Specifications

MAXIMUMPC JANUARY 200544
HALF-LIFE 2:
The first 11 verdict in Maximum PC history!
THE
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HALF-LIFE 2:
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HALF-LIFE 2:
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HALF-LIFE 2:
STORY
Every area in
Half-Life 2
is
lled with details that make
the world feel “lived in.
Decals on the walls and other
signs of pre-occupation life
are abundant.
Note how realistic the far-
away buildings look. Instead
of using bitmaps to draw
them, Valve used actual 3D
models, just as they did for
nearby buildings.
Muzzle fl ashes and other environmental
lights brighten even the darkest areas. Valve
eschewed a real-time lighting engine (a la
Doom 3) in favor of a more fl exible, partially
pre-computed approach.
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Half-Life 2
lled with details that mak
e
the w
orld feel
“liv
ed in.
Decals on the w
alls and other
signs of pre-occupation life
Note how realistic the far
-
a
w
a
y buildings look. Instead
Muzzle fl
ashes and other en
vir
onmental
lights brighten e
v
en the dark
est areas.
V
al
v
e
esc
he
w
ed a real-time lighting engine (a la
) in fav
or of a more fl
e
xible, par
tially
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