Hunt Down The Freeman

Hunt Down The Freeman

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Improving Act 2 (WIP)
By gaming56798
In this guide i will talk about how to improve act 2 of the game hunt down the freeman.
   
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Misc.
Note: This uses the dev build as a reference. Which is drastically different then the base game,
Here is a steam guide on how to play it.


If the player had the Axe in Act 1 they will start with it in Act 2.

Make the Act have more of a focus on combat.

the winter survivor could be reused as a tutorial for antlions.

New Alaska.
First thing this cave is pointless. so you could have the player slide down into the last part of the cave. you could also make it so you can tape the flare to your pistol.

The Antlions should be re-added, the quick draw idea was nice.








the player gets to the end way to fast, you could add some form of bait and switch. with the player falling though the ice like the start. then the player could fall into a different combine base.








here is an idea of how that could look.













There should be a option to go the original route. maybe the player can find a button to open the door. then they can go the original route.
The Combine Station.
once the player leaves the bunker, they exit here.








First off id make it so another train comes into the station, also add a lever that when flipped changes a railroad switch causing the train to crash, if the player doesn't crash the train Combine will deploy.








you'd change it up so some of the Combine past this point use AK47's, so the player can still have ammo for it.
The deal with the devil.
id state that the first part needs some work. there is too much open land, and to little content.








First way of Improving this part would be, to add Antlions, they could function like how they did in Sandtraps, spawning every time the player steps on the snow. Second way, adding More Combine, and ammo. third, you could re-add the spot lights. or you could just add all of them.








this area should have a combine force filed added here.










  • On to the Factory


Most of this section is fine, but it can get repetitive.

to add more variety you could add the Combine from Half-Life: Alyx, Specifically the Combine grunt and combine captain. adding this will add more variety to the combat.

you could make it so there aren't any pulse rifles in the weapon ammo stashes.

You could add the Cremator in as a boss fight once the player kills every enemy.
Weapons?
reuse the AK47








Add a flare gun, that lights enemies on fire, and inflicts Bugbait.

as a replacement to the Axe you could give the player a sledge hammer.

you could add the Immolator from beta.

Make it so if the player picks up a Half-Life 2 Grenade, it goes into ammo just like the Half-Life 2 SMG. No one wants to have pointless contents in there inventory.

The player could also be given a reworked SPAS-12 at the start, its stats could be like %25 percent less damage then the Pump, can fire both barrels, and lastly 10% less accurate.

If the Player Picks up the Half-Life 2 Shotgun, it Should be turned into Ammo, like the SMG, it could give the player like 20 Buckshot Ammo.
Alternate Routes.
At the Fake out entrance, there would be a button, when pressed it would open the door to the original route.

After a small amount of walking the player would stumble into a abandon town which the combine have taken over. they'd be able to find some items, and a scope for the Pistol.

The player then walks for a bit longer, past some Crashed combine tanks, and dead rebels/combine. once the player gets to the sniper chasm they find a rebel outpost, where Mitch talks with some of the rebels, leading to them giving Mitchell a tau cannon, and lending him a Snowmobile with a mounted turret.

After getting the Tau cannon, the player can find uranium ammo for the Tau in ammo caches.

after the player gets the Snowmobile they continue on the classic route, but with some alterations made to make it work with the Snowmobile, and with some more enemies to put the turret to use.

Once the player gets to A2C1P3, a combine hunter chopper follows behind Mitchell and destroys the snowmobile, and knocks Mitch off. Once Mitchell gets up, the chopper can be shot down with charged tau shots.

After encountering the Hunter chopper, the player finds another outpost, that is being raided by combine. once the player helps the rebels, they can stock up on ammo then continue.

id rework the combine meteor snipers, so that they wouldn't spot the player unless they were Moving fast. I would also add Antlions here, if the player gets hit by an Antlion the Snipers would lock onto the player. When targeting Antlions the snipers would shoot slower.
achievements.
THE PHANTOM PAIN - beat act 2.
Simulated Walking - beat A2C1P2 and A2C1P3. Description: Why.
And it crashed... - Get ran over.
Not Weapons? - kill the Cremator. Description: Oh God...
Agility+ - Get the Sniper rife.
sex
Thank yous five reading
3 Comments
Walter 28 Aug, 2021 @ 9:18am 
Please have the devs steal this content too
forceawakens921 31 Jul, 2021 @ 10:42am 
like all this, act 2 sucked nuts
Naselone 5 Jul, 2021 @ 7:31am 
you dont need to improve act 2 its perfect as it is