Half Life 1 Mods

Half Life 1 Mods Bingo Card
Preview

This bingo card has a free space and 120 words: No melee weapons at the start, No Suit at the start, Helicopter Boss, Gargantua Boss, Surprise Snark Troll, Weapons are taken away, Unbalanced for Hard skill (evident by the lack of healing), Lack of supplies after or before big fights, Vending machine without working buttons, Escort section, Beta assets, Nasty headcrab placement, BlackOps Assassins appear in a warehouse-like location with lots of tall boxes, Use vents to proceed, Shootable switches or consoles that open doors, Key items necessary for progression, "Freeman" portion is cut from voice lines, For OpFor mods: The protagonist's name is some variation of "Shephard", Trip mine section, Satchels/Trip mines are given before grenades, Unnecessary dead ends, A large corridor or a road without much going on, Completely empty rooms, Enemies spam grenade launcher from the get go, Obligatory Sewer section (ding), Toilets are closed or only male section is available, Small boxes on shelves don't drop anything, Indestructible boxes, Radioactive acid pool acting as a barrier, or is an instakill, Xen portion with platforming, Puzzle requires backtracking into a completely unrelated room, Terrible VA, Horny elements (magazines, textures, models, etc), Gordon Freeman Cameo, Gonarch boss, Bosses are optional, Baby headcrabs are present without Gonarch in vicinity, Enemy behind a turret or a sniper, Turret section, (Not counting intro/outro) Cutscenes taking away controls from the player, Barnacles placed in a way that they must be killed to proceed, Weird abundance of ammo for one gun, and lack of ammo for another common gun (E.g. SMG vs Shotgun), Malicious enemy spawn, surrounding the player from both sides and making damage unavoidable, On a Rail section, New female model (Scientist, Guard, Citizen, etc), New weapon that duplicates the functionality of an existing one, Amount of supplies or brushwork starts to decay halfway through the mod, Pitch black texture wall, Outside section on a canyon, Places where you can get stuck and have to use noclip, Doors that open inward, The credits section doesn't kick the player to the menu, Credits are displayed in the beginning in a cutscene, Enemies placed in inaccessible areas, Box that you need to use to proceed can be broken, Gargantua can only be killed with an environmental hazard, Water section with an Ichthyosaur and a door that slowly opens with a valve, Long backtracking between levels, Large open area that leads to a big fight/boss, An area you can reach and aren't supposed to be in/Out Of Bounds, Level design makes it unclear which direction leads to progression, Missable secrets, A room with a bunch of HEV suits, Extra crowbars/knives found during the gameplay, For OpFor mods: Wrench is inaccessible, For OpFor mods: Barnacle Grapple required for progression, Blast Pit-like section with a Tentacle, The air strike breaks the ceiling, crushing the player if stood in a wrong place (not telegraphed in any way), A common item retextured for some reason with no change in functionality (E.g. recolored power batteries), Playtime >3h, Big free for all brawl section between all enemy factions, Lousy attempt at a storyline or breaks canon, Linear weapon progression, A bunch of breakable boxes that don't drop anything, Boxes take forever to break, A loading section in a twisting corridor, Lackluster use of music, For OpFor mods: Barney shoots you on sight, For OpFor mods: Postal areas where you can massacre a bunch of scientists, A group of zombies that can be safely ignored, A certain non-boss enemy that must be killed for progression, Mod came out before 2010, Chumtoad is a weapon/hostile, Weapon Box (green ammo supply thingy) found outside of Xen, A door/wall that must be broken, but it's unclear, A vent that can be broken in but doesn't look like it, Enemies in boxes, You can run out of rockets/ammo in a mandatory boss fight, A new boss with a very annoying gimmick, For OpFor mods: Displacer gun teleport doesn't function/works only once/teleports into non-Xen, Scientist says the line, Doors that need to be "used" to open (can't just push them), Tank Boss, Ends in Xen, Corpses in HEV found outside Xen, Usable switch that doesn't make it clear what it did, Assassin is using cut kick animation, Starts in a cell/tram, Elevator level change, the_horror.wav, Missing texture, Subverted expectations for elevators (no enemies) or big guns/rooms (no bosses), Failing the platforming section is punished by death, Scientists are being massacred by HECU, Game Over condition, Invisible walls, Turrets activate on sight, Monster chilling/eating without attacking you unless provoked, Zombies teleport in, Original Soundtrack, If Tau Cannon Available&Custom DLL present: Idle animation is still broken (Free if neither/using MMod), For OpFor mods: Must save Private Ryan (Engineer or Medic), Big green 9mm ammo box pickup, Title Drop, Fake Vent (leads nowhere/can be broken in but not reached), Dead guy against the wall with a headcrab, 'The catwalk breaks when you step on it' thing, Midgame tram ride (Can't be controlled unlike the On A Rail section), After reaching a dead end you have to walk back a bit to trigger the progression (wall breaking or door opening) and "You're in a barrel today".

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