Half-Life 2

Half-Life 2

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(V4 UPCOMING!!) Cremators Restored
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type: assets
contains: maps, materials, models, sounds
File Size
Posted
Updated
306.155 MB
25 Jan @ 4:11pm
28 Jan @ 3:36pm
10 Change Notes ( view )

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(V4 UPCOMING!!) Cremators Restored

In 1 collection by Metrocop
Metrocops' Restorations
7 items
Description
This is a mod that plans to restore the cut cremator NPCs from the Half Life 2 Beta. This is my first time kind of trying to work around with the Hammer Editor, so dont expect it to be flawless.

NOTICE!

By the time V4 comes out , this workshop upload will no longer be updated and will only be kept up for archival purposes. A link will be put at the top of the description.

November

Current Maps Replaced:
d1_trainstation_01
d1_trainstation_02
d1_canals_01
d1_canals_01a
d3_c17_05
d3_c17_06a
d1_town_01
(More upcoming)
I tried to fix as many bugs as I possibly could and at the same time make more maps. There will be more tho, but as of now I've took the liberty of changing some to be more lore-accurate, and overhauling AI. I also significantly reduced the cremators health.

HUGE thank you to Ennard_Idk and Jay0Jantern for helping with some aspects of the mod.

Credits to TheZeaLot, SillySpaceCat, and Phoenix-Silver.
Addon used to create this mod:
https://steamproxy.com/sharedfiles/filedetails/?id=3367782734&searchtext=cremator+and+combine+guard

Elite Metrocops Restored:
https://steamproxy.com/sharedfiles/filedetails/?id=3420694028
228 Comments
kevin_araujooo 7 Dec @ 11:30pm 
i found a bug, if you use textures mods, some ground textures in point transmission, route canal and ravenholm will be changed to a low quality version
Dr. Maynard 25 Nov @ 9:50am 
are we going to get mortar synths and crab synths npcs? if so then I think they best fit in episode 1 or episode 2
hmodz 18 Nov @ 8:37am 
hey can you make version where there's two npcs like the combine assassin and guard both in nova prospekt
Eurora_Idk  [author] 4 Nov @ 10:07am 
Nope
[415]RangerStew 4 Nov @ 9:19am 
does it drop its weapon?
Dr. Maynard 25 Oct @ 5:46am 
I feel like them being in Ravenholm takes away the spookiness that is no one not even the combine decides to tread there
Mimoso Gutierrez 29 Sep @ 1:13pm 
i don't know if this is supossed to work like this, but cremators don't move, attack, or do anything, if i kill one it dissapears leaving his respiration behind
VoidlessWorks 18 Sep @ 5:25pm 
I got it to work! my computer needed a update!
VoidlessWorks 18 Sep @ 3:53pm 
eh I dont got a good computer that prob has something to do with it:steamsad:
VoidlessWorks 18 Sep @ 3:48pm 
it just crashed the same again