Civil defense hl2. civil defense

Antipyretics for children are prescribed by a pediatrician. But there are emergency situations for fever when the child needs to be given medicine immediately. Then the parents take responsibility and use antipyretic drugs. What is allowed to give to infants? How can you bring down the temperature in older children? What medicines are the safest?

Introduction.

We welcome you to our guide, entirely devoted to the question - "how to play xl2rp?". In this guide, we will try to explain to you all the basics, nuances and subtleties when playing on a server with such a theme. We immediately warn you that there will be very, very many letters, so if you are not ready to devote ~ 20 minutes to reading and understanding what you have read, then I think we will not be able to help you with anything. Who wants to learn - he will learn, and read all the literature on this topic.

After downloading all the necessary content, looking at the loading screen and waiting for the Sending client info bar to load to the end, you have finally entered the server. The first and most important experience for you will be the answer to simple questions that are on the menu. There are ~5 or more of them on each server, and it happens that they are not translated into Russian. In our case, we have 5 questions. If you had at least a little experience on RP servers, then you can easily answer them, right? But, if you are just ready to learn, or you are too lazy to guess, then here is a picture with answers to questions. After answering the questions, we move on to the next step.

Character Creation.

We have a simple menu with three buttons on top:

  • The first button is responsible for going to the character creation menu. New - a new, that is, character. When the character limit is reached, this button will no longer be available.
  • The second button is responsible for ensuring that you can leave the server without any problems if you suddenly have such a need.
  • The third button is responsible for loading ready-made characters. If you didn't have them before, it won't be available until you create your first character.
By clicking on the New button, we proceed directly to the creation of the character. This is what our menu looks like -
Of the available factions, only one is currently available to us - this is Civil. Who they are and what they are famous for, we will find out later. In the meantime, we need to create a simple person, but, of course, with his own feature, which you will indicate to him yourself. Choose the gender of our character and continue.
Now the turn has come to somehow call our character. We use some simple (or not so) names and surnames. But you must take into account some nuances:
  • 1) Not all servers support Cyrillic. Therefore, it is desirable to write the name and surname in English.
  • 2) Use real names and surnames.
  • 3) Do not use the names and surnames of popular or famous personalities. Even with a hint of them. (for example: John Cena, Vladimir Pudin, Petr Potroshenko, etc.)
  • 4) Do not use words or names that may seem offensive to some people (for example: the name Herosos, although real, is, to put it mildly, inappropriate)
Following these simple rules, we get a character with some first and last name.
  • 1) As in the case of the first / last name, not all servers support Cyrillic. Therefore, it is best to write your description in English. You can use google translate or other translators.
  • 2) You should only write a PHYSICAL description. That is, a description of the character's body, what he wears. But only. Description of gastronomic preferences, political views and other things is strictly prohibited.
  • 3) Do not write any offensive words in the description. Имеется в виду называть чернокожего персонажа "Ниггером", писать в описании какие-то мемы связанные с конкретной моделью и прочее. The administration, in this case, will show you your sharp humor.
  • 4) Never use exact numbers when reporting weight or height. No one can know for sure how much you weigh, how tall you are, or how long ANYTHING is.
As a result, I got this:

attributes.

These are the qualities of your character. You are given a certain number of points for which you can "pump" a certain attribute. The menu looks like this:

  • Acrobatics How high will you jump.
  • Agility How fast will you run.
  • Dexterity- how fast you will perform actions (for example, tie / untie)
  • Endurance How much pain can you take.
  • Medical- how effectively you will treat other people (not yourself)
  • Stamina- your endurance indicator.
  • Strength- how hard you will hit other people with melee weapons or fists.
Other servers have a different number of attributes, and the number of points given is more or less than 10. Also, these attributes can be "injected" without this menu. To do this, you just have to do what this attribute is based on. For example, the more you jump - the more acrobatics you have - the higher you jump.
Move on.

Features of your character.

This is a unique development of our server, based on the experience of the game "Project Zomboid", where the character could choose his own characteristics. It is under development, and its menu is intuitive. But, if you have any questions about a particular perk - just hover over it, then you can read what each perk is responsible for. The menu looks like this:
After that, you will automatically move to the game. From this moment begins your long and tedious journey through the world of roleplay. Congratulations. But in order to strengthen the success and stay here for a long time, you need to study all the other aspects? Rules, factions, teams, lore and much more are already waiting for you from below.

Rules.

By accessing the server, you automatically agree to all the rules and undertake to comply with them. Otherwise, you will be blocked.

Communication rules:

  • 1) When communicating not on role-playing topics, use these commands:
    // "text" - to send a message to all players on the server (non-role information)
    .// "text" - to send a local message to nearby players (non-role info)
    /pm "name" "text" - for private communication with a specific player (non-role information)
    /adminhelp - Send a message to administrators asking for help.
  • 2) The use of non-role-playing information in role-playing chat (and vice versa) is prohibited.
  • 3) Insults, discrimination on any grounds, disrespectful behavior towards another player or fat trolling is prohibited.
  • 4) The use of emoticons, elements of informal culture (memes) in the RP chat is prohibited.
  • 5) The use of capslock is prohibited.
  • 6) Total illiteracy is a shame, punishable.
  • 7) Spam, flood anything - prohibited.

Technical, system rules:

  • 1) If you find any errors, shortcomings and everything that can somehow affect the game process - inform the administrator. Using these "mistakes" is punishable by a permanent ban.
  • 2) Abusing by any commands that allow you to perform some action for personal selfish purposes is prohibited (for example, abuse by fallover).
  • 3) The use of any programs that give you an advantage over other players is prohibited. Punishable by a permanent ban.
  • 4) Creation of any kind of errors, vulnerabilities in the program code and everything that can lead to an unpleasant situation on the server is prohibited.
  • 5) Bypassing bans is prohibited. Banned.
  • 6) Bot breeding, namely the use of a system of several characters to "transfer" items is prohibited. Punishable by blocking characters and the player himself.
  • 7) Changing character descriptions during any events is prohibited.

Rules of conduct role play, basic concepts:

  • 1) NonRP - violation of the chronology and logic of RP actions. Something you can't do in real life.
  • 2) FearRP - the absence of fear in a situation where it should be present.
  • 3) LeaveRP - it is forbidden to leave the RP situation without warning its participants and without obtaining consent to your exit from the server.
  • 4) PainRP - every person has the ability to experience pain. The degree of injuries received shows your capabilities in the future, so acting out screams, cuts, blows, and other things should be accompanied by appropriate pains, defects, and so on.
  • 5) NLR (New Life Rule) - if you died, then you do not have the right to interact and remember what happened at the time of your death.
  • 6) PG (PowerGaming) - a kind of NonRP, in which one person, despite the logic, thanks to the mechanics of the game, was able to defeat, for example, 2 or more people, while having almost zero chances.
  • 7) Delaying RP situations and creating disputes out of this is prohibited.
  • 8) ERP (Erotic RolePlay) - no one forbids players to play this, but for the respect of other players, you should describe your actions in a whisper "/w".
  • 9) Killing players must have a good reason, and must also be accompanied by wagering.
These are not all rules, of course. But this is the basics you need to know. More subtle moments are regulated by the administration.

Interface.

And now, having appeared at the station, the question arises - what can one do here? This game mod is rich in a variety of mechanical actions, interactions with objects, etc.. but let's not forget that the main thing here is wagering, and everything else only helps to make the game more beautiful and interesting.
First of all - you will see a completely blank screen, some buildings, train cars and more. It's understandable, you've just arrived in this city. But we are now interested in two things - the TAB button and F1.

F1 button.

Clicking this button opens the following menu:
Here is all the basic information about you. Your name, CID, the amount of currency in the wallet, the state of your health and limbs. There are also shortcut buttons here.

  • The first is Description, here you can change your description if, for example, you changed your appearance or made a mistake.
  • The second is Emotes, here you can choose the animation in which your character can be. For example, you can sit on the floor, lean on the wall, and so on. Very practical and beautiful.
  • The third is Fall Over, when you press this button, your character will "go into a trance", "fall asleep", "fall down". That is, you will turn into a ragdoll, you can be picked up and carried away somewhere. You will also take damage and be able to speak and do everything except walk on your feet. To get up - press the space bar.
  • Fourth - Voice Description, not available on all servers. Here you can change the description of your voice.
This is where the F1 functionality ended.

TAB button.

When clicked, we see this picture:

Everything is more complicated here, right? But nothing, we'll figure it out. Everything in order:

  • Characters- here you can choose another character or create a new one.
  • COMMUNITY- ignore this button, it leads to the official website of C16 (gamemod creator forum).
  • Business- if there is a certain flag, you can order any items there.
  • Inventory- the place where you store all your things. It deserves special attention, because this is a place with which you will have a lot of contact. The inventory looks like this:

Initially, you have a case, which can usually be sold for a modest amount of tokens from a local NPC, and nothing more. The menu is quite simple - the first tab is Inventory - your inventory, and the second - Equipment, here are all the clothes and weapons you put on. To interact with items, you simply click on them and interact. It's so simple!

  • Info is a summary of various commands, server information, build information, and more. If anyone is interested, they can look, but this button is not very remarkable.
  • Skills are your attributes. Here you can track your development or degradation.
  • Settings - a very large and useful graph. It also deserves special attention.
When clicked, this is what comes up:
As you can see, the menu itself is huge. We will be brief about everything.
  • Chat Box: Here you can control what will be displayed in your chat. With a minimum knowledge of English, you can understand what it does. Well, or at random to see what will change.
  • Framework: interaction with the schema itself, the interface. The only interesting buttons here are Show bars at the top of the screen and Enable third person. When you click on the first setting, all panels with the state of hunger, health, armor, fatigue will be displayed in the upper left corner:

Well, the second includes a third-person view. Beautiful, comfortable. There is even a scope.

Next comes the theme menu of the schema itself. Here you can choose any color that you like best. What for? So that the inscriptions on the doors, menus and various other inscriptions are somewhat "customized". Improvise.

  • Features - This lists all the features of your character that you chose when creating your character.
  • List of players - here is a list of all players on the server, their nicknames, factions and names (if you know them).
This is where all the special "menu" ends. It remains only to specify a couple of little things:
- by pressing F2 you can "meet" another character. This person will see your name in place of your description.
- by pressing F3 you can start tying a person if you have a rope in your inventory and you are standing behind the victim.
- by pressing F4 on a linked person you can search him.
- you can run by pressing ALT, if it is allowed on the server.

Containers.

Some props on the server have the ability to contain any items. It can be cabinets, trash cans and so on.
The container menu looks like this:

You can put your (other people's) things in containers for storage, but if the container is not under a password (administrator), then there is a chance that someone will take your things from this container. Be careful.

Useful and necessary commands available to the player.

  • /apply is your first command to be used on the server. By typing this command, you will give your first name, last name and CID, as well as get to know all the people around.
  • /me is the main weapon of a good person who plays on a server with a roleplay theme. Here you can describe your actions that are not technically provided. The better you describe your actions, the bigger and more beautiful they are, the better for you, because you won’t find good RPshers in the daytime with fire.
    Good example:
    /me put his heavy suitcase on the floor, took out his CID card from the inside pocket of his blue vest and showed it to the officer opposite.
    Bad example:
    /me Put the suitcase down and gave the map to the officer
    /me Sighed
    /me Move on
    As you can see, reading a bunch of texts in lines is very inconvenient, not beautiful, but such a person seems to be telling us that he doesn’t care how to win back. He does not respect people, and therefore few people will trust him with anything. Also write your actions with a small letter, because this is the next part of the sentence. The first will be your First Name and Last Name, and the text that you wrote will be your action.
  • /it is a secondary command of a good RPshare. Describes the activities that take place around.
    Good example:
    /it When the citizen gave the card to the officer, an alert was sounded that the citizens from the newly arrived train should immediately check in their luggage and go to the GSR office for check-in.
    Bad example:
    /it someone in line farted hard
    /it everyone shut their nose
    This BAD example shows all the irony and "funness" of the situation. But be prepared for the fact that the administration will apply whips and belts to you so that you don’t do this again and don’t clog the chat with a lot of actions.
  • /y is a shout. You can use this command to shout something to a person who is a little further away from you so that you can hear normal speech.
  • /w is a whisper. If you have any personal RP information for the person next to you, then come close to him and write through this command what you wanted to tell him.
Basically, that's all you need to know for now in terms of commands. Further more.
Now it's time to get to know the factions. About them below.

Civil.

As you can see, when you click on it, we got a small summary of information about us. What is our name, what is our CID, the number of our loyalty points and violations, as well as our place of residence and our status - a citizen.

Everything in order:

  • Our first and last name, CID - everything is clear here.
  • Loyalty Points (OL) are points that show your loyalty to the Alliance. This is necessary in order to enter some structures of the Alliance (Civil Defense, GSR and others). And it also contributes to a softer attitude of civil defense employees towards you, getting an additional ration .. in general, this is a very good thing if you are going to stay in the city.
  • Violation Points (OH) - also points, but opposite to OL. They show your level of "danger" to society. If you are detained again, they look at your amount of OH, then additional sanctions may be applied to you, up to cut-off (death).
  • Place of residence - specifically on our server it is 1 letter and 3 numbers. The letter represents the apartment block you live in. For example block A is located on the main square, it is hard not to notice it. The first digit is your floor, and the last two are the apartment number. On the door to which you will approach there will be its designation, so you can figure it out right away.
  • Your status is usually the short CITIZEN, but if you try really hard, it can change to ANTI-CITIZEN, that is, "violator". This will mean that you are a threat to society and you must either be isolated ... or killed. Be careful.
What to do in the city?
There are not many occupations for an ordinary citizen of the city. Your leisure and work should be determined by you so that you do not get bored. But, if you need money or communication, then it is best to contact the office of the Civil Union of Workers (CWR). On each server, the location of the office is different, so it would be better if you ask the civil defense employee or another citizen for directions to the office.
Address the employee in a respectful, competent manner about the work. I think he will not refuse you if he is not particularly busy. Later, just follow the instructions that the employee will give you.
Also, sometimes civil defense employees themselves can convene a large convoy to work. Unlike the work of the GSR, this work is obligatory, and approximately 50% of all citizens who are not currently employed should participate there. The job alert looks like this:
Citadel / Center / Dispatch / Dispatch is the central system for alerting the civilian population about any events. You could hear this female voice in Half-Life 2, when the intruder was announced, about the cancellation of various codes and other things. This is also part of his responsibilities. But all you need to know is that sometimes very important things are said there.
Let's say that you have found a job, found your apartment and have basically settled down in the city with your friend or alone. It will be better if you find friends in arms on the server, meet someone to spend time together and enjoy communicating with other people. If you have not yet figured out where to determine your destiny, then you need to wait for some events (Events / Events) that will stimulate you to take any action.
A couple of examples:

Announcements of recruitment to the Civil Defense - this happens if the civil defense command staff does not have enough people to protect the city. Usually, with this announcement, all interested citizens must gather in the place where it was announced in this very Dispatch, which was mentioned above. How this set goes - depends on the server, everywhere there are rules and foundations. Declaration example:

The City Administrator's Speech (GA/CA) is an event in which the GA announces something, or simply tries to win over more people to the side of the Alliance. But, usually, this happens in order to stimulate civilians to earn OL and become part of high society. By the way, after earning a certain amount of OL, you will be able to meet him. Speech example:

Breakthrough of the forbidden sector (D6/District 6) - an event in which any group of members of the resistance was able to break through the defenses of the forbidden sector, and now there is a temporary opportunity for all willing citizens to escape there and become part of that same resistance. Of course, civil defense employees will not leave this unattended. Example:

These are the main events that take place on any server. But, each server is unique in its own way, so the set of these events may vary.

Civil defense. Introduction, equipment.

At the moment, this is all the necessary information for each civil defense employee. Regarding ammunition and other subtleties, your commanders will inform you.

Civil Union of Workers.

The Civil Union of Workers (hereinafter: GSR) is an organization created to provide the city with employment, its improvement, as well as the organization of any events within the city. It mainly consists of people who for some reason could not enter the civil defense, or did not want to be completely loyal to the Alliance. The work is not easy, it requires a lot of perseverance, but it is a more important backbone than the Civil Defense, because if the civilians have nothing to do, these guys will be to blame. They deserve respect for their patience.
The faction itself is very simple, and the leader of the structure will explain all the nuances to you, so we will get by with a small FAQ on this faction:

  • Q: How do I join the GSR?
  • A: Contact the GSR staff with this question. Standard criteria - the presence of OL, the desire to do "dirty" work and great online.
  • Q: What is special about this faction?
  • A: The peculiarity is that these people are equal to (or even superior to) ordinary loyalists. If a loyalist can earn OL simply by turning in contraband, then an employee of the GSR does not need to prove his loyalty. He does a lot for the city anyway.
  • Q: Is it possible to help the rebels while playing as this faction?
  • A: Of course. Nothing physically can stop you from helping someone with anything, but it is worth considering the fact that people with pure faith in the Alliance are accepted for service in the GSR, therefore such rat employees must be approved by the server administration.
  • Q: Can I join the GO as an employee of the GSR?
  • A: Of course. They can even give you priority in the recruitment, maybe even help with some particularly sensitive issues, because you have already proven your loyalty and need for the Alliance.

City Administrator.

The City Administrator is the local deity. The tasks of this deity include the distribution of positions in the structure of the GSR, holding various events in the city, interacting with the loyal population of the city and pushing boring, useless speeches. The very work of the City Administrator (hereinafter: GA) is very privileged - still, this is the second person in the city after the Sector Commander (SeC). He also has a very important role in civil defense, sometimes even taking the reins of this structure into his own hands, if there is no one else to do it.
The GAs themselves in the history of Half-Life 2 are an official who is assigned to each city by decree of the Earth Administrator (Wallace Breen). Carrying out the work of the pre-war Mayor of the city, he sometimes makes the residents nervous by the fact that he has a very high self-esteem, and practically does not care about the affairs of the city. But, nevertheless, there are those GAs who work diligently to ensure that the Alliance and the city flourish. Know that the closer a city is to City 17, the harder it works.
On each server, the person who wins back the GA is unique. Someone can introduce a Party system on the server, someone can collect Loyalist Councils, and someone really does nothing. It is pointless to describe any separate things about him, and as in the case of the GSR, we will get by with a simple FAQ about him.

Q: How do I become a City Administrator?
A: Usually he is assigned as the Super-Admin of the server, so it would be quite reasonable to ask the Administration about this role. But, sometimes, if the online server allows, then a kind of "election" for City Administrators can occur. But, you see, it will look strange. But interesting.

Q: Who are Assistants?
A: They are the second people after the City Administrator. They are assigned to them. They have a range of secondary duties from "bring me coffee" to "hand over a scientific dessert about the teleportation of particles within one multiverse." Usually, these are trusted people who have some kind of unique skills. Where to get them - the GA decides.

Q: Does he leave his palace at all?
A: Of course. Usually, when such an important person leaves his 4 walls, the streets sometimes block. But in order not to load the GO apparatus, the GA takes bodyguards with it. This was done by a GO unit with the rank of EpU, now it is the work of the Superhuman Patrol Department (OTA).

Q: Someone said something about the Party. Is it LORNO?
A: Certainly not Lorno. But in favor of the interestingness of the game, of course, sometimes you have to retreat from the ENT. HL2RP itself is very limited by its history. If you think about it, in the original there was no mention of other cities, sectors, organizations. This is all improvisation, but logically, such structures must exist.

Alliance Superhuman Patrol.

Alliance Army Soldiers/Superhuman Overwatch Units/Overwatch Soldiers (OTA) are well-trained, team-working, and multi-tactic infantry troops. This is the main military force of the Alliance on Earth.

First of all, these are special-purpose soldiers who, in "peaceful" time, operate outside the boundaries of cities where resistance forces are hiding. It is practically impossible to meet at least one Soldier in the city, because those who look at them can be destroyed. In moments when civil defense employees cannot cope with the rebels, it is these guys who come out.

Mass production of Patrol Soldiers began immediately after the appearance of the first Citadel. The Alliance tries to tame every enslaved creature. This also affected people, but only those who had very good health. First of all, these were captured soldiers of state armies, special forces and other special units of different states, since their health was somewhat stronger than that of ordinary people. Over time, the OTA began to recruit employees of the Civil Defense, because in advance there were simply no healthy people in the world.

This faction, despite its "closed", sometimes "unnecessary" surprisingly has its own clear standard structure with a small ranking system inside. All of this below.

OTA ranking system.


(OverWatch Soldier) - the standard unit of the Patrol. Obeys the orders of the Center and the squad leader (usually EOW). Does not have the ability to think freely, regardless of specialization. They act as brute force in suppressing riots and storming buildings, and also take an active part in clashes outside the cities. Has an average surgical intervention.

(Elite OverWatch soldier) - an elite unit of the Patrol. Submits to the decrees of the Center and the highest ranks of civil defense. Some unit specializations have the ability to think freely. They are engaged in the protection of objects of particular importance to the Alliance, in the most extreme cases they go out onto the streets of the city. Additional surgery is underway.
These are all ranks in the OTA structure, but there are more specializations (squads). Here they are:

  • GUARD - specialization of the EOW rank unit for the protection of especially important personalities. These may be City Administrators, Earth Administrators, High Defense Command, or those who have been ordered to be protected. Since they protect people, and it is inappropriate and annoying to stand still and mumble something under their breath, they were endowed with the ability to keep up a conversation with their "client". Of course, they can support any conversation. But not with those to whom the order "Protect" does not apply.
  • STORM is an elite assault squad, it includes units from OWS to EOW rank. They are engaged in storming buildings, cleaning up sectors with special training.
  • ECHO is a universal squad of free assignment, it includes units from the rank of OWS to EOW. Usually they are engaged in protecting the borders of the city, as well as attacking resistance settlements outside the cities.
  • SPEAR - a special forces unit, also sometimes called "special forces in a square", it includes units from the rank of EOW. They are engaged in the elimination of specific individuals who are not pleasing to the Alliance. The smallest group.
  • NOVA - prison guard squad. It includes ONLY OWS units, control is carried out by the Center. Widespread in high-risk prisons. They are engaged in torture, interrogations (in a particularly harsh form) and amputation of especially violent offenders. They have the ability to think freely. It is possible to be present inside the Nexus Oversight as a guard of the prison block.
Small FAQ.
Q: How to become an OTA unit?
A: As mentioned in the description above - you must have a rank in GO (usually starting with i3 you can apply for this), and there must be a need for OTAs themselves.

Q: Many times I noticed and became convinced that OTA is a license to kill. Why?
A: It's quite simple - many servers put OTA above all other factions and give them huge advantages. Because of this, many players who play for OTA simply stop paying attention to the RP process. If you notice this, then my advice to you is - it's better not to play on such a server. This is an indicator of decay.

Q: What is the "fun" to play for OTA?
A: Nothing. It's just that if someone wants to shoot like in some kind of Counter-Strike, then this faction was created for them. But, if you want to see the RP here, then it's worth playing as a unit of the GUARD squad, since you will spend most of the time with the City Administrator (if there is one).

Q: Is it possible to betray the OTA Alliance and join the rebels?
A: Impossible. You are completely controlled by the Center as all OTA units undergo brain implant surgery. Your actions must be synchronized with the command.

Q: Is it possible to "hack" OTA?
A: Not possible in the current perspective. This is not a machine for you, they are even bio-robots only by 20%, but an additional surgical intervention, given the lack of the necessary equipment from the resistance or other people, such an idea will be doomed to failure.

Rebels.

Rebels, or as they are also called "rebels, resistance" are people who "categorically" deny the power of the Alliance over the human race. Many may say that they are engaged in some kind of shenanigans aimed at the direct overthrow of the Alliance, but this is not so. First of all, the rebels are people who fled from cities under the city itself or outside the city in order to stop being an object of surveillance by the Alliance. In general, they are engaged in survival where it is impossible to live in principle, and where the Alliance does not go. If they were constantly out and about, I think they'd be in big trouble, right?
The rebel movement did not have a clear structure and organization, but over time, the first groups of people began to appear who fled to the canals, out of the cities, into the forests, and who gathered in groups just to survive and help others survive. Later, under the leadership of Eli Vance, the first combat units were formed, which, if not attacked, then they could certainly defend themselves. The main sign of a true rebel is the sign of Lambda, entered in a circle.

The rebels were said to be people who fled the city in search of a "better life", but that's only the majority. Some people were not controlled by the Alliance after the Seven Hour War, such as Eli Vance and his entourage. Also, some low-ranking civil defense officers who were "opened their eyes" to the "terrible truth" about the Alliance, who were able to escape along with others, also joined them. But for now, the rebels are a weak force that the Alliance will not pay attention to if it does not mutiny.

There have long been rumors among civilians that there are people who are fighting for freedom for all of humanity, so some citizens could even tell you how to get to them. But do not forget that the Alliance has its own eyes and ears everywhere.

On most servers, the rebels are a formal organization with their own leader, their own customs and rules. But in the best traditions now - these are people who gather under their command. That is, if you assemble a group that will oppose the Alliance even without weapons, you will already be equated with the rebels, which means rebels.

All information about weapons, equipment and ranks (if any) is explained by the leader (if any). Therefore, it is pointless to write anything here.

Timeline.

Literally translated as "timeline". This is a chronology of events and their description.

An incident occurs at the Black Mesa Research Facility that causes a cascading resonance, which in turn leads to a chaotic invasion of beings from the world of Zen with the help of open portals. Black Mesa is destroyed with the help of both creatures and government rapid reaction forces. The Earth plunges into chaos, portals open everywhere, "portal storms" begin. Through them, aliens from Xena invade in heaps, trying to escape from slavery by the Alliance on their home planet. The Intergalactic Alliance watches what is happening and does nothing.

Portal storms continue, people flee from small towns and villages to large ones in order to somehow hide. Large cities are surrounded by walls and troops are brought in, they become strategically important strongholds. But, despite all efforts to contain the hordes of aliens, it is difficult. The number of land decreased by 10%, and the birth rate fell to a minimum. Many third world countries ceased their formal existence. Many leaders put aside their geopolitical interests in order to save the population from death (Russia, USA, France, Germany, China, etc.). The UN Security Council introduces resolutions that help unite countries in the fight against a common enemy. The truth about what is happening is revealed to the public, such personalities as Wallace Brin, Isaac Kleiner, Gordon Freeman, Eli Vance are named. Despite the revelation of the truth, many people ignored these claims.

2004-2005

Vortigaunts, a race of humanoids parallel world Zen, after the death of Nihilanth, became uncontrollable and free. Beginning in late 2003, the Vortigaunts began to surrender en masse to humans. Over time, after it became known that their actions were controlled by other beings (Nihilanth, Controllers). People treated them kindly, despite all the damage brought to humanity. Since the middle of 2004, the Vortigaunts have taught people to cope with the attacks of other beings from Xena, learned to speak different languages ​​\u200b\u200bof people and were completely assimilated by the latter in cultural and speech terms. They worked in factories as an "infinite battery", as cooks and in other technical/humanitarian professions.

The Intergalactic Alliance, watching what is happening for six years, finally decides to send its troops to earth through portals and enslave both earthlings and newly free creatures from the planet Zen, thus killing two birds with one stone. Countless armies begin to arrive through the portals. A war begins that lasts only 7 hours, later it will be called the "seven hour war". During the war, people flee the city, not wanting to be captured by the Alliance, outside the cities they manage to huddle in groups and hide from alien troops. During these 7 hours, the Alliance manages to destroy most of humanity in the cities, modify the soldiers taken forcibly captured under the conditions of what is happening, and in the end enslave the earthlings, with the help of Wallace Breen, a scientist from the Black Mesa complex, who in turn invited people to lay down their arms and obey the guests, to which the earthlings agree. Subsequently, Wallace Breen becomes Administrator of the land. People outside the cities are starting to move away from the places where the clashes took place.
From this moment on, the human race falls into an era of oblivion and exhaustion.
The question of why people lost the war is very simple - all countries were exhausted from the attacks of aliens from the world of Zen, therefore the conduct of any wars would be fatal for all people, and the launch of Nuclear Missiles would be considered a declaration of war and an act of aggression against other states . For 7 hours, the World Government failed to agree on the introduction of universal military service, the unification of the command centers of all countries and the sanctioned launches of Nuclear Missiles.

The UN headquarters is destroyed. The construction of the main command center of the Alliance - the Citadel, which was built in just a few months from a material not yet known to mankind, begins. The population of the planet is beginning to be sorted: quite healthy, middle-aged, sent to reservations created in cities. Old people, children, sick and wounded, the Alliance picks up and simply takes away, then their fate is unknown. All the soldiers who managed to survive and be captured by the Alliance are taken to the citadels, where, after modifications, they become patrol soldiers (Overwatch Transhuman Arm). The people who escaped from the cities unite with the adaptable creatures from Xena, and organize small groups of refugees, united by a single goal - to survive.

Cities as we understand them today are now destroyed. They were replaced by names like City-1, City-2, City-3 and so on. The internal police of the Alliance - Civil Defense (GO) is being formed. At the initial stages, anyone could join this structure at will, having previously undergone a forced "sterilization" of their past life. These people also took a special course of drugs that stimulate the development of muscle mass, the development of intelligence and high endurance. Many of the civil defense employees, when they reached a certain rank, were forcibly sent for modernization to patrol soldiers (OTA). The mainstream media becomes completely controlled by the Alliance, the rest simply disappear, the media also undergoes strict censorship. On the part of the resistance, a parallel propaganda of freedom for humanity begins, but to no avail. The first Antlion hives begin to appear under and beyond the cities.

Civil associations allied to the Alliance of Workers are being formed under the command of the Civil Defense. The Civil Union of Workers is its name. Providing the population with food, clothing and a roof over their heads falls on their shoulders. Since this year, joining the civil defense structure has become more difficult than before. Now, to join this structure, loyalty is required, a higher intelligence than the rest.

The former strict regime prison "Nova Prospekt" is starting its work again. Citizens with the status of "threat" (anti-citizen), as well as political prisoners, resistance fighters and problem citizens are placed in it. The object is used to "transform" people into stalkers, soldiers of the Alliance Patrol, as well as the production of synths, etc. using the technologies of the Alliance. The supreme rulers of the Intergalactic Alliance, located outside the earth, decide to install a "field of suppression" on the earth in order to stop the reproduction of people. And they succeed. The people who remained on earth become the last generation of their planet.
This year was the first official census of the world's population.
Numbers:
Civilian: 3,543,351,000
Civil Defense: 2,000,000,000 people
Civil Union of Workers: 124,543,120 people.
Resistance (according to Alliance estimates): 1,500,000 people.

The Alliance begins to drain the oceans of the earth, thereby preparing the territory for the future resettlement of new captured creatures. Antlion hives now have a very large area to populate. Established resistance base Eastern Black Mesa. The Citadel begins mass production of a new type of synths from earth resources. In parallel, the Alliance begins development of a teleport within the same universe under the leadership of Judith Mossman. The development of the teleport lasted 6 years.

Nowadays.
(c) NandI, Septic.

Conclusion.

That's all you need to know in order to continue to evolve into a more advanced player in this wonderful game mode with the initial knowledge.

If more experienced players have any wishes for adding / changing or removing any things from the guide, then please unsubscribe in the comments specifically what should be added or changed.

The guide will be added. This is not the final version.

Also, if you have a desire to post this guide on any resource, then please indicate all the copyrights that are indicated in it.
Also, do not forget to indicate the authors of the entire guide -

Septic, SchwarzKruppzo.


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Civil Defense Organization(internal city police) maintains law and order in City 17, and controls the citizens of the city's citizens.

general information

Civil Defense employees (metrocops, geos, patrols) can be found at all posts in City 17. In addition, they are engaged in patrolling the nearest suburbs. GO soldiers are collaborators who joined the ranks of the GO in order to improve their standard of living. Unlike Alliance soldiers, they are not physically modified, although their respirator helmets distort their voice.

Armament and equipment

Civil defense fighters are armed with paralyzing electric batons, Hk USP pistols, MP7 submachine guns, and M-83 anti-personnel grenades. Each officer is dressed in a dark green uniform, black leather boots, and a white respirator helmet. The belt has a life control system and a Geiger counter. Some employees carry menhack cleaning robots with them. They also often use fixed AR1 machine gun turrets. Civil defense employees are easy to spot by their frequent radio communications. Civil defense employees contact dispatchers to find out the current situation, new tasks, detected violators, personnel losses and other information. Civil defense employees move around the city on transport helicopters, APC armored personnel carriers, and are often accompanied by scanners and menhack robots.

Tactics

Civil defense fighters, in comparison with the soldiers of the Alliance, lose to the latter in training and tactics. So, for example, GeOshniki shoot from the MP7 machine guns from the hip, and do not use grenades, and also, employees armed with pistols react rather slowly to danger and shoot at a low rate of fire.

To the question Half-life 2 asked by the author promote the best answer is At the beginning of the game, the mysterious G-Man mentally wakes up Gordon and rather vaguely alludes to the upcoming "great things" again. A few seconds later, Gordon finds himself on a train arriving in City 17, unarmed and without his protective power suit, which served as his faithful assistant and repeatedly saved his life in the first part of the game (moreover, the G-Man had previously said that Freeman could keep the suit for himself). Soon the situation begins to clear up: City 17 is under the rule of a totalitarian government, headed by an administrator named Brin, as it turns out later, the former head of the research center. But Brin, in turn, is himself a pawn in the hands of the leaders of a powerful all-galactic union - the Alliance. The portal storms that began after the death of Nihilanth across the Earth attracted the attention of the Alliance Council, and soon their troops attacked the Earth, starting a war nicknamed "The Seven Hours", as after seven hours of war, Breen forced the remaining human forces to lay down their weapons, which earned the patronage of the Council. and became the plenipotentiary chairman of the government on Earth. Now the Alliance troops almost completely control the entire planet, except for a few small pockets of resistance. Thanks to high technology, humanity is making a sharp leap in development. Gordon, who has arrived in the city, sees their integration everywhere. Some of the buildings are modified with black metal fortifications. The area is patrolled by mobile scanner robots that monitor the situation in the city. The organization of "Civil Defense" works in the cities - people specially trained in combat skills who entered the internal police of the Alliance and thus lost part of the brain cells, replaced by microchips. But the most terrible means of persuading the government, along with propaganda, mind control and the fields of suppression of the breeding cycle spread over the cities, were synthetic robots - biomachines that destroy everything in their path.

Answer from Konstantin Litvinov[master]
o_o, this is the greatest game of all time!! ! Don't tell everything at once


Answer from Sdfgasdsdf[active]
I'll write in a personal wait!


Answer from Neurologist[active]
An experiment on the so-called "anomalous material" led to a "cascade resonance", which opened a portal to a parallel dimension of Xen, and opened the way for a hostile alien civilization... .


Answer from vitriol[newbie]
half life is the game idol of all time!! !its graphics engine "sours" made the second part just a mega hit! real physics, beauty, story line shine! the second part has two episodes 1 and 2, look for them on torrent sites! try there

Ground Unit (GU)

GU -- Ground Unit -- Standard ground units -- Patrol units.
Units of the GU squad have the standard uniform of a civil defense officer.

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The main group of GO. Mainly engaged in PPS (Patrol and Guard Service). Units that pass recruit courses and become rank 05 automatically fall into this squad.

HELIX

HELIX - Medics - Nurses.
The HELIX unit is dressed in standard GU unit armor, with differences in light armor type and red-black-and-white coloring with a red cross on the body armor.

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HELIX This is a medical support unit. Responsible for the physical and psychologically stable state of the units and employees of the Alliance's power structures.

Units that join this squad already have access to the MB NN (HN Medical Block) or the Infirmary, as well as various powers in it.

Infirmary (MB NN)- a small medical facility of the Civil Defense, designed to provide medical care to units injured by something and intended for various medical operations. Also, the infirmary serves as the "deployment site" of the HELIX detachment itself:

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Enrollment in the HELIX squad is possible upon reaching rank 05 (Private).

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GRID

GRID - Engineers - Technicians.
The GRID unit is dressed in black and orange uniforms. Various devices, parts and tools are attached to the belt holder:

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GRID- This is an auxiliary unit on a par with HELIX. The GRID detachment is engaged in supporting civil defense units in battle with various robotic mechanisms and monitors the maintenance of the working condition of all mechs. devices in HH and on the streets.

The GRID units have their own headquarters located in a garage building on the main square. Most of their time, GRID units are located at the location of the GRID detachment (MDOG-NN):

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Enrollment in the GRID squad is possible upon reaching rank 05 (Private).

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PHANTOM

PHANTOM -- Detectives, judges, gendarmes.
The PHANTOM unit is dressed in a black uniform with some amber colored details. A PHANTOM unit usually wears light equipment, but on rare occasions they may also carry heavy weapons.

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The PHANTOM squad was formed to keep the G.O., GoO, GSR and Citizen Units running smoothly. The responsibilities of PHANTOM include: monitoring the work of services. Tracking Citizens, identifying anti-social elements, both among GOs and among Citizens. Distribution of smuggling, checks of G.O. and citizens for loyalty to the Alliance, pronouncement, as well as execution of sentences. PHANTOM units report to their direct commander and units at the top of the command.

Enrollment in the squad is possible upon reaching rank 02 (Lieutenant).

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BLADE

BLADE - Assault unit - Alternative to OTA - OSN (Special Purpose Detachment).
The BLADE unit is dressed in a black uniform with weighted Kevlar body armor and an increased durability mask-helmet.

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The BLADE detachment is a "special forces" in the Civil Defense and was formed to introduce fighters into hot spots, eliminate mass riots / riots, and conduct special combat missions.
The units of this squad go through in-depth physical and theoretical training to maintain proper physical shape and theory about various assault tactics. They have access to heavy weapons.
They can be in their own office of the BLADE squad.

Enrollment in the BLADE squad is possible upon reaching rank 03 (Sergeant).

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UNION

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UNION is a civilian-oriented squad. Mainly responsible for the interaction between the Civil Defense and the Civil Union of Workers. Their duties include all assistance to the Employees of the GSR office in actions that require a Civil Defense Unit.
The UNION unit is dressed in the standard GU uniform with squad markings on the shoulder straps.

UNION units have full access to the archives of the GSR, as well as the UNION office in the OGSR.

Enrollment in the UNION squad is possible upon reaching rank 05 (Private).

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The rest of the detailed information is contained in the special faction group.

Here is a list of 245 soundscapes used in Half-Life 2. They are easy to test using the console command playsoundscape, which includes a limited search for soundscape names so you don't have to print out the entire list.

Soundscapes that have "util" in their name are part of other full soundscapes. By themselves, they work without problems, but have a poorer sound compared to layered soundscapes.

Others have positional sounds that play at specific locations specified in the env_soundscape entity properties. If these locations are not specified, no sounds will be heard. The list of soundscapes that include positional sounds will be updated over time.

Soundscapes with positional information are indicated by the prefix . They are tested in a 1024 x 1024 x 1024 closed room, soundscape centered, player centered, and eight circled markers with a radius of 512 around the soundscape and player. Marker 0 - to the left of the player (at nine o'clock), according to the height of the player; Marker 1 on the left at a 45 degree angle; Marker 2 straight ahead (12 o'clock); Marker 4 is to the player's right (at three o'clock), and so on around the circle. After the center test, the player walked in a circle through the markers, identifying local sounds.

content

Standard and test

Name Description and notes
Nothing No processing, no environment
Automatic Automatic mixing treatment at 50%
automatic_dialog dsp "1" dsp_volume "0.5"
e3_techdemo_gmanspeaking
e3_Techdemo_02 "Physics of the Room"
e3_Techdemo_03
e3_Techdemo_05 Drops in the cave
e3_Techdemo_06 Lake
e3_end
GenericIndoor electric hum
GenericOutdoor The same hum, but quieter
Cabin General: muffled sound of fire or rumbling; slight clicking; a barely audible four-beat rhythm followed by a reset or exhaust ( ahuugha). Position 0: Weak banjo-type music and indistinct singing. Position 1: Constant melodic buzzing, such as trying to start a motor or a foot pump.
cabin_outdoor Not clearly directed effects. There is a faint white noise or a hum with the rare chirping of birds around. In the background, a faint but noticeable muffled sound, regularly rising and falling: wwwwwwwwwwwwwww-enuu.
test_tvset Music from TV

Railway station and City 17

Name Description and notes
d1_trainstation.util_city Distant sounds of trains, cars, helicopters and other aircraft. Sounds of military equipment and alarms.
d1_trainstation.city All of the above plus steady noise in the background.
d1_trainstation.Platform Loud constant hissing, the city is barely audible.
d1_trainstation.Turnstyle Similar to d1_trainstation.city , but the city is less audible.
combine.computer A loud lingering howl and a rare blip.
d1_trainstation.Interrogation A mixture of city noises and combine.computer .
d1_trainstation.TerminalSquare Similar to d1_trainstation.Turnstyle .
d1_trainstation.QuietCourtyard Same as above, but the noise is quieter.
d1_trainstation.Occupants Footsteps, coughing, creaking floors and doors, a distant rumble, no background noise.
d1_trainstation.AppartmentCourtyard The sounds of the city are mixed in there.
d1_trainstation.Appartments Muffled human conversation, coughing, crackling, the sound of dishes.
d1_trainstation.RaidCityvoice Voice of GO: Refusal to cooperate leads to eviction to an uninhabited place.
d1_trainstation.RaidOccupants Breaking glass, boxes and a knock on the door.
d1_trainstation.RaidAppartments Knocking on the door, the voice of the GO asking citizens to take their places for inspection, people talking nervously, breaking glass, the screams of a person, the GO says that there is a source of "harm" in the portal.
general.concrete_quiet No loud air flow noise.

GO Alerts for City 17

Channels

Name Description and notes
d1_canals.util_windgusts Wind gusts.
d1_canals.util_drips Dripping water.
d1_canals.util_fardrips Water drips lingeringly and with a volumetric echo.
d1_canals.util_headcrab_canister Strong hiss.
d1_canals.util_shoreline The sound of small waves crashing against the shore.
d1_canals_tunnel01 The constant sound of something like a distant train, the GO system broadcasts about an unidentified citizen and orders to find him, the sounds of a city alarm.
d1_canals_citystart The sounds of the city, the hum of trains, the civil defense system calls to find the criminal, the sounds of city alarms.
d1_canals_citadel The same, but with rare powerful metallic noises.
d1_canals_traincanal The sounds of the city, the GO system calls to find the criminal, the sounds of the city alarm.
d1_canals_traintunnel Same and stronger, low tunnel rumble in the background.
d1_canals_watercanal Very faint city sounds, military equipment alarms, helicopters, constant sounds of splashing waves.
d1_canals_junkyard Similar to d1_canals_traincanal . There is also a helicopter nearby.
d1_canals_copcanals Similar to d1_canals_traincanal plus dripping water and various GO alerts.
d1_truck_pass Fast low noise. For use with other soundscapes.
d1_canals_barnacle_tunnel Gusts of wind in the tunnel. Distant city noises and siren. GO announces the introduction of a code during riots.
d1_canals_pipe_chamber Drops. Distant city noises and siren. Sometimes a helicopter flies by.
d1_canals_cop_alerted Similar to d1_canals_pipe_chamber . Announcement of civil defense about the violator.
d1_canals.heli_slide_tunnels Interior. Loud flow of water and drops. Far GO, trucks and sirens.
d1_canals.heli_attack Exterior. Strong city noises. GO, helicopter, screech of accelerating trucks.
d1_canals.drainroom Strong water flow and industrial hum. Far GO.
d1_canals.03copsattackthroughboards Exterior. Urban environment. GO, a constantly close helicopter to the left and right, occasionally the sounds of a train and other vehicles, a distant siren.
d1_canals.03entrytunnel Interior, tunnel. Frequent sounds of drops on the left, right and in the middle. GO, a helicopter is far to the left and to the right, a rare train whistle, various sirens in the distance.
d1_canals.steamtunnel Interior. Various GO alerts, soft industrial hum all around.
d1_canals.waterpuzzleroom Strong industrial noise. Drops. Without GO.
d1_canals.util_birds Rare calls of birds.
d1_canals.util_critters Rare croak.
d1_canals.util_tunnel_windgusts Sometimes (rarely) wind in the tunnel, of different heights.
d1_canals.util_critters_under_docks Constant chirping like a cricket (in the center) with rare sounds of croaking and chirping left and right. Sometimes the sound of the shore.
d1_canals.util_toxic_slime Gurgling and hissing.
d1_canals.util_industrial An industrial environment, a moving elevator, air passing through, for example, ventilation.
d1_canals.general_dripping_tunnel Constant numerous sounds of drops, regular gusts of wind of different heights, random sounds.
d1_canals.general_windy_tunnel Strong centrally sustained gust of wind (rather low tone), with occasional rustling of trees/plants, sometimes with additional gusts to the left and right.
d1_canals.general_watery_tunnel Interior. The continuous sound of a stream in a cave/tunnel, sometimes (often) drops, croaking and chirping, varying across the panorama.
d1_canals.general_watery_tunnel_shore As above, along with the splashing of waves in a small stone lagoon.
d1_canals.redbarn_ambience Hissing (headcrab canisters?) Creatures in the distance and creaking.
d1_canals.floodgate_base_ambience Interior. Heavy continuous machine hum, continuous horn and hum on the left, shrill hum on the right, occasional mechanical sounds, plus horns and electronic squeaks on the right.
d1_canals.floodgate_machineroom Looped hum of machinery, such as a pump or engine.
d1_canals.shore_and_reeds Waves and sometimes the croaking of frogs, the chirping and singing of birds. Occasional gusts of wind. Very quiet, rarely blowing breeze.
d1_canals.spooky_infested_pipe Drops center-right sometimes with creepy, modulating wind noise with a stereo effect. Very rare Twitter.
d1_canals.water_tunnel_with_frogs The constant noise of water merging from a pipe with crashing waves, and the voluminous singing of frogs.
d1_canals.windchimes_and_wind The constant whistle of the wind.
canals_slime_outside Constant gurgling of slime with occasional slime sounds in the hallway.
canals_slime_tunnel Same as above.
canals_tunnel_dry Tunnel environment.
canals_tunnel_wet The sound of drops in the tunnel.
canals_canal_nowater Birds and wind.
canals_canal_water Same as above, only with waves.
canals_canal_water_industrial Same as above, only with the roar of cars.
canals_river Wind and waves.
canals_river_calm Same as above, but with crickets.
d1_canals_05_shanty_approach Continuous gurgling/boiling/bubbling in the center, plus occasional hissing across the panorama.
d1_canals_05_shanty Wind, a canister of headcrabs, and the constant sound of steam.
d1_canals_07_entry_tunnel Drops of water in the tunnel.
d1_canals_07a_warehouse A rare creak of wooden structures, a repetitive piercing wind across the panorama, a continuous ominous low-frequency rumble.
d1_canals_08a_gun_tunnel_entrance The sound of running water, in the center, plus beating waves, also in the center.
d1_canals_08a_puzzle_arena Breaking waves, infrequent chirping and wind noise.
d1_canals_08a_gun_scene There are no pronounced positional effects. A very faint low hum, a faint but constant sound from a pump or similar mechanism, and a loud, sharp dripping sound that echoes in a closed chamber.
d1_canals_08a_tunnel_exit There are no pronounced positional effects. Much simpler is d1_canals_08a_gun_scene , with an echo, booming rumble, and the sound of a pump or other reciprocating mechanism ( and wow wow!), perhaps a little louder than in d1_canals_08a_gun_scene . No drips or fluid sounds.
canals_canal_water_creaking_wood There are no pronounced positional effects. The most common splash of water, the creak of wood, gusts of wind, the chirping of birds and other sounds of birds and insects.
canals_canal_water_creaking_metal There are no pronounced positional effects. The most common splash of water, the grinding of metal, gusts of wind, the chirping of birds and other sounds of birds and insects. Metal creaks a little faster and louder than wood in canals_canal_water_creaking_wood .
d1_canals_08_entry_tunnel Loud drops of water in the tunnel.
d1_canals_08_reservoir Loud standing waves.
d1_canals_08_island Sound source at the position of the soundscape (that is, for Position 0 the sound appears to your right, for Position 4 it appears to your left, etc.). Running water, moderately loud and rhythmic splashing, with very weak chirping of birds or other sounds of nature.
d1_canals_08_base_interior There are no pronounced positional effects. The basis of the sound is a constant high buzz and crackle of static, with intermittent sparks of static, mechanical clicks and a low hum.

Kleiner Laboratory and Black Mesa East

Name Description and notes
K_lab.LabSounds Mucus gurgling in the machine room.
E3_lab.LabSounds Fluorescent lamps and machines in the laboratory with music playing.
eli_01_lab_main_1 General: the hum of machines with sticky drops in an irregular pattern; constant low and fuzzy sound of pressure being released. Position 0: The gurgling is louder. Position 1: weak electrical signal. Position 2: signal; the noise of the car is louder and louder. Position 3, 4: low resonant hum like a large fan. Position 5, 6, 7: Quiet atmosphere of drops and gentle pressure release sounds.
eli_01_elevator_1 There are no pronounced positional effects. Quiet mid-frequency machine sound, accompanied by a regular hum like a bell: wooooooun - wooooooun - wooooun.
eli_01_upperhall_2 There are no pronounced positional effects. Low-frequency machine noise, a ringing pulsating note, rare drops and a man's cough.
eli_01_upperhall_1 There are no pronounced positional effects. Low atmospheric hum as from a pump or piston device.
eli_01_lowerlab_hall_1 Slightly louder and more resonant version of eli_01_upperhall_2 , sounds more powerful and "real" at Position 0. No other positional effects.
eli_01_lower_corridor_1 Corridor atmosphere.
eli_01_lower_ravenhall_1 A quiet rumbling in the tunnel.
eli_01_lower_ravenhall_2 Very distant explosions.
eli_02_lowerlab_hall_1 A fluorescent lamp in a room with a metallic rumble and shuffle.
eli_02_lower_corridor_1 Metal rumble and shuffling in the hallway.
eli_02_ravenshaft_1 There are no pronounced positional effects. A low-frequency wind-type rumble, in the background there is a rattle of unknown mechanisms.
eli_02_ravenshaft_2 Blowing wind, creaking wood and frequent drops of water outside.
eli_02_scrapyard_1 Outer lifeless atmosphere.
eli_02_scrapyard_2 Same thing, but with muted metal sounds.

Ravenholm

Name Description and notes
d1_town.Start Gusts of wind, distant howls and screams of zombies, "drum rhythms".
d1_town.Street Wind, rattle and rattle of metal, distant and close sounds of zombies. Feels much "closer" than the previous one.
d1_town.CorpseRoom There are no directional effects on marker positions, but the flies' irregular, aggressive buzzing creates an unusually harsh sound, along with the squeaking of rats and mice. An echo is heard.
d1_town.WoodBuilding The creak of wood, the sounds of rodents.
d1_town.ConcreteBuilding
d1_town.Rooftop There are no directional effects. Constant low hum; gusts and whistles of the wind. Irregular mid-to-low mixed sounds of scraping and squeaking of metal, high and low sounds of scraping, hitting and grinding of the chain.
d1_town.MineshaftDown The wind blows, wood creaks, the rumble and the atmosphere of the cave.
d1_town.WaterCave Same thing, but with frequent drops of water.
d1_town.HeadcrabCave The same thing, but with a metallic screech and drops in the distance.
d1_town.CaveTunnel Hallway atmosphere with booming sounds.

Coastline and Highway 17

Name Description and notes
coast.util_headcrab_canister Silence with occasional strange techno noises from Combines.
coast.util_metalstress Silence with occasional strained metal sounds.
coast.util_shackmetal Silence, with the occasional scrape of moving metal.
coast.util_crumblycliff Silence with the sounds of crumbling land.
coast.util_windgusts Silence with gusts of wind.
coast.util_fardrips Silence with water drops.
coast.util_birds Silence with rare sounds of seagulls.
coast.util_lakeshoreline Soft splash of waves.
coast.util_shoreline About the same as above, but the waves feel more massive.
coast.util_distant_shoreline Same as above, but at a greater distance.
coast.util_antlion_den The hiss of antlions.
coast.general_windy_tunnel The steady howl of the wind in the tunnel and the muffled sounds of the lapping waves.
coast.general_tunnel The same, but with more calm drops of water.
coast.zombie_tunnel Steady tunnel sound along with occasional train sounds
coast.general_oldwoodbuilding The crunch of wood, gusts of wind, the cry of seagulls
coast.general_oldwoodbuilding_with_windchimes Same thing but with bells.
coast.combine_controlroom_ambience Steady howl of machinery Combines.
coast.general_shoreline Flapping waves, gusts of wind, the cry of seagulls.
coast.positional_shoreline Same as above, but closer.
coast.shoreline_with_antlion_dens Same as coast.general_shoreline , but with antlion sounds.
coast.bridge_ambient The flow of the wind, the cry of seagulls.
coast.bridge_shack Same thing, but quieter.
coast.cliffside A mix of coast.general_shoreline and coast.util_crumblycliff .
coast.bridge_concrete_room Muffled, distant sounds of waves. Ideal for coastal maps where there are few fully exposed features.
coast.distant_shoreline Distant beating waves, gusts of wind and close sounds of antlions.
coast.generic_ambient_01 About the same, but without the ants.

Nova Prospekt

Name Description and notes
prison.util_distantcombat_verylight Quiet environment, sometimes sounds of dying soldiers or gunfire
prison.util_distantcombat_light About the same, but the shots are louder and the ants hiss
prison.util_distantcombat_heavy Clear Antlion Combine Combat Sound - Lots of gunfire and explosions
prison.util_antlion_burrows Sounds of hissing and rattling antlions waiting for the enemy in ambush
prison.util_fardrips Very distant drops.
prison.util_drips The same drops, but closer.
prison.util_distant_trains A very distant train whistle.
prison.util_radio Various radio sounds.
prison.util_control_room Various machine sounds from the combine monitor.
prison.citizen_camp There are no pronounced positional effects. Gusts of wind, a low rumble, a whistle of wind, death far away - and silence, to be repeated in a few seconds.
prison.redlight_bunker Constant wind.
prison.outdoor_courtyard Wind with a very distant beater on the ground.
prison.outdoor_courtyard_hvycombat Same thing, but with shooting, soldiers and ants attack/die.
prison.trainstation The atmosphere of the room with occasional train whistles.
prison.teleport_area Sounds of Combine machinery in a large open room.
prison.control_room Harvesters signals with a fan in the background.
prison.control_room_simple The hum of the computer console of the combines with the noise of the vocoder in the center (as in the nova avenue they heard the script of the radio transmission), but without speech.
prison.combine_wall Loud atmosphere outside with explosive sounds.
prison.util_quiet_cellblock Quite a loud atmosphere, with the hum of fluorescent lights, metallic vibrations and grinding. Utility but works well.
prison.util_louder_cellblock The atmosphere is a little quieter.
prison.larger_cellblock_vlightcombat The sounds of cars and the rumble of metal in the hallway.
prison.larger_cellblock_hvycombat Same thing, but with soldiers, shooting and ants.
prison.larger_cellblock_lightcombat Same thing, but only with shooting.
prison.general_hallway_lightcombat Vestibule with ants, grenades and soldiers.
prison.general_hallway_vlightcombat Same thing, but without a fight.
prison.general_dripping_tunnel Tunnel with dripping water.
prison.hall_with_burrows Lobby with crickets and burrowing ants.
prison.electric_water_room The flow of water in the room with machines.
prison.laundry Loud, hissing metallic machine sounds.
prison.watery_hallway Lots of drops.
prison.showers Loud flowing water in the pipe and drops.
prison.zombie_infested Flies, distant drops, rats and deep wind-like sounds.

Warring City 17

Name Description and notes
streetwar.util_combine_atmosphere Constant gusts of wind and, as it were, the sounds of cars.
streetwar.util_rubble Somewhere there is rubble.
streetwar.util_sirens Manhacks, scanners and military equipment passing by.
streetwar.util_light_sirens Same as above, but less common.
streetwar.util_zombie_infested The rare buzzing of flies and the chirping of birds.
streetwar.util_light_combat_atmosphere A random wind blows and a metallic atmosphere, a helicopter flies by.
streetwar.util_heavy_combat_atmosphere Same as above, but more often.
streetwar.util_muffled_light_combat Sounds of thunder and distant explosions.
streetwar.util_light_combat Rare shots, zombies, ants and soldiers.
streetwar.util_medium_combat The same, but more often.
streetwar.util_heavy_combat The same thing, but more often.
streetwar.util_drips Dripping closed faucet.
streetwar.util_fardrips The same, but in the distance.
streetwar.zombie_water_room A rare buzzing of flies and rather loud drops of water.
streetwar.car_tunnel Tunnel with passing vehicles and quiet rare explosions.
streetwar.general_small_tunnel Atmosphere of a small tunnel.
streetwar.car_tunnel_opensky Same as streetwar.car_tunnel , but with external and combat sounds.
streetwar.toxic_car_tunnel Same as streetwar.car_tunnel , but with a gurgle of toxic slime.
streetwar.infested_appartments Flies, sounds of battle, metal creaking and rats in the house.
streetwar.general_indoor_light_combat Rare indoor combat.
streetwar.general_indoor_medium_combat
streetwar.general_indoor_heavy_combat
streetwar.general_outdoor_light_combat Outdoor combat sounds with alarms.
streetwar.general_outdoor_medium_combat Same as above, but slightly more frequent.
streetwar.general_outdoor_heavy_combat Same as above, but more often.
streetwar.destroyed_concrete_building Sounds of battle, explosions, wind in the building with external sounds in the background.
streetwar.rooftop_heavy_combat Numerous sounds of battles with alarms in the background and wind on the roof.
streetwar.control_room Combine harvester signals.
streetwar.bank_control_room Same as above but no signal, just random car sounds.
streetwar.bank_machine_room Steam, the sound of machines, a gentle breeze in a room full of pipes.
streetwar.bank_general A large room with a quiet wind and quiet fighting in the background.
e3_c17_01_battle Fire, silent alarm in the background, sounds of combat.
c17_02_street_lower_1 Wind, very quiet alarm battle sounds.
c17_02_street_upper_1 Same as above but with explosions and loud fight.
c17_02_street_upper_2 Same as above but with a loud alarm.
c17_02_inside_apartments_1 Random loud metallic grinding in a room with fluorescent lights.
streetwar.underground_manhack_tunnel Loud steam, dripping water, quiet cars and high pitched "stings".
streetwar.vertical_warehouse_arena Blowing wind.

Harvester Citadel

Name Description and notes
d3_citadel.silence_and_dialog Seems to disable all sounds (except for dialogue, apparently). Might be useful for cutscenes with music playing?
d3_citadel.util_hits Sitran, machine-like sounds.
d3_citadel.util_activity Sounds of a strider or gunship.
d3_citadel.util_pods Strange cars passing by.
d3_citadel.deep_dropoff_inside Loud atmosphere with strange sounds of cars and enemies.
d3_citadel.pod_vista Very loud hearth movement.
d3_citadel.generic A kind of silence in the Citadel, no war.
d3_citadel.generic_moody Quite loud, almost musical atmosphere of the Citadel; no sounds of war
d3_citadel.generic_moody2 Quiet atmosphere of the Citadel; no sounds of war
d3_citadel.stasis_room Loud atmosphere with stasis field at position 0 and other machines in the background.
d3_citadel.combine_ball_room A slender row of harvester balls flies through the atmosphere of the Citadel.
d3_citadel.general_control_room Console combines in position 0 and the atmosphere of the Citadel in the background.
d3_citadel.alyx_teleport_control_room Various teleport sounds; hear the technique.
d3_citadel.final_portal_chamber Loud sounds of cars; sometimes the sound of a teleport discharge.
d3_citadel.top_of_teleport_chamber High frequency buzz; the sounds of urban combat are heard.
d3_citadel_01.pipe_entrance Alarm with sounds of war and gusts of wind.
d3_citadel_01.cliffside1 Metal scraping and loud wind with a city alarm in the background.
d3_citadel_01.citadel_entrance The same as above, only quieter and the atmosphere of the Citadel is barely audible.
d3_citadel.breen_field Almost the same as breen.office, but with deep metallic grinding sounds.
d3_citadel.breen_hall Computer hum.
d3_citadel.breen_office Sounds of deep ventilation and rare sounds like jets, as well as very very light sounds of the march of combines.


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