more than a stage on which the action will play out. And what jaw-dropping, mind-slamming action that is. What's tough to convey in words, or even screenshots, is just how much impact the events of combat confer. This is a joyous, kinetic, action game. The concussive sound effects, combined with the physical solidity of weapons, objects, enemies and environment, make this a shocking experience. Each encounter is lit up with abrupt and impressively brutal effects. Explosions spray shrapnel and sparks, bullets whack and slam with devastating energy. The exploding barrel has never been such a delight. You think that you've seen exploding barrels before, but no: these impromptu bombs, like everything else in the game, are transformed by the implementation of revelatory object physics. Unlike previous games, the object physics in Half-Life 2 are no longer a visual gimmick—they are integral to the action and, indeed, the very plot.
Gordon can pick up anything that isn't bolted down and place, drop or hurl it anywhere you choose. Initially this consists of little more than shifting boxes so that you can climb out of a window, but gradually tasks increase in complexity. Puzzles, ever intuitive, are well signposted and entertaining. If they're tougher than before they're still just another rung up on what you've already learned. This is immaculate game design. There are a couple of moments in these twenty hours where something isn't perfect in its pace or placing, but these are minor, only memorable in stark contrast to the consistent brilliance of surrounding events. There is always something happening, something new. You find yourself plunging into it with relish. Just throwing things about is immediately appealing. You find yourself restraining the impulse to just pick up and hurl anything you encounter. (Free at last, I can interact!) Black Mesa veteran Dr Kleiner is remarkably relaxed about you trashing half his lab, just to see what can be grabbed or broken. Combine police take less kindly to having tin cans lobbed at their shiny gasmasks.
But the core process of this new physics, the key to the success of the game, is to be found in the Gravity Gun. Once you've experienced vehicular action and got to grips with combat, Half-Life 2 introduces a new concept—the idea of violently manipulating objects with this essential tool. The gun has two modes, one drags things toward you and can be used to hold, carry or drop them. The other projects them away and can either be used to smash and punch or, if you're already holding something, hurl it with tremendous force. A filing cabinet becomes a flying battering ram, dragged towards you and then fired into enemies, only to be dragged back and launched again to hammer your foe repeatedly, or until the cabinet is smashed into metal shards. Pick these up and you can blast them through the soft flesh of your enemies.
Killing the badguys with nearby furniture becomes habitual, instinctive. Or perhaps you need cover from a sniper—picking up a crate will give you a makeshift shield with which to absorb some incoming fire. Likewise, you immediately find yourself using the gravity gun to clear a path through debris-blocked passages, or to pick up ammo and health packs, or to grab and hurl exploding barrels at encroaching zombies, setting them ablaze and screaming. You can even use it to grab hovering Combine attack-drones and batter them into tiny fragments on concrete surfaces. Soon the gravity gun is proving useful in solving puzzles, or knocking your up-turned buggy back onto its wheels. Yes, a buggy. I'll come back to that. The gravity gun isn't just another a weapon, it's the soul of Half-Life 2. Do you try to bodge the jump over that toxic sludge, or take the time to use the level's physics objects to build an elaborate bridge? Do you waste ammo on these monsters or pull that disc-saw out of where it's embedded in the wall? Of course, you always know what to do. When there's a saw floating in front of your gravity gun and two zombies shamble round the corner, one behind the other, well, you laugh at the horrible brilliance of it. Yeah, I think that was the moment that I sat back and laughed. It's just too much.
Sometime after these experiments in viscera comes Gordon's glorious road trip. Simplicity incarnate, the little buggy is practically indestructible, but also an essential tool for making a journey that Gordon can't make on foot. Dark tunnels, treacherous beaches and bright, trap-littered clifftops become the new battleground. Like the rest of the game there are oddities and surprises thrown in all the way through. The bridge section of this journey would make up an entire level in lesser shooters. And yet here it is, just another part of the seamless tapestry of tasks that Gordon performs. Also illustrative of the game as a whole is the way in which the coast is strewn with non-essential asides. OK, so you're zooming from setpiece to setpiece, but do you also want to explore every nook and cranny, every little shack that lies crumbling by the roadside? Of course you do. This is a game where every hidden cellar or obscure air-duct should be investigated; you never know what you might find.
Investigating means using the torch that, oddly, is linked to a minor criticism of the game. Both sprinting and flashlight use are linked to a recharging energy bank. It's clear why this restriction was imposed, but it's nevertheless a little peculiar. The quality of the game meant that I was searching, rather desperately, for similar complaints. Smugly I assumed that my allies in a battle were non-human because that way Valve dodged the lack of realism and other problems created by fighting alongside human allies. Of course my lack of faith was exposed a few levels later, when I found myself in the midst of the war-torn city fighting alongside numerous human allies who patched me up, shouted at me to reload, apologised when they got in the way and fought valiantly against a vastly superior force. What a battle that was. I want to go back, right now. The striders, so impressive to behold, are the most fearsome of foes. Fighting both these behemoths and a constant flow of Combine troops creates what is without a doubt the most intense and exhilarating conflict ever undertaken in a videogame. The laser-pointer rocket launcher is back and even more satisfying than ever before. Rocket-crates give you a seemingly infinite resupply to battle these monsters but it's never straightforward. Striders will seek you out, forcing you under cover, while the whale-like flying gunships will shoot down your rockets, inducing you to resort to imaginative manoeuvring to perform that killing blow. Even dying becomes a pleasure—you want to see these beasts smash through walls and butcher the rebels, again and again. Oh Christ, what will happen next?
I could talk about how those battles with the striders almost made me cry, or about the events that Alyx guides you through so cleverly, so elegantly. I could talk about the twitchy fear instilled by your journey through an abandoned town, or the way that the skirmishes with Overwatch soldiers echoes the battles against the marines in the original Half-Life. I want to rant and exult over this and that detail or event, this reference or that joke. I want to bemoan the fact that it had to end at all (no matter the excellence of that ending). And I'm distraught that we'll have to wait so long for an expansion pack or sequel. I even had this whole paragraph about how CS Source will be joined by an army of user-fashioned mods as the multiplayer offering for this definitively singleplayer game. But we're running out of space, out of time. There's so much here to talk about, but in truth I don't want to talk, I just want to get back to it: more, more, more.. You have to experience it for yourself. This is the one unmissable game. It's time to get that cutting-edge PC system. Sell your grandmother, remortgage the cat, do whatever you have to do. Just don't miss out. --Jim Rossignol
During the game, press the tilde key [~] and type 'sv_cheats' at the console window to activate cheat mode. (The underscore '_' denotes a space.)You must either die or reload your game before you this code takes effect</ol>
(Note: To use cheats on a saved game, enable Cheat mode and load the saved game.)
Quick Weapon Reload[edit]
First of all, this only works for weapons with slow reload times, like the magnum and the tranquilizer crossbow. Upon running out of ammo in your clip, you will begin to reolad your weapon. If you want to fire faster, simply changes your weapon while in the reloading animation, and then switch back to the weapon you want to use, and realoading will be complete.<p>
NOTE: This trick does not work with Half-Life 1.0.1.0 or higher.
Command line parameters[edit]
To enter these codes you must edit the Half-Life icon on your START menu.
Without further ado, we bring you the codes:
All weapons and ammo[edit]
Enable Cheat mode. Then press ~ (tilde) and enter '/impulse 101' at the console window.
Third person perspective[edit]
Enable Cheat mode. Then press ~ (tilde) and enter '/thirdperson' at the console window.
Disable clipping and flight modes[edit]
Enable Cheat mode. Then press ~ (tilde) and enter '/noclip' at the console window.
God mode[edit]
Enable Cheat mode. Then press ~ (tilde) and enter '/god' at the console window.
Create item[edit]
Enable Cheat mode. Then press ~ (tilde) and enter 'give item' at the console window, where item is the object you wish to create. Example:<p>
Give item_airtank<p>
Object list
Select level[edit]
Enable Cheat mode. Then press ~ (tilde) and enter '/map name' at the console window, where name is one of the map names below.<p>
Maps
Opponents ignore you[edit]
Enable Cheat mode. Then press ~ (tilde) and enter '/notarget' at the console window.
Adjust gravity[edit]
Enable Cheat mode. Then press ~ (tilde) and enter 'sv_gravity ' at the console window. (The underscore '_' denotes a space.)<p>
(Note: The default is 'sv gravity 800'.)
Sniper Mode with any weapon[edit]
If you have a crossbow, you can get sniper mode on any weapon, and here'show: Simply quick-save your game, go to the crossbow and zoom in, and thenquick-load. When the game pops up again, you will be zoomed in on theweapon you had when you saved, and can cycle through the others as normal.To zoom out, just go back to the crossbow and press 2nd attack. <p>OR<p>Enable the console bytyping '-dev' or '-console' (without qoutes) as mentioned in one of theabove codes.<p>
Start up the game, and enter a new game, or load a saved one. Now hit the ~key to bring up the console. Type the following, where * is the key of yourchoice. (Keep in mind, you must bind all three commands to different keys.<p>
bind * 'fov 20'<p>bind * 'fov 50'<p>bind * 'fov 90'<p>
The first will bring you in to a very close zoom. Second is mid-range, andthird is the command to bring you back to the normal view. It works withany weapon, though it will not change the mode of fire or increase/decrease
accuracy.
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