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Tuesday, 22 April 2008

Web Update

Hey guyz...
I have posted game reviews of : 1.Crysis
                                                                             2.Fantasy Wars
                                                                             3.Command and Conquer 3

I have also posted codes for: 1.Counter-Strike Source
                                            2.Half-Life 2

Hope you like it... ;)
Enjoy...


We play Crysis...

Crysis is one of those types of games that sets out to redefine quality in its field, while the FPS community have their latest and greatest champion – so too does the gaming industry as a whole.


They’d make one kickass Halloween costumeA harmless mellowed out tortoise ...or a lethal North Korean sympathizer?

First of all, too really and I mean really enjoy this demon-beast of a game its best you have an equally unholy rig to power its tantalising gorgeousness. Visually the game is near untouchable and goes to show just what the games industry can muster when it sets its targets on a goal. Couple the mind blowing environments with advanced physics simulation and this Philippine island wouldn’t be so bad to live on if some Hollywood-inspired vortex suddenly sucked you through the monitor, aside from all the North Korean military and the infestation of bad alien mojo of course.

Cranking up the options to DirectX10 is worth the journey getting there, the whole place from some insignificant pebble or rock to the water and waving flora and fauna are staggering with their level of detail. Take into account the size of the land mass you’re navigating about and you’ll realise just how crazy it is with what Crytek have gotten away with. Even if you can’t manage the crčme de la crčme of graphics options you’ll still be treated to textures far above other titles around. Sounds are just as phenomenally well done as the visuals all throughout, from crushing dirt, quaking mountainsides, snapping branches, tons of gunfire to character voices and that’s not including the engaging and immersive composed scores which just keep all the action and edgy thrills blasting on.

You start off in the back of a cargo plane with your fellow squad mates, all suited and booted in nano-suits just like your own. Not only do these things look the damn business but they ARE the business. Soon enough you’re lobbing yourself out the back and sky diving to this little slice of paradise while being treated to a quick on-the-fly tutorial just to get you orientated. Now comes a perfect moment to just stop and admire the technology giving you this experience. Once you’ve picked your jaw up off the floor the real fun can begin.

Your suit isn’t just eye candy, like the game itself; it’s got big surprises in store and just waiting for you to discover them. You have a standard health bar which regenerates while you’re not being pummelled or having large explosions roast your delicate areas. One of the most important modes of your suit will be Armour, it helps reduce damaged taken and acts like a thick skin or an early shield device if you will. It won’t be able to protect you for long under fire so it’s best to use it when you know the enemy is as good as dead already otherwise you’re just putting good nano energy to waste. Another great mode is Speed which pumps your body fully of crazy adrenaline so you can outrun most things. The problem is you become susceptible to damage especially if you ‘accidentally’ run into some objects ...like a cliff wall. Strength mode will let you not only smash enemies with greater ease but also lets you jump much higher than you could normally.

Of course combining speed mode and running at a soldier then quickly changing to strength for an uppercut is deliciously satisfying, especially in a kickass suit like this. Cloak mode may sound fantastic but don’t go thinking this is some Metal Gear style stealth device that lasts forever, it uses up energy fast when you’re moving so tactically its good for quickly disappearing to catch your breath while they search for you. Lastly is the weapons modification mode which lets you add or detract attachments to the weapons you’ve been running around with, things like sniper scope, laser sights, silencer, light attachment etc. Always check what you can change with a new weapon as some can alter their ammo type too. New weapons can just be picked up off dead enemies so you’ll always be on a scavenger hunt really.


Weapon attachments can make life a lot easier, and quieterViewing the map and objectives are quick and easy

The story is one mean mother in Crysis, when you think things really have hit rock bottom for the team it just keeps on spiralling into more crazy mayhem. I won’t mention anything to spoil the ride suffice to say the North Koreans are the very least of your concerns even when your leading a charged counter-offensive against their little invasion of the island with full US military backing. To help along the way are vehicles scattered about that you can ‘borrow’, they could be civilian, North Korean or even US military.

You’ll be following mission objectives all through-out the game and they’re easily displayed along with a map of the island section you’re in. There’s no strict path per-say to reach an objective so you can approach from a number of routes through the jungle. You’ll have primary and secondary objectives given to you and all mean you’ll be soaking up the Crysis experience for longer so they’re no chore. Plus things get mixed up to keep things from becoming a simple line of “rush here and destroy that” monotony, flying a VTOL is one hell of an experience when under fire – I certainly developed an appreciation for their pilots. It’s a cross between a Chinook and Harrier and makes for one juicy target for flying enemies and for tornadoes to play with, yes I said tornadoes.

So amazing visuals, loads of bad guys, guns, vehicles and a whole lot of island ...now comes the kicker for the lot – physics. Tossing a grenade right into the side of a watch tower and then to see said watch tower and occupying guard fly about from aforementioned grenade is just very cool. When you’re blasting away with weapons you’ll get an accurate kickback so there’s no Hollywood style ‘physics’ but a very realistic simulation that stops things like the mini-gun developing the precision of a sniper rifle. Plus, seriously, the grenade thing is hilarious if you lob one inside a building with guys and then stealth into the jungle; while the impending victims try to figure what the heck just went on; suddenly their little shack tumbles down on top of them.

Don’t expect the AI to be some bumbling, dribbling bunch of morons though as even on easy they’ll utilise enough smarts to flank, suppress and flush you out. You may have a big bad nano-suit with a “come get some” attitude to go with it but they know when you’re outnumbered and are quick to press home that advantage. Of course for the veterans of first person shooters then perhaps you need your mettle tested; Delta mode which has its difficulty filename aptly dubbed “Bauer” is for you. You won’t be facing off against an enemy given mountainous perks – you’ll just have some of yours taken away. Health will regenerate slower, no more incoming grenade warnings from your suit and of course since when would North Korean soldiers (who don’t get out much internationally) be speaking fluent and plain English?

Multiplayer isn’t some quickly hashed feature just bundled on, it’s taken a life of its own much in the way Counter-Strike has, except there’s nano-suits all round. Death match naturally is included for the most blood lusting of players who can hardly distinguish between a tree and foe let alone a friendly, or just because they can’t be bothered. For more of an all out war though you can choose for a “Power Struggle” game, essentially it’s a team death match but with the added goodness of bases and the excuse to pursuit your prey with more structured purpose. You don’t have to destroy the opposing base though as matches can just be limited to kill scores or put on a timer. Multiplayer also comes with exclusive weapons and gadgets to help make war more interesting like mines or the trusty TAC Launcher which deploys a miniature nuclear warhead for localised nuisances, and for that warm and fuzzy “oh yeah” feeling.


Detail of the foliage and fauna is just amazing given the scopeExplosions rock, in more ways than just eye candy

Crysis is a truly evolved first person shooter, both in terms of just how photorealistic the whole immersion becomes and the gameplay its highly attuned physics simulation brings to the player. Seriously the only thing I could feel more passionately about than the game itself after blitzing through jungle, NK troops and a swathe of aliens was when the heck is the sequel coming out!? Until the grand day that Crysis 2 is announced though multiplayer and the games modding capabilities are more than enough to give the community their nano-suit fix, for the time being. Crysis shows not only are Crytek one heck of a games studio to set new crazy standards for more than just action shooters, but also that the PC is far from feeling left out in this ‘next-gen’ war of the platforms.

Top Game Moment:
 Blazing through jungle is fantastic just to witness how great everything looks and ‘feels’, then to have an obscure winter invasion which looked just even more awesome.

We play Fantasy Wars...

Remember the first time you ever saw Battle Chess? I recall fiddling with that game for hours to setup fights between each unit so that I could see the animations for all possible combinations of opponents. Eventually, though the game lost its allure and was just another chess game. Fantasy Wars is much the same.

Fantasy Wars is a turn based strategy game set on a traditional war gaming hex field. The combat area is further comprised of terrain features like rivers and hills and plains that impart specific bonuses or penalties to various units. For example mounted cavalry do much better on the plains than they do in hills and the scout unit, called Rangers, does much better in forests than out in the open. As the overall tactical genius in command of your army you are able to scroll the map and zoom in and out to make your plans. Enemy units that are not in line of sight of one of your units, though, are hidden from view.


A computer golf style flyby of the battlefield before the mission begins

My men! They are ALL giants!

The visuals of the game follow a distinctive and colorful style. Units and terrain both are rendered in bright almost cartoon like vividness. Zooming out from the map your units take on the form of one large character icon while zooming in shows you each member of the squads in detail. There are a significant variety of unit types and learning how to use them effectively is critical to succeeding in the game especially at higher difficulty levels and towards the end of each of the three included campaigns. Mounted units gain bonuses for attacking and then retreating, halberdiers are better at defending a position than trying to take a new one, and ranged units are terrible when exposed to hand to hand combat but from the second rank can support your other units with devastatingly accurate fire.

The opponent AI is rarely a challenge for well thought out tactics. It was not uncommon to finish a mission without having lost a single unit while devastating the enemies. Enemy AI is predictable in which of your units it will attack first and in what way – making it very simple to setup traps to destroy them. When units are severely damaged or frightened they will attempt to retreat from battle. Unfortunately, the AI manages both player and computer retreats, often completely boneheaded moves, towards another enemy units. Usually when I lost a unit it was because of the horrendous direction they retreated in.

The ambient sounds and music for Fantasy Wars are reasonably pleasant. The hurrahs from victorious units are repetitive but not annoying. The music is largely understated orchestral parts and is thankfully not incessant. The soundtrack is primarily noticeable during the menus and loading screens. Eventually, I turned off the games music and played my own in the background. The voice acting for the campaigns is nothing spectacular yet it also doesn’t detract much from the game. 

Zooming in shows each member of a particular unit.

An army runs on its resources – in this case gold to buy more units.

The tutorials are sufficient to teach you the basics of Fantasy Wars and yet short enough not to get boring. Most of the missions are interesting exercises in tactical deployment and movement – but some missions are set up as puzzles where you have to reload the mission multiple times to find the correct solution. One mission required you to navigate eagles from one side of the battlefield to the other over armies strangely heavy on enemy archers before you were allowed to deploy your own troops and begin the mission. The few missions like this detract from the overall quality of the game. 

I found no crash bugs and very few flaws. Some units are hard to locate and even turned invisible a few times, but zooming in makes them selectable again – or you can choose to select them from the game interface bar at the bottom. Some of the scripted moments in a few missions were very puzzling and left me wondering what the heck they were talking about. The interface is a little confusing at first as you try to learn how to recognize different units from each other and which unit has a move or an attack still to use. It is also easy to accidentally select the wrong unit or click on the wrong hex grid resulting in an action you did not want. 

One particularly nice feature of the game is the auto save mechanism. Fantasy Wars will save the game at the start of each mission, at the end of each mission at the start of each round. In order to keep from generating millions of these saves they are reused which gives you a save from the end of the last mission, at the start of the current mission and the previous two rounds you have just played. This gives you a nice option to recover from misclicks or from minor tactical blunders. More serious blunders will require you to start the mission over and try again. Fantasy Wars also features an undo button that is sometimes selectable. This allows you to recover from a move you didn’t mean to make, but it’s not always available. Units that are too close to an enemy unit will not be able to undo the move that brought them into contact and the only options are to play it out or reload. 


The story is presented in pre-mission briefings and in occasional scripted moments.

Eat fiery death goblin riders!

All in all Fantasy Wars is a solid game. It’s very pleasant to play, it’s easy to both play briefly and walk away, or to completely lose track of time in the “just-one-more-turn” scenario. The graphics are pleasing and enjoyable, the AI is frustratingly dumb at times and nothing stands out as a jarring or grating game. It’s solidly average. If you are looking for a fun turn based strategy game pick this one up – it won’t change your world but you won’t regret your time with it. If you are not a turn based strategy fan give it a miss, Fantasy Wars isn’t going to make any converts but it won’t drive away anyone who enjoys the genre either. 

Top gaming moment: It’s an undeniable hoot to watch the little men attack the monsters in an epic version of the old Battle Chess thrill.

We play Command & Conquer 3: Kane's Wrath...

Given the history of the series, it was always likely that EA would capitalise on the success of last year's Command and Conquer 3 with an expansion pack or two. Kane's Wrath predictably offers more campaign missions, more units and more cheesy video cutscenes. But it's a new game mode that makes it more than the average Command and Conquer add-on.


Kane: gets a bit handsy when he's had a drink.
The Scrin return in Kane's Wrath.

Kane's Wrath is set before, during and after the events of Command and Conquer 3 and is divided into three acts. Act 1 begins following Kane's 'death' at the end of the second Tiberium War and follows his efforts to rebuild the Brotherhood. Act 2 runs parallel to the events of C&C3, as Kane becomes obsessed with the alien artifact, the Tacitus, and Act 3 sees Nod and the GDI battle to control it. The storyline, in accordance with the game's predecessors, is more of the same: garish sci-fi melodrama with deliciously overacted dialogue, shoddy sets and lots of 'now finally our time has arrived' speeches from Kane. Thankfully for those who don't subscribe to the 'so bad they're good' view of the video cutscenes, they can be skipped in favour of the brief text-descriptions before each mission.  However, the story has been put together well and fills in many of the gaps between events in C&C3, as well as throwing a different light on some familiar scenarios. 

The player takes control of Kane's AI master tactician, Legion, as the bald one hatches a devious plan to create unrest in Earth's cities, destabilising the GDI. The difficulty of the early levels, and the game in general, will take a little getting used to as your bases will almost immediately be threatened by the enemy. Whilst this is in keeping with C&C's status as a fast action strategy game, it feels a little punitive compared to the more forgiving difficulty curve in C&C3.  You'll often need to fortify your base pretty quickly to counter the enemy's early attacks, and choosing the right weapons for the task is essential in avoiding some frustrating restarts. 

The difficulty issue isn't helped by the fact that Nod is a struggling faction at the start of the game. It lags far behind GDI in terms of technology and its basic units are pretty weak. This means initially having superior numbers is the key to winning battles. Large forces will wear down the enemy's defences, and it's always a good idea to use cheap units as bullet-magnets while the big guns sneak around the back. But as the game progresses, and resources become more scarce, it is important to think about what you're building. Luckily, more options become available as Nod's influence grows and you'll have some powerful tools at your disposal. New infantry units like the devastating Black Hand will come in particularly useful, as will the improved hardware. The gigantic RedeemerVictory can be achieved by military dominance, but each faction also has some alternate victory conditions. vehicle in Act 3 is a particular highlight. 


There's an impressive level of detail in the visuals.

Tiberium: Kane's still a big fan. 

For the most part, the 13 mission Nod campaign is a difficult but satisfying experience, with the exception of the stealth levels. These are frustrating affairs in which you'll be provided with a handful of units and a lot of objectives, with no base to create any reinforcements. If your units are destroyed, the mission is failed, and it becomes a tedious exercise in trial and error. Thankfully, there aren't many of these missions and most levels will revolve around the classic expand and destroy model. However, it still feels as if the campaign mode has been padded out a little.

The real value of Kane's Wrath lies in the new Total Conquest mode. It's a Risk-style, turn-based struggle as the player aims to claim as much of Earth's territory for their faction as possible. There are no cut scenes on offer here (and no story at all) and yet it doesn't suffer for it. There is more than enough depth in Total Conquest to keep you hooked for hours on end. The player is provided with a number of bases  and must build strike forces in order to take new territory. Bases can be upgraded to gain access to better strike force templates, or custom armies can be created  to the player's specifications. Once the strike force is created, they can be sent to tear it up with the enemy and this is where Total Conquest mode comes into its own. Battles can be 'auto-resolved' or played in real time classic C&C mode. Auto battles play out logically according to how your units compare to the enemy's. If you send a force with no anti-air weapons in against an army with strong air attacks, then you're not going to win. Those who take the time to tailor their assault based on their enemy's weaknesses will advance quickly. 

The real-time battles allow the player to do more with less. Shrewd tactics can preserve resources, which will become vital as Total Conquest progresses. It can become incredibly time-consuming (as every good strategy game should) but it's more than just a distraction from the campaign mode and feels like a game in its own right. Games will last for hours, even if you choose to auto-resolve all the conficts. Victory can be achieved by military dominance, but each faction also has some alternate victory conditions. Perhaps EA are testing the waters for Total Conquest mode with the hardcore C&C community by including it in an expansion pack, but it's a fantastic addition to the series. 



The GDI's new Slingshot AA vehicle. You're gonna want to avoid them.
Strong base defences are essential. 

Kane's Wrath is a commendable expansion to an already impressive game. It's not without its problems: the intimidating difficulty curve, lengthy load-times and choppy framerate (when things get hectic) may cause some to dismiss it but those who stick with it will enjoy what's on offer. It's almost worth buying for Total Conquest mode alone, and so we can only hope that EA choose to develop it for future titles in the series.  

Top Gaming Moment: Turning GDI forces against eachother with the Redeemer's Rage Generator.

Team Fortress 2


Game Description

Become part of an online fighting force. 

If you're ready for the challenge of true team-based online action, you'll find it in Team Fortress 2: Brotherhood of Arms. With TF 2, you'll go into battle as part of a cohesive squad of fellow warriors all bent on the same goal – whether it's storming a beach, demolishing a bridge or escorting a VIP to safety. And you'll do it knowing your teammates are watching your back as carefully as you're watching theirs. 

Begin by assuming one of twelve roles, each with unique strengths and weaknesses. If you're looking for a straight-up fight, you'll choose Marine or Commando. Prefer the shadows? You'll make a cunning Spy or Sniper. Medics and Engineers support their teammates through bravery and ingenuity. Focus the raw force of your team's talents through communication and strategizing. Whether you're extracting hostages or defending an installation, you'll know the thrill of being part of the Brotherhood of Arms. 

Features:

  • In-game voice communication system allows players to talk to each other in real-time over their computers.

  • Commander role directs overall team strategy.

  • Beginning and advanced training missions and player coaching.

  • Intel's scaleable multi-resolution mesh technology for optimized rendering of highly-detailed 3D models.

  • Advanced parametric animation for realistic character movement.
  • MAIN HALF-LIFE 2 CHEAT CODES:


    In order to use the cheats, you must have the console enabled in the game, "C:\Half Life 2\hl2.exe -console" 

    When you are in the game, you need to activate the console by pressing "`" (The key to the left of 1) and type the following: 

    Code:Description:
    godTurns god mode on (server side only).
    buddhaReduces your health, but wont let you die.
    mpulse 101Gives you weapons available in the current map.
    noclipAllows you to walk through walls
    give item_suitGives HEV suit.
    give item_batteryGives the HEV suit and flashlight batteries.
    impulse 82Spawns jeep.
    hurtme xxHurts the player. xx represents any number between 1 and 100 to specify damage amount.
    notargetPlayer becomes
    npc_createCreates an NPC. Only works in a world that already has an NPC entity.
    npc_create_aimedCreates an NPC aiming away from the player.
    sv_gravity xxxWorld gravity. xxx represents the amount.
    sv_stopspeed xxxMinimum stopping speed when on ground. xxx represents the amount.
    sv_friction xWorld friction. x represents the amount.
    sv_bounce xBounce multiplier for when physically simulated objects collide with other objects. x represents the amount. (1 is normal)
    sv_maxvelocity 3500Specifies the maximum velocity of any moving object. (edit figure)
    air_density xxChanges the density of air. xx represents the amount.
    dsp_explosion_effect_duration x - Specifies length of confusion/earringing effect. x represents the amount.
    physcannon_tracelength #Changes the length that objects can be pulled from
    physcannon_cone #Changes the radius of the cone used to pick up objects
    physcannon_maxmass #Changes how large pulled objects can be
    physcannon_pullforce #Changes how quickly objects are pulled
    physcannon_maxforce #Changes how hard you propel objects
    sv_soundemitter_filecheckToggle reporting missing .wav files for sounds
    mat_numtextureunits #Limit the number of texture units. (Add number in place of #) (0=Default)
    sv_maxvelocity #Sets Maximum Velocity of any moving object (Add number in place of #)
    sv_waterdist #Set Vertical View when eyes are near water plane.
    air_density #Change the density of air. (Add number in place of #)
    dsp_explosion_effect_duration #Set length of confusion/ear-ringing effect(Add number in place of #)
    prop_debugToggle bounding-boxes debug mode on/off red - ignore damage, white - respond to damage, green - health)
    pickerToggles Picker mode on
    setposMove player to specified origin
    sv_bounce #Sets bounce multiplier for physically simulated object collisions
    npc_createCreates an NPC
    npc_create_aimedCreates an NPC (Aiming away from player)
    cl_showfps 1Shows FPS Rate
    sv_friction #Set World Friction (Add number in place of #)
    sv_stopspeed #Set Minimum Stopping Speed on ground (Add number in place of #)
    sv_gravity #Set Gravity (Add number in place of #)
    setangSnap players eyes to a specified pitch yaw
    cl_drawhud 1Toggle HUD display On
    cl_enablehud 1Toggle HUD display On
    Map #Load Map (Input title in place of #)
    Developer #Sets developer mode to on/off/verbose (0-off, 1-on, 2-verbose)
    +mlookEnables mouse look
    exec #Execute a script file (Input filename in place of #)
    viewmodel_fov #Adjusts size of the weapon you're carrying (54 = default)
    give #Give weapon (Input weapon name in place of #)
    hud_quickhelp/text? 1Shows Crosshairs
    mapsDisplays Map listing
    noclipAbility to walk through walls (Server Side Only)
    notargetInvisible to NPC's
    impulse 82Spawn a Jeep
    impulse 101All Weapons
    Hurtme #Damages player by whatever variable you input as #
    buddhaHealth never goes below 1
    impulse 76Grunt-O-Matic
    give weapon_shotgunRecieve a Shotgun
    thirdpersonThird Person View
    firstpersonFirst Person View
    sv_cheats 1Activates Cheats
    crosshair 0Disables Crosshair
    sk_npc_dmg_shotgun #NPC's do # damage with shotgun
    sk_npc_dmg_smg1 #NPC's do # damage with the smg
    sk_npc_dmg_ar2 #NPC's do # damage with the pulse rifle
    mat_depthbias_normal 1See through walls
    give weapon_annabellegives you Father Gregori's modified shotgun
    ai_disabletoggles enemy AI on/off
    sv_infinite_aux_power 1gives infinite power for sprinting, etc.
    impulse 203removes the item or NPC pointed at
    mat_fullbright 1removes all shadows (a 0 restores them)
    skill #change skill level (# = 1, 2, or 3)
    statusshows some game info, incl. current map
    help $replace $ with a command to get a brief description of it
    sk_max_357 ## is new max ammo for .357 Magnum
    sk_max_ar2 ## is new max ammo for Pulse Rifle
    sk_max_ar2_altfire ## is new max ammo for Pulse Rifle energy orbs
    sk_max_buckshot #Raises your max number of shells to that number.
    sk_max_crossbow ## is new max ammo for crossbow
    sk_max_grenade ## is new max ammo for hand grenades
    sk_max_pistol ## is new max ammo for pistol
    sk_max_rpg_round ## is new max ammo for RPG
    sk_max_smg1 ## is new max ammo for submachine gun
    sk_max_smg1_grenade ## is new max ammo for SMG grenades
    sv_unlockedchapters #unlocks chapters 1 thru # (15 is end credits)
    sk_plr_dmg_pistol ## is new damage value for pistol
    sk_plr_dmg_357 ## is new damage value for .357 Magnum
    sk_plr_dmg_ar2 ## is new damage value for Pulse Rifle
    mat_fullbright 1removes all shadows (a 0 restores them)
    sv_infinite_aux_power 1gives infinite power for sprinting, etc.
    cl_showpos 1brings up position display in top right of screen (0 removes it)
    getposcan be used to get current coords for use with setpos
    sk_plr_dmg_smg1_grenade ## is new damage value for SMG grenades
    sk_plr_dmg_smg1 ## is new damage value for submachine gun
    sk_plr_dmg_rpg_round ## is new damage value for RPG rockets
    sk_plr_dmg_grenade ## is new damage value for grenades
    sk_plr_dmg_crowbar ## is new damage value for crowbar
    sk_plr_dmg_crossbow ## is new damage value for crossbow
    sk_plr_dmg_buckshot #Raises damage done by each pellet.
    net_graph 1a more thorough fps display
    impulse 83Spawn an Air Boat
    cl_ragdoll_collide 1Enables ragdolls that don't clip through each other, but stack realistically on one another.
    weapon_smg1MP7 with grenade launcher
    weapon_shotgunShotgun
    weapon_rpgRocket Launcher
    weapon_pistolPistol
    weapon_physcannonThe Manipulator
    weapon_crowbarGordon's classic
    weapon_fragFragmentation Grenade
    weapon_crossbowCrossbow
    weapon_ar2Overwatch Standard Issue Pusle-Rifle
    weapon_bugbaitBug Bait (from Antlion Guards)
    weapon_357357 Magnum Revolver
    sk_plr_num_shotgun_pellets #Increases pellets fired from each shotgun shell. 100 works well. 1000+ and it lags.
    give item_batteryIncreases suit charge by 15 points.
    give item_box_mroundsSpawns primary fire ammo for the submachinegun
    give item_ammo_crossbowSpawns ammo for the crossbow
    give item_ammo_357Spawns ammo for the .357 magnum
    give item_box_sroundsSpawns ammo for the 9mm pistol
    give item_rpg_round OR give item_ml_grenadeSpawns grenades for the RPG
    give item_ar2_grenadeSpawns grenades for the submachinegun, oddly enough..........
    give item_ammo_ar2Spawns primary fire ammo for the Overwatch Pulse Rifle
    give item_box_buckshotSpawns shells for the 12-gauge shotgun
    give item_ammo_ar2_altfireSpawns energy grenade for the Overwatch Pulse Rifle
    mat_yuv 1black-and-white mode
    host_timescale #Changes the speed of the game (for slow-mo/fast-mo) (# < 1 =" slower,"> 1 = faster).
    ch_createairboatMakes an airboat
    ch_createjeepMake a jeep
    give item_suitGives you the HEV Suit
    KillYou die.
    shakeCreates an earthquake.
    r_screenoverlay effects/combine_binocoverlay.vmtGives you combine vision during gameplay.
    r_screenoverlay effects/tp_eyefx/tp_eyefx.vmtGives you weird vision during gameplay.
    cl_drawhud 0Toggles HUD off.
    cl_enablehud 0Toggles HUD off.
    mat_yuv 0Enables Color Mode
    item_healthkitGives you the large health kit (25HP)
    item_healthvialGives you the small health vial (10HP)
    sv_unlockedchapters # (Note: 15 is end credits)Unlock chapters 1 thru #
    physcannon_cone #Changes the radius of the cone used to pick up objects
    physcannon_tracelength #Changes the length that objects can be pulled from
    physcannon_maxmass #Changes how large pulled objects can be
    physcannon_pullforce #Changes how quickly objects are pulled
    physcannon_maxforce #Changes how hard you propel objects
    bind X "Impulse 101"Creates a hot key for instant stock of weapnos and ammunition using the "x" key
    d1_canals_01Spawns you in the canals.
    d1_town_01Spawns you in Ravenholm
    d1_trainstation_01Spawns you in train station
    d1_under_01Spawns you in lab
    d2_coast_01Spawns you on the coast (Vehicle)
    d2_prison_01Spawns you in Nova Prospekt
    d3_c17_01Spawns you in the city 17 rebellion
    d1_canals_02Spawns you deeper in the canals.
    d1_under_02Spawns you in the lab chapter after the second load point.
    d1_trainstation_05Spawns in the train station after the third load point.
    d1_trainstation_03Spawns in the train station after the second load point.
    d1_trainstation_02Spawns you in train station after the first load point.
    d1_town_05Spawns you near the end of Ravenholm.
    d1_town_04Spawns you in Ravenholm after the third load point area.
    d1_town_03Spawns you in Ravenholm after the second load point area.
    d1_town_02Spawns you in Ravenholm after the first load point area.
    d1_canals_endSpawns you near the end of the canals.
    d1_under_03Spawns you in the lab chapter after the third load point.
    d1_under_04Spawn the lab chapter near the end.
    d2_coast_02Spawns you in the coast area after the first load point.
    d2_coast_03Spawns you in the coast area after the second load point.
    d2_coast_04Spawns you in the coast area after the third load point.
    d2_coast_05Spawns you in the coast area after the fourth load point.
    d2_coast_06Spawns you in the coast area after the fifth load point.
    d2_coast_07Spawns you in the coast area after the sixth load point.
    d2_coast_08Spawns you in the coast area near the end of it.
    d2_prison_02Spawns you in Nova Prospekt after the first load point.
    d2_prison_03Spawns you in Nova Prospekt after the second load point.
    d2_prison_05Spawns you in Nova Prospekt near the end of the level.
    d2_prison_04Spawns you in Nova Prospekt after the third load point.
    d2_coast_09Spawns you in the coast area after the eighth load point.
    d2_coast_10Spawns you in the coast area after the ninth load point.
    d2_coast_11Spawns you in the coast area after the tenth load point.
    d2_coast_12Spawns you near the end of the coast area.
    d1_canals_03Spawns in you in the canals after the second load point.
    d1_canals_04Spawns in you in the canals after the third load point.
    d1_canals_05Spawns in you in the canals after the fourth load point.
    d1_canals_06Spawns in you in the canals after the fifth load point.
    d1_canals_07Spawns in you in the canals after the sixth load point.
    d1_canal_08Spawns in you in the canals after the seventh load point.
    d1_canal_09Spawns in you in the canals after the eighth load point.
    d1_canal_10Spawns in you in the canals after the ninth load point.
    d1_canals_11Spawns in you in the canals after the tenth load point.
    d1_canals_12Spawns in you in the canals after the eleventh load point.
    d1_canals_13Spawns in you in the canals close to the end.
    d3_c17_04Spawns you in City 17 after the third load point.
    d3_c17_03Spawns you in City 17 after the second load point.
    d3_c17_02Spawns you in City 17 after the first load point.
    d3_citadel_05Spawns you at the end of the Citadel.
    d3_citadel_04Spawns you after the third load point in the Citadel.
    d3_citadel_03Spawns you after the second load point in the Citadel.
    d3_citadel_02Spawns you after the first load point in the Citadel.
    d3_citadel_01Spawns you near the beginning of the Citadel.
    d2_prison_08Spawns you near the end of Nova Prospekt.
    d2_prison_07Spawns you in Nova Prospekt after the sixth load point.
    d2_prison_06Spawns you in Nova Prospekt after the fifth load point.
    d1_trainstation_06Spawns you near the end of the train station.
    d1_eli_02Spawns you in Eli's Lab.
    d1_eli_01Spawns you after the canal, outside of Eli's Lab.
    d3_c17_05Spawns you in City 17 after the fourth load point.
    d3_c17_06Spawns you in City 17 after the fifth load point.
    d3_c17_07Spawns you in City 17 after the sixth load point.
    d3_c17_08Spawns you in City 17 after the seventh load point.
    d3_c17_09Spawns you in City 17 after the eighth load point.
    d3_c17_10Spawns you in City 17 after the ninth load point.
    d3_c18_11Spawns you in City 17 after the tenth load point.
    creditsStarts you at the credits
    introStarts you at the games Intro.
    d1_breen_01Spawns you at the beginning of Chapter 13.
    d3_c17_13Spawns you near the end of City 17.
    d3_c17_12Spawns you in City 17 after the eleventh load point.
    item_dynamic_resupplyFragmentation Grenade
    weapon_annabelleFather Annabelle Grigori's shotgun, uses 357 magnum ammo
    0.05slow
    0.5mid-slow
    0.1super-slow
    0.0stop time
    map d3_citadel_04Changes you to a level where you start with the super gravity gun
    changelevel d1_trainstation_01Switches you to the first level, replace d1_trainstation_01 with other map names if you want
    give weapon_physcannonGives you the gravity gun again
    stopStops recording the current demo.
    record demo_nameRecords a demo of all the user's actions within the game until the "stop" command is issued.
    play demo_namePlays demo.(change demo_name to the demo you want to be played)
    give weapon_alyxgunGives you the 'Alyx Gun'
    sk_plr_dmg_alyxgun ## is new damage for Alyx Gun (default 150
    sk_max_alyxgun ## is new max ammo for Alyx Gun (default 0)
    physcannon_megacannon 1Makes your Gravity Gun a Super Gravity Gun