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It's a low hanging fruit, but it checks out, no? Hahah. Today's HL1 modmix run is brought to you by wirejamming an old mod that never had a proper campaign it could call its own, which is kinda sad when you think about it. Sure, there's like 4 testmaps, but they're clearly more like fancier versions of entity zoos than they are something you play from the start to the end. Particularly so since this mod's got some pretty decent effort put into it in the core systems. Sure, most of them are model rips from Dark Forces II, but some of them are noticeably modified to allow for reloading animations. Stormtrooper Rifles, Imperial Repeater, even the Rail Detonator's got reload animations. Some models that weren't at all in DFII, too, like whatever they made to replace the Concussion Rifle. We won't be seeing all of the toys today, but at the very least I will have one of the missions start off with a lightsaber. You don't get to have Force powers in this mod, which is unfortunate, but the available lightsaber's not without its merits. I'm surprised the devs of the mod somehow managed a melee weapon that can block projectiles. I don't think I've seen that in a HL1 mod before. Mods Used: Star Wars Testmod: https://www.runthinkshootlive.com/pos... Star Wars Missions: https://www.runthinkshootlive.com/pos... SWMissions Wirejam: https://www.mediafire.com/file/pvc9iz...