Half life extended

Half life extended

Half-Life: Extended mod

Half-Life: Extended

Half-Life mod | Coming 2022

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DISCORD SERVER

How It’s Made. Half-Life: Extended

How It’s Made. Half-Life: Extended

It’s been a long while since we last posted. Today, we are here to break the silence.

Recently we found out that people like articles that provide interesting insights on the development much more than showcase articles, so now we will tell you more about our philosophy and approach to this mod, as well as explain how exactly we do things. This way you’ll better understand what to expect.
So let’s see what are the Extended™ ways.

MAPPING

Philosophy:

Our idea is to, first of all, expand the vanilla Half-life maps by adding new areas, puzzles and enemies. It can range from something simple like adding a janitor closet or a control room to creating whole new areas, sometimes big, sometimes not too much. The most important thing here is to be creative and not get stuck in a loop of adding closets and toilets 🙂
Another thing to consider is the approach to vanilla sections. Now this is more case-specific. You see, every chapter in Half-Life has very memorable and iconic moments. These must be still present in Extended™ chapters by all means, and since most vanilla maps are built like a train ride from one iconic place to another, general directions must remain more or less similar.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Extended Office Complex, first map overview

However, those iconic places rarely remain untouched. In fact, making iconic places Extended™, new and unusual is one of the most exciting parts of the mapping process.
Such important places can be Extended™ in many ways, from adding sub-areas and scripted sequences, to expanding them in size and taking advantage of the new volume to spice up the gameplay.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Office Complex turret room. Some places may be extended in more unusual ways than others

So, the philosophy is to remain familiar, but provide a fresh, different experience.

The process:

Now that we have an idea of what we are going to make, let’s see how…

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Lambda Core concept

Actually, we can’t use that much vanilla geometry because the map sources we have are meant for Half-Life: Source, thus all the scripts are broken. Plus, 1998 geometry isn’t quite up to the modern standards and may easily turn out to bee to different from our additions style-wise, so when it’s time to build you…

Steps above are done without textures or with dev textures to focus on geometry and make it faster.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Unforeseen Consequences. The area right after the elevator ride. (early)

Only after all of that you can add textures, lighting, scripts and decorations. Essentially, we have to remake 80-90% of each map which takes a while but provides a better optimized, more consistent in style, more Extended™ and nicer to work with result.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Unforeseen Consequences. The area right after the elevator ride. (detailed)

Animation:

When it comes to animation for HL:E, more precisely character animation, it usually boils down to how the character is portrayed in the story, how that character would act in the world and in what context is an animation going to play at. For example if a character is cleaning a gun, they will act calm and relaxed, while if they are throwing a punch, they will put all their force into it and be very aggressive.

Even though the animations are all done from scratch, overall they are all kept as vanilla as possible, but only given more fluid movement and more weight.

Character details:

There also has been effort to differentiate animations from character to character,to make them feel more unique and fleshed out, for example let’s take a reload animation for the shotgun for the Barney and the HECU soldiers. The animations for the Barney has been made with the idea that Barney is unprepared, stressed and not very familiar with the weapon, since he is a security guard and not trained with these weapons in mind.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Barney reloading his shotgun

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HECU shotgunner reloading his shotgun

Weapon details:

Another thing that has been added to the characters are movable weapon parts, so when they are reloading or firing their weapons, the weapons will move accordingly. For example movable slides on pistols or removable magazines for MP5s. This has been done so that the world would feel more believable and more detailed.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Human assassin with a crossbow

Also in order to finish up the sort of c_hands system that’s been in development for quite a while, we invited LIL-PIF to help us with bones and animations, re-animate weapons. Click here to see what is it about.

«Everything is subject to change»

Due to the nature of a volunteer project, the team slowly changes over time, and with it, so does the mod.
HL:E went through several stages of transformation, and now has taken its final form as a fresh and unusual Half-Life experience.
With the foundation of the mod done, we’ve now fully focused on creating maps. Yes, maps have been in production since the earliest days of the mod, but back then there was no definite approach, philosophy or even a finished base, so it’s actually only a few months ago when proper mapping began.
Now that HL:E truly has a clear path, all that’s left is just to walk it.
It’s not difficult to guess finishing HL:E will take time. When tackling a project like this, the most important thing is support and feedback. At this point, we’ve gathered an audience we deem very big for us, and with the help of our Discord this audience is turning into… a community.
Thank you very much, people who are there for us when we’re being quiet or active. This mod depends on us, and we depend on your support.

Any pre-release fans who get the reference?

With that said, goodbye until the next article, hope you liked this one. Stay safe these dark days.

Written by Tear. Animation section written by Sandi. Edited by Half-Time and Tear. Credit for the image at the end goes to Vortigaunt.

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Extended News (#1)

SDK on the horizon. Extended maps, NPC appearance changes and many more features!

Half-Life: Extended Mega-Update

Showing off the unbelievable amount of progress we made.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Big News!

some new stuff is shown off, such as weapons, enemies, and some more map teasers!

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Half-Life Extended forever!

Good morning, Mr. Freeman. Looks like you’re running late. Again.

Post article | More articles >>

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Half-Life: Extended SDK v1.1.3a

Half-Life: Extended Development Kit, feel free to use it or any part of it for whatever you want, don’t forget to credit us!

Half-Life: Extended SDK patch to v1.1.3a

A v1.1.3a update for those who had already downloaded an earlier version of the SDK

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HL Improved HD Leftovers

The HD Models that I have left over. Putting it here for you!

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Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

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How It’s Made. Half-Life: Extended

Today we will share some insight on the thought process behind Half-Life: Extended as well as tell what do we actually do with the game.

how it’s made. half-life: extended

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Players Choice – Best Upcoming Mod 2021

After 20 days of voting, it is time to present the top still-in-development mods for 2021 as picked by you, the players!

players choice – best upcoming mod 2021

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Extended News (#1)

SDK on the horizon. Extended maps, NPC appearance changes and many more features!

Half-Life: Extended Mega-Update

Showing off the unbelievable amount of progress we made.

half-life: extended mega-update

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Big News!

some new stuff is shown off, such as weapons, enemies, and some more map teasers!

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Half-Life Extended forever!

Good morning, Mr. Freeman. Looks like you’re running late. Again.

half-life extended forever!

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Mega Update 3

Not much has happened. But I might as well put it up.

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Mega Update 2

Just a big small update summarizing some things I did.

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Half-Life: Improved News

(I have previously been keeping my progress on GameBanana, so this is update 3 in terms of content.)

half-life: improved news

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Half-Life

Valve | Sierra Entertainment | Released 1998

Named Game of the Year by over 50 publications, Valve’s début title blends action and adventure with award-winning technology to create a frighteningly realistic world where players must think to survive. Also includes an exciting multiplayer mode that allows you to play against friends and enemies around the world.

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Fully updated version of Gearbox’s Half-Life High Definition Pack, both with original and new models and sprites. Also includes the «standalone HD directories» patch for Xash3D users.

EXTENDED HALF-LIFE HIGH DEFINITION PACK v16.4

(UPDATED 2022/08/24)

The current version based on following addons:

I was always bothered that the «classic» Half-Life High Definition Pack by Gearbox didn’t contain enough models to fit the atmosphere, so I decided to make this compilation that should fill the gaps. Also, I know that PC port of Half-Life: Decay is almost unplayable (even on Xash!), but since this game is a part of Half-Life series too, I’ve decided to include it here anyway, because I’m planning to use these models and textures in Decay: Solo Mission when it will be released (and I really hope that it’ll happen).

This addon includes all original HD Pack models and textures, some «exclusive» high-def models from PlayStation 2 and Dreamcast ports of Half-Life (including the ones from Decay itself) and some new/improved files made by community, which are similar in style to the official ones.

New models:

Fixed / improved models:

Sounds:

Textures & sprites:

ALSO INCLUDES:

Optional files:

ATTENTION!

The author of the collection did not set the goals to assign to himself the authorship of Gearbox’s stuff and all the above sources. Copyrights belong to their original publishers.

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How It’s Made. Half-Life: Extended news

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

Today we will share some insight on the thought process behind Half-Life: Extended as well as tell what do we actually do with the game.

Posted by tear-vyps on Apr 28th, 2022

How It’s Made. Half-Life: Extended

It’s been a long while since we last posted. Today, we are here to break the silence.

Recently we found out that people like articles that provide interesting insights on the development much more than showcase articles, so now we will tell you more about our philosophy and approach to this mod, as well as explain how exactly we do things. This way you’ll better understand what to expect.
So let’s see what are the Extended™ ways.

MAPPING

Philosophy:

Our idea is to, first of all, expand the vanilla Half-life maps by adding new areas, puzzles and enemies. It can range from something simple like adding a janitor closet or a control room to creating whole new areas, sometimes big, sometimes not too much. The most important thing here is to be creative and not get stuck in a loop of adding closets and toilets 🙂
Another thing to consider is the approach to vanilla sections. Now this is more case-specific. You see, every chapter in Half-Life has very memorable and iconic moments. These must be still present in Extended™ chapters by all means, and since most vanilla maps are built like a train ride from one iconic place to another, general directions must remain more or less similar.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Extended Office Complex, first map overview

However, those iconic places rarely remain untouched. In fact, making iconic places Extended™, new and unusual is one of the most exciting parts of the mapping process.
Such important places can be Extended™ in many ways, from adding sub-areas and scripted sequences, to expanding them in size and taking advantage of the new volume to spice up the gameplay.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Office Complex turret room. Some places may be extended in more unusual ways than others

So, the philosophy is to remain familiar, but provide a fresh, different experience.

The process:

Now that we have an idea of what we are going to make, let’s see how…

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Lambda Core concept

Actually, we can’t use that much vanilla geometry because the map sources we have are meant for Half-Life: Source, thus all the scripts are broken. Plus, 1998 geometry isn’t quite up to the modern standards and may easily turn out to bee to different from our additions style-wise, so when it’s time to build you…

Steps above are done without textures or with dev textures to focus on geometry and make it faster.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Unforeseen Consequences. The area right after the elevator ride. (early)

Only after all of that you can add textures, lighting, scripts and decorations. Essentially, we have to remake 80-90% of each map which takes a while but provides a better optimized, more consistent in style, more Extended™ and nicer to work with result.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Unforeseen Consequences. The area right after the elevator ride. (detailed)

Animation:

When it comes to animation for HL:E, more precisely character animation, it usually boils down to how the character is portrayed in the story, how that character would act in the world and in what context is an animation going to play at. For example if a character is cleaning a gun, they will act calm and relaxed, while if they are throwing a punch, they will put all their force into it and be very aggressive.

Even though the animations are all done from scratch, overall they are all kept as vanilla as possible, but only given more fluid movement and more weight.

Character details:

There also has been effort to differentiate animations from character to character,to make them feel more unique and fleshed out, for example let’s take a reload animation for the shotgun for the Barney and the HECU soldiers. The animations for the Barney has been made with the idea that Barney is unprepared, stressed and not very familiar with the weapon, since he is a security guard and not trained with these weapons in mind.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Barney reloading his shotgun

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

HECU shotgunner reloading his shotgun

Weapon details:

Another thing that has been added to the characters are movable weapon parts, so when they are reloading or firing their weapons, the weapons will move accordingly. For example movable slides on pistols or removable magazines for MP5s. This has been done so that the world would feel more believable and more detailed.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Human assassin with a crossbow

Also in order to finish up the sort of c_hands system that’s been in development for quite a while, we invited LIL-PIF to help us with bones and animations, re-animate weapons. Click here to see what is it about.

«Everything is subject to change»

Due to the nature of a volunteer project, the team slowly changes over time, and with it, so does the mod.
HL:E went through several stages of transformation, and now has taken its final form as a fresh and unusual Half-Life experience.
With the foundation of the mod done, we’ve now fully focused on creating maps. Yes, maps have been in production since the earliest days of the mod, but back then there was no definite approach, philosophy or even a finished base, so it’s actually only a few months ago when proper mapping began.
Now that HL:E truly has a clear path, all that’s left is just to walk it.
It’s not difficult to guess finishing HL:E will take time. When tackling a project like this, the most important thing is support and feedback. At this point, we’ve gathered an audience we deem very big for us, and with the help of our Discord this audience is turning into… a community.
Thank you very much, people who are there for us when we’re being quiet or active. This mod depends on us, and we depend on your support.

Any pre-release fans who get the reference?

With that said, goodbye until the next article, hope you liked this one. Stay safe these dark days.

Written by Tear. Animation section written by Sandi. Edited by Half-Time and Tear. Credit for the image at the end goes to Vortigaunt.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

> The animations for the Barney has been made with the idea that Barney is unprepared, stressed and not very familiar with the weapon, since he is a security guard and not trained with these weapons in mind.

I get the stressed part, but otherwise, why would a guard not be trained with the shotgun? The place is littered with them, they’re in every guard armoury. Stress alone is a good enough justification anyway.

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Genuine criticism. You might not listen to it, but that’ll hurt you in the long run!

*What have you done to Office Complex.*

The turret room looks like something copy and pasted out of Echoes, please change it to look more Office Complexy and familiar to that part, if you catch my drift. HL:E wasn’t meant to be a remake of Half-Life like Black Mesa. Trust me, I know. I have been with you all for at least 6 months, more or less. I was the second ever mapper on the team as well.

The Office Complex map shown shouldn’t have been red and green text on white background along with a low-res overlay of c1a2. Make it not be so bright and higher resolution please? I can’t really tell areas from the maps, it seems to only showcase the size, and even then it doesn’t seem too big. Not like it should be any bigger though. Please don’t make the first map any bigger and definitely not confusing.

*Unforeseen Consequences, what in the world?*

The area in Unforeseen Consequences at the end of the ride shouldn’t have a ladder or a door, it seems like a control room Black Mesa: Source style? Either way, there was a health charger up there, and it rewarded you for quick thinking and spotting the secret. But not anymore that you can climb up to it. The area looks visually fantastic, but please do not neuter the gameplay.

*Bloated AND faulty SDK!*

And last, John Smokes was right about the SDK being bloated, please make a lite version of the SDK without all the endless NPC variations or something like that. The goal from the beginning was to make a mod base, but that no longer seems to be the goal. Which is stupid, considering the mod is still advertised as a mod base. Revert the SG550 to be the burst-fire M16 too. Unless you already did that.

Источник

Half-Life: Extended SDK v1.1.3a file

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

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Half-Life: Extended Development Kit, feel free to use it or any part of it for whatever you want, don’t forget to credit us!

Make your own mod with alot of features easily based on this SDK. Equipped with modern features and tools to improve gameplay and development wise.
Features:

1.1.3a Changelog:

— Minor bugfixes and stability improvements

— Prefab map included

— Updated some models and anims

1.1.2 Changelog:

— Fixed issues with shotgun reload
— Fixed Otis animations oddities

1.1.1 Changelog:

— Workers, construction workers and janitors are now voiced
— Added monster_scientist_female, voiced as well
— You can drag func_pushables sideways now
— Precached charger gibs
— Added rain_settings and rain_modify map entities that allow you to have rain or snow on your map
— Added visual low health warning in the form of transparent red borders around the screen
— Guards now may have MP5s and shotguns
— Gave dynamic footstep sounds to practically all human NPCs
— Fixed a few TraceAttack() issues with HEV Barney
— Added damage blood streams
— Lowered panthereye’s health
— Fixed issues with gib bounce sounds (chocolate/generic doesn’t sound like flesh anymore)
— Scientists and workers have some new animations
— Unloaded and optimised server precache

1.1 Update Changelog:

— Fixed some weapons’ behaviour oddities. again, there were some more yea

— Fixed hassassins’ reaction time, crossbow bolts angles, jumping behaviour

— Added flashes of dynamic light when shooting certain weapons (some have unique flashes, like gauss)

— «Taught» Barney to reload his gun

— When hgrunts drop a grenade at their feet, added some velocity to the grenade for more dramatic effect

— Improved sniper weapons scope to be more realistic

— Made scientists less hesitant to follow you under some conditions

— Added some new spawnflags and keyvalues to monster_generic, improving it’s functionality and flexibility

— NPC’s faction doesn’t affect it’s gibs anymore

— Revised first-person body code (requires console cvars cl_showplayer 1
and developer 0 to show the body)

— Implemented error.mdl a-la Source to prevent Missing Model/Sprite crashes

— Added splashes when shooting water

— Added env_sky, 3D skybox map entity from Spirit of Half-Life that allows UT/HL2 like skybox projections

— Fixed barnacles attempting to eat gargantuas and aquatic creatures

— Fixed panthereye’s jump animation by adding back the anim event that somehow went missing 0_o

Источник

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

Half-Life: Extended SDK v1.1.3a

Half-Life: Extended Development Kit, feel free to use it or any part of it for whatever you want, don’t forget to credit us!

half-life: extended sdk v1.1.3a sdk

Half-Life: Extended SDK patch to v1.1.3a

A v1.1.3a update for those who had already downloaded an earlier version of the SDK

half-life: extended sdk patch to v1.1.3a patch

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Half-Life Extended forever! news

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

Good morning, Mr. Freeman. Looks like you’re running late. Again.

Posted by tear-vyps on Aug 28th, 2021

Half-Life: Extended forever!

It has been a long time since the last update and Extended Team©®™ has a lot to tell you.
First things first, this is no longer a 1-2 people’s tiny little mod. No, the team now consists of whopping 6 and a half members so our potential at this point is countless times more than it used to be! Mapping, coding, modelling, even voice acting! You name it!
On the other hand, old project leader and main modeller CamKablam had left the Extended Team©®™ due to conflicting personalities between him and the rest of the team. Now our leader is trvps (better known on modDB as blsha).
With all the new people and without the old one, HL:E is now in a different shape and form, and also had entered Beta, so allow us to properly (re)introduce you to Half-Life: Extended!

So. What is this mod in front of me?

This is a mod aimed at improving and expanding the vanilla experience and campaign. How, you may ask? Well, first of all we added all content from Blue Shift and Opposing Force, this was done to increase the diversity of weapons and enemies and also to achieve consistency between the original and it’s expansions. You heard me right! Technically you can launch any BS or OpFor map in HL:E and it will work! But carrying over Gearbox’s content isn’t everything we did, oh no!
There’s so, just so much more. And we will talk about everything in a second.

NPC variety

Oh, where do I even start on this one? Seriously, the amount of work done by CamKablam (who fortunately gave us permission to continue using his models) is something beyond human comprehension. Let’s just say that there’re 21 heads for HECU marines and 2 skins (a white and a black one), so 42 absolutely unique human grunts in total. How do you like that? And don’t even get me started on scientists! To sum up, every single human NPC has about a dozen variations (and sometimes even more, as you may see). We’re also planning to expand the variety and diversity of aliens, but for now the main focus was on humans for pretty obvious reasons.

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Revamped maps

Let’s take a little break from looking at models and look at maps. First, we merged as many maps as possible in order to reduce the amount of l o a d i n g s. We maintained the loadings between chapters though, so don’t worry! c1a1f (Unforeseen Consequences) wasn’t merged with c1a2 (Office Complex) or anything like that.

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Second, we improved the orginal maps by adding some more details, scripted events or optional rooms here and there to make the entire facility more impressive in terms of scale, more pleasant to look at
and more believable.

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Finally, entire new sections were added to the campaign. These are mandatory to go through, our mappers are trying their best. WGH mapper was so eager to work that at some point he even messed up his sleep schedule, now that’s dedication (he’s fine now though, we told him to not do that again). HL:E will also have greatly reimagined Xen, but it’s a secret! All in all, everything mappers do deserves appreciation and in combination with the next thing we’ll tell you about HL:E sometimes feels like an almost entirely new thing, not just improved HL.

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NPC diversity

Oh yes, have you ever felt that it’s strange Black Mesa has all these maintenance areas all over the place but there aren’t any maintenance workers? HL:E got you covered!

Have you ever wandered who cooks the food and uses those meat supplies from the Office Complex fridge?
HL:E got you covered!

Have you ever noticed that you take all these RPGs, sniper rifles and other weapons from HECU but no grunt is actually seen carrying them? Guess what, HL:E got you covered!

But we weren’t only filling in the gaps, there’re also a plenty of additions we made
on our own. For example, both Barney and Otis can carry a Glock, a Deagle or a revolver. Barney can even wear a HEV suit!

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Froggie

That’s not all, folks! Have I told you that we also added good old chumtoad? Yes, it’s already entirely functional. It hops around, croaks, distracts enemies and you can throw it to bait monsters. We’re planning on adding a few more weapons, but for now that’s it.

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Share!

Of course we will release the SDK that will contain the source code, the models, the FGD and everything else for making your own mods on HL:E base somewhere in the near future. As of now, the coding and modelling parts of the mod are almost entirely functional and need just
a little polish, so expect the SDK somewhere in autumn, shortly after the Extended©®™ Half-Life campaign will be released and we may start on Extending©®™ the expansions. We’ll see how it turns out.

Источник

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

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These look awesome!

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Very nice.
BTW will there be any Latin grunt heads, since you see Latin recruits in OP4’s Boot Camp?

I totally forgot about the bootcamp guys, sure, I’ll include them probably!

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Sweet
What about remaking this guy too:
Combineoverwiki.net

I actually have that texture but eeeh. It’s kinda ugly in my opinion haha. I’ll see.

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I always wondered why no one ever remade it.

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I like them as well but I have to say, they all resemble mercenaries a bit too much instead of soldiers. Too evil looking with their eyepatches and full facepaints.

Some feedback: The eyepatch guy has a weird hairline, the fourth head looks perfect, the fifth is cross-eyed 🙂
Where is the balaclava shotgunner? Also, I assume there will be a commander and a black grunt too like in the original?

Overall, pretty nice work.

Don’t worry, these are not replacements for the vanilla grunts, these are extra faces. I’ll include these, the original ones (revamped) and the OP4 ones. As well as some custom ones.

I’ll keep those details in mind, thanks!

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The head in the middle is a reference to Colonel Kurtz from «Apocalypse Now»?

In actuality that’s just how the TFC sniper looks, but I wouldn’t discard there it being an intentional reference.

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More like HECU Marine veterans from the past.

Источник

Half-Life: Extended for Windows

An unofficial Half-Life mod

Half-Life: Extended is an unofficial mod for the popular first-person shooter game, Half-Life. The mod is free, and adds a number of new features to the base game in order to extend the playability.

Being released in 1998, and superceded by Half-Life 2, Half-Life is no longer being worked on by the developers, but still has an active fan base. Half-Life: Extended adds things like new weapons, maps, and other content to the game, giving fans another reason to play the game again.

Main additions to Half-Life

Half-Life: Extended adds new content to the game, including new weapons and enemies, new maps, increased NPC variety and diversity, raised difficulties, and the restoration of content that had previously been cut from the game. Some of the maps in the game have even been recreated from scratch in an effort to reimagine the base game.

SDK for other modders

This mod is a cooperative project, and the developers behind it have provided an SDK to make it easier for other modders to make content for the game. The team behind this mod have focussed on the first four chapters of the game, so that is where the largest changes can be seen, though improvements and additions can be found in other parts of the game as well.

Good for fans of Half-Life

The large amount of additional game content will make this mod appealing to fans of the original Half-Life game. However, the dated graphics and gameplay may make this less attractive to people who were not already fans of the series to begin with.

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Half-Life: Extended SDK patch to v1.1.3a file

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

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A v1.1.3a update for those who had already downloaded an earlier version of the SDK

1.1.3a Changelog:

— Minor bugfixes and stability improvements

— Prefab map included

— Updated some models and anims

1.1.2 Changelog:

— Fixed issues with shotgun reload
— Fixed Otis animations oddities

1.1.1 Changelog:

— Workers, construction workers and janitors are now voiced
— Added monster_scientist_female, voiced as well
— You can drag func_pushables sideways now
— Precached charger gibs
— Added rain_settings and rain_modify map entities that allow you to have rain or snow on your map
— Added visual low health warning in the form of transparent red borders around the screen
— Guards now may have MP5s and shotguns
— Gave dynamic footstep sounds to practically all human NPCs
— Fixed a few TraceAttack() issues with HEV Barney
— Added damage blood streams
— Lowered panthereye’s health
— Fixed issues with gib bounce sounds (chocolate/generic doesn’t sound like flesh anymore)
— Scientists and workers have some new animations
— Unloaded and optimised server precache

1.1 Changelog:

— Fixed some weapons’ behaviour oddities. again, there were some more yea

— Fixed hassassins’ reaction time, crossbow bolts angles, jumping behaviour

— Added flashes of dynamic light when shooting certain weapons (some have unique flashes, like gauss)

— «Taught» Barney to reload his gun

— When hgrunts drop a grenade at their feet, added some velocity to the grenade for more dramatic effect

— Improved sniper weapons scope to be more realistic

— Made scientists less hesitant to follow you under some conditions

— Added some new spawnflags and keyvalues to monster_generic, improving it’s functionality and flexibility

— NPC’s faction doesn’t affect it’s gibs anymore

— Revised first-person body code (requires console cvars cl_showplayer 1
and developer 0 to show the body)

— Implemented error.mdl a-la Source to prevent Missing Model/Sprite crashes

— Added splashes when shooting water

— Added env_sky, 3D skybox map entity from Spirit of Half-Life that allows UT/HL2 like skybox projections

— Fixed barnacles attempting to eat gargantuas and aquatic creatures

— Fixed panthereye’s jump animation by adding back the anim event that somehow went missing 0_o

Источник

Half-Life: Uplink Extended Source | Remod

Half-Life: Uplink Extended Source | Remod

Half-Life: Source mod | Released 2019

Re-creation of Half-Life Uplink Extended for HL: Source

Better late than never. Is it?

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Half-Life: Uplink Extended Source | Remod 1.4 [final]

A complete recreation of Uplink Extended for Half-Life: Source. Recommended for Steam only.

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Half-Life: Uplink Extended Source [source maps]

I did everything I wanted. Time to stop. Thank you all for your attention.

Add file >>

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i did everything right to install it but its not showing up in the map list and i cant load it from the console commands what do i do.

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Did you ask permission for this recreation?

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Idiotic question but: how do I uninstall the mod? I tried deleting HL Source and all the folder contents and downloading it again, but now every time I click on «New game» there’s a chapter zero with the tile «#hl1_Chapter0_title» and a black image as chapter thumbnail, and it doesn’t matter if I reinstall the game, it appears again.

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check your steam/steamapps/commom/half-life source folder

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I had a lot of fun playing this version of Uplink! I still find the combat in Source to be more enjoyable esp. with the ragdoll physics. Great mod!

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i love this version of uplink thank you very much for making this

Источник

bacontsu/halflife-extended

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README.md

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Half Life : Extended SDK

Source Code of Half Life : Extended as a open source modbase for everyone publicly, make your own mod with alot of features easily based on this SDK. Equipped with modern features and tools to improve gameplay and development wise. Based on the Half-Life Updated SDK

In this section, we will list the important features of this SDK

Here is a list of credits to everyone who has contributed to this project

About

Source Code of Half Life : Extended as a open source modbase for everyone publicly, make your own mod with alot of features easily based on this SDK. Equipped with modern features and tools to improve gameplay and development wise.

Источник

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

To view this video please enable JavaScript, and consider upgrading to a web browser that supports HTML5 video

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Blue hev charger, whaaat. COOL!

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I guess itd be for security HEV users(?)

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its just blue to fit with the wall. not everything that is blue must be for security

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Nice! I also like the new mod page UI.

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28 toys we get to play with (it inclouds the old guns) man this video is full of stuff to look at

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The sniper in Opposing Force, it’s useful to shot the enemies ex: the black ops and the aliens would fit well for Gordon that would use it during some combat fights at Black Mesa Facility.

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How It’s Made. Half-Life: Extended news

Today we will share some insight on the thought process behind Half-Life: Extended as well as tell what do we actually do with the game.

Posted by tear-vyps on Apr 28th, 2022

How It’s Made. Half-Life: Extended

It’s been a long while since we last posted. Today, we are here to break the silence.

Recently we found out that people like articles that provide interesting insights on the development much more than showcase articles, so now we will tell you more about our philosophy and approach to this mod, as well as explain how exactly we do things. This way you’ll better understand what to expect.
So let’s see what are the Extended™ ways.

MAPPING

Philosophy:

Our idea is to, first of all, expand the vanilla Half-life maps by adding new areas, puzzles and enemies. It can range from something simple like adding a janitor closet or a control room to creating whole new areas, sometimes big, sometimes not too much. The most important thing here is to be creative and not get stuck in a loop of adding closets and toilets 🙂
Another thing to consider is the approach to vanilla sections. Now this is more case-specific. You see, every chapter in Half-Life has very memorable and iconic moments. These must be still present in Extended™ chapters by all means, and since most vanilla maps are built like a train ride from one iconic place to another, general directions must remain more or less similar.

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Extended Office Complex, first map overview

However, those iconic places rarely remain untouched. In fact, making iconic places Extended™, new and unusual is one of the most exciting parts of the mapping process.
Such important places can be Extended™ in many ways, from adding sub-areas and scripted sequences, to expanding them in size and taking advantage of the new volume to spice up the gameplay.

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Office Complex turret room. Some places may be extended in more unusual ways than others

So, the philosophy is to remain familiar, but provide a fresh, different experience.

The process:

Now that we have an idea of what we are going to make, let’s see how…

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Lambda Core concept

Actually, we can’t use that much vanilla geometry because the map sources we have are meant for Half-Life: Source, thus all the scripts are broken. Plus, 1998 geometry isn’t quite up to the modern standards and may easily turn out to bee to different from our additions style-wise, so when it’s time to build you…

Steps above are done without textures or with dev textures to focus on geometry and make it faster.

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Unforeseen Consequences. The area right after the elevator ride. (early)

Only after all of that you can add textures, lighting, scripts and decorations. Essentially, we have to remake 80-90% of each map which takes a while but provides a better optimized, more consistent in style, more Extended™ and nicer to work with result.

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Unforeseen Consequences. The area right after the elevator ride. (detailed)

Animation:

When it comes to animation for HL:E, more precisely character animation, it usually boils down to how the character is portrayed in the story, how that character would act in the world and in what context is an animation going to play at. For example if a character is cleaning a gun, they will act calm and relaxed, while if they are throwing a punch, they will put all their force into it and be very aggressive.

Even though the animations are all done from scratch, overall they are all kept as vanilla as possible, but only given more fluid movement and more weight.

Character details:

There also has been effort to differentiate animations from character to character,to make them feel more unique and fleshed out, for example let’s take a reload animation for the shotgun for the Barney and the HECU soldiers. The animations for the Barney has been made with the idea that Barney is unprepared, stressed and not very familiar with the weapon, since he is a security guard and not trained with these weapons in mind.

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Barney reloading his shotgun

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HECU shotgunner reloading his shotgun

Weapon details:

Another thing that has been added to the characters are movable weapon parts, so when they are reloading or firing their weapons, the weapons will move accordingly. For example movable slides on pistols or removable magazines for MP5s. This has been done so that the world would feel more believable and more detailed.

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Human assassin with a crossbow

Also in order to finish up the sort of c_hands system that’s been in development for quite a while, we invited LIL-PIF to help us with bones and animations, re-animate weapons. Click here to see what is it about.

«Everything is subject to change»

Due to the nature of a volunteer project, the team slowly changes over time, and with it, so does the mod.
HL:E went through several stages of transformation, and now has taken its final form as a fresh and unusual Half-Life experience.
With the foundation of the mod done, we’ve now fully focused on creating maps. Yes, maps have been in production since the earliest days of the mod, but back then there was no definite approach, philosophy or even a finished base, so it’s actually only a few months ago when proper mapping began.
Now that HL:E truly has a clear path, all that’s left is just to walk it.
It’s not difficult to guess finishing HL:E will take time. When tackling a project like this, the most important thing is support and feedback. At this point, we’ve gathered an audience we deem very big for us, and with the help of our Discord this audience is turning into… a community.
Thank you very much, people who are there for us when we’re being quiet or active. This mod depends on us, and we depend on your support.

Any pre-release fans who get the reference?

With that said, goodbye until the next article, hope you liked this one. Stay safe these dark days.

Written by Tear. Animation section written by Sandi. Edited by Half-Time and Tear. Credit for the image at the end goes to Vortigaunt.

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> The animations for the Barney has been made with the idea that Barney is unprepared, stressed and not very familiar with the weapon, since he is a security guard and not trained with these weapons in mind.

I get the stressed part, but otherwise, why would a guard not be trained with the shotgun? The place is littered with them, they’re in every guard armoury. Stress alone is a good enough justification anyway.

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Genuine criticism. You might not listen to it, but that’ll hurt you in the long run!

*What have you done to Office Complex.*

The turret room looks like something copy and pasted out of Echoes, please change it to look more Office Complexy and familiar to that part, if you catch my drift. HL:E wasn’t meant to be a remake of Half-Life like Black Mesa. Trust me, I know. I have been with you all for at least 6 months, more or less. I was the second ever mapper on the team as well.

The Office Complex map shown shouldn’t have been red and green text on white background along with a low-res overlay of c1a2. Make it not be so bright and higher resolution please? I can’t really tell areas from the maps, it seems to only showcase the size, and even then it doesn’t seem too big. Not like it should be any bigger though. Please don’t make the first map any bigger and definitely not confusing.

*Unforeseen Consequences, what in the world?*

The area in Unforeseen Consequences at the end of the ride shouldn’t have a ladder or a door, it seems like a control room Black Mesa: Source style? Either way, there was a health charger up there, and it rewarded you for quick thinking and spotting the secret. But not anymore that you can climb up to it. The area looks visually fantastic, but please do not neuter the gameplay.

*Bloated AND faulty SDK!*

And last, John Smokes was right about the SDK being bloated, please make a lite version of the SDK without all the endless NPC variations or something like that. The goal from the beginning was to make a mod base, but that no longer seems to be the goal. Which is stupid, considering the mod is still advertised as a mod base. Revert the SG550 to be the burst-fire M16 too. Unless you already did that.

Источник

Half-Life: Blue Shift

Gearbox Software | Sierra Entertainment | Released 2001

Made by Gearbox Software and originally released in 2001 as an add-on to Half-Life, Blue Shift is a return to the Black Mesa Research Facility in which you play as Barney Calhoun, the security guard sidekick who helped Gordon out of so many sticky situations.

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Fully updated version of Gearbox’s Half-Life High Definition Pack, both with original and new models and sprites. Also includes the «standalone HD directories» patch for Xash3D users.

EXTENDED HALF-LIFE HIGH DEFINITION PACK v16.4

(UPDATED 2022/08/24)

The current version based on following addons:

I was always bothered that the «classic» Half-Life High Definition Pack by Gearbox didn’t contain enough models to fit the atmosphere, so I decided to make this compilation that should fill the gaps. Also, I know that PC port of Half-Life: Decay is almost unplayable (even on Xash!), but since this game is a part of Half-Life series too, I’ve decided to include it here anyway, because I’m planning to use these models and textures in Decay: Solo Mission when it will be released (and I really hope that it’ll happen).

This addon includes all original HD Pack models and textures, some «exclusive» high-def models from PlayStation 2 and Dreamcast ports of Half-Life (including the ones from Decay itself) and some new/improved files made by community, which are similar in style to the official ones.

New models:

Fixed / improved models:

Sounds:

Textures & sprites:

ALSO INCLUDES:

Optional files:

ATTENTION!

The author of the collection did not set the goals to assign to himself the authorship of Gearbox’s stuff and all the above sources. Copyrights belong to their original publishers.

Источник

Extended News (#1)

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

SDK on the horizon. Extended maps, NPC appearance changes and many more features!

Posted by DaKashi on Dec 8th, 2021

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Hello and welcome to the Black Mesa Research Facility once again. Our today’s article, dedicated to the beginning of winter and the upcoming of Christmas, is quite special, as we will not only showcase maps and models but also tease some attractive features of our upcoming SDK!

Without further ado, let’s see what we got.
MAPPING

Our mappers haven’t been wasting time and the first third of the game is near completion! You may have heard that our mapping forces used to be scattered throughout the entire campaign, but since then we decided to focus on the first four chapters and the Hazard Course… you’ll see why ;).

We’ve Got Hostiles is the first chapter to get the honourable status of fully finished and playable. Originally begun by the16mapper, this chapter had to be remade from scratch because of numerous scripting issues. This decision was seen as questionable at first, but soon proved to be a very curious way to make the familiar places feel new. Halfway through the development, the chapter was handed to Tear, our leader.

Tear’s and the16mapper’s work combined made for an amazing, action packed chapter, a blessing!

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Let’s take a look at something cozy, that being Office Complex. This one has been made by the16mapper. There has been added a new section to the c1a2, featuring new offices using the unused green door textures and a somewhat cozy environment, par some dead bodies. There’s even the introduction of an uncut NPC, the panthereye!
Not to mention the completely recreated from scratch c1a2d, now looking like an actual storage area belonging to Sector D.

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MODELLING

Mapping isn’t the only thing we were busy with, oh no!
Our modeller works hard and it pays off. With some coding magic and modelling tricks we managed to give certain weapons, items and even monsters glowing parts that can be animated! Your lasers, sights, and monitors never felt more alive and immersive!
We’ve also gone ahead and improved the general sound design for the weapons,
but that will be shown at a later date.

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We weren’t exactly happy how some of the early models looked, so many of them received partial or full visual overhaul. One of the most notorious examples being warehouse workers and janitors.

Those now have way, way more detail and actually look pleasing!

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HALF-LIFE: EXTENDED DEVELOPMENT KIT

We’ve been talking about releasing the SDK for a while now, so what is it all about?

One of the initial purposes of this mod is to provide a rich and easy-to-use base for modders. Some may want to make a HL:E based campaign, some might just need some of our code or assets.

Either way, we’d be very happy to indirectly help like that.

Now let’s get to actual reasons why you, a modder, might want to get yourself a copy of our SDK.

One last thing before we finish, and that is, join our discord server!

We post a lot of early previews of things we’re working on and you can also chat with other fans of this mod.

And if you’re an animator, you might be interested in this small announcement:

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That’s all for today, thank you for reading, have a very safe day!

Источник

Half-Life: Extended Mega-Update news

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

Showing off the unbelievable amount of progress we made.

Posted by tear-vyps on Oct 16th, 2021

Originally started by the16mapper

Welcome back! It’s been over a month since the last article, but don’t worry, we have so much to show. Let’s jump right into the map progress, shall we?

MAP PROGRESS

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First of all we have Unforeseen Consequences. Cold and foggy coolant storage areas in Sector B complete with sewers and more storage areas that are now bigger and better than ever. Of course, with some technology and coolant leaks, because everything in Black Mesa is an OSHA violation. Our mappers have finished most of Unforeseen Consequences’ maps pretty quickly, so there’s a lot to show you.

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Mappers: the16mapper, Dabzik

As you can see, c1a1b has been transformed to have a wonderful atmosphere, c1a1c has been expanded overall and c1a1d is now a way larger map! If you haven’t noticed, there’s also fog added. The fog system is extremely customizable, allowing for custom start and end positions, blend time and even colour! But let’s not bore you with the details and instead, move on.

Moving on, the Hazard Course. The first map has been redesigned into a starting area that you can see in Half-Life’s PS2 port’s Hazard Course, and even with similar lines. The area includes a cafeteria, a little bit of the Medical Center that you see in Opposing Force, 2 miscellaneous rooms, and a control center mainly to monitor the entire Hazard Course and it’s systems.

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Mapper: John Pot

Keep scrolling down, the ‘Map Progress’ part is not done. And the Hazard Course is not done yet.

Now, let’s move onto We’ve Got Hostiles, full of crates and soldiers. The mapper for it is recreating it completely from scratch, and so far it’s looking pretty great!

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Mapper: the16mapper

The sections are now more separate. You can notice Storage Area 1 mostly has military supplies while Storage Area 2 has explosives stored in it. Expect some HECU action!

This is still not all of the progress that we have made; we have On a Rail left to show you all!

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Mappers: John Pot, John Smokes

Yep, now it’s way bigger and has more optional areas for you to explore! Of course, the chapter itself won’t be extremely long, but we will try our hardest to make it more fun to play through.

Now, for the last part, we have Forget About Freeman. This is made by John Smokes and looks amazing! We haven’t shown you it all that much, however, which is why we’re showing it to you now.

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Mapper: John Smokes

Now that the map progress is over, we can move onto the new additions.

ADDITIONS

First of all, we have added the panthereye! It has 2 attacks; claw and leap. It has 80 health, runs fast and deals medium damage. Look out for it!

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Now, it’s time for some underwater fauna; the Archer! It’s an underwater creature firing plasma at you and being able to bite you. It, of course, doesn’t have all that much health. It’s also not as annoying as leeches and not as powerful as the ichthyosaur.

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Did you think that this was everything? Nope, we still have more, so much more to show!

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This… Is a powerful grenade launcher firing MP5 grenades. It deals a lot of damage and fires relatively fast. Don’t blow yourself up!

Let’s distract ourselves from weapons of mass destruction, and instead look at a creature that can cause mass destruction.

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Ah, there it is. The charger. It is an extremely fast flying creature firing plasma balls at the player native to Xen, forcing you to dodge it as fast as possible. Watch out for it!

Let’s move onto something that is not as powerful. The new HECU variation! Yes, that’s right, we now have an HECU sniper variation! This was originally suggested by the wonderful lad in our discord server with a nickname of STAHP.exe#8728, so if you have something to suggest or ask, join the server!

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Are you still thinking that this is everything? Nope, there’s way more HECU variations! Their arsenal was expanded substantially and they’re way more of a hazard to the player now!

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Of course, showing off the military isn’t enough, so let’s show off the science team, or, well, their equipment; the iconic HEV suit!

Unfortunately, this one is occupied by a headcrab zombie, but it’s all fine, really! The zombie has a power parameter that reduces damage taken by him, similar to how you, the player, can take batteries and charge your suit! You will encounter these zombies as part of the lost survey team in Xen, or maybe even on Earth? Who knows.

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You can listen to some of it’s sounds

But let’s move away from the topic of zombies and instead look at weapons… Or rather, animated weapons! DaKashi made the shockroach glow, and the hivehand, snarks and chumtoad blink. It’s a very impressive detail and we think it deserves attention.

Now we’re finally done. Join the discord server if you haven’t already, and remember, stay frosty for the next article!

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Half-Life: Extended © 2021 by the Half-Life: Extended Team is licensed under Attribution-NonCommercial 4.0 International Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extendedHalf life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

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Cool asf. I am really looking forward to this!

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We are rather looking forward to this analysis.

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Hell yeah! I’m also glad to see that the sniper was added 🙂

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Totally! Your suggestion was nice.

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This looks pretty neat in my opinion, good work!

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Would you be willing to release the damaged hev sounds without the zombie noises in them?

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It’s a possibility, but the sources of the sounds are probably no longer present.

I didn’t bother saving backups for the H.E.V Sounds but shouldn’t be too hard to recreate them as is. I used Audacity.

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Sweet, and I love the PCV variants like from Opposing Force

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Hai! Just took a look at the level designers work there and will provide as much feedback as I can.

The first image, I don’t have anything to say. It looks simple, but in a good way. It doesn’t need much more to it.

The second image, that floor texture, I’m not too convinced it fits. It does fit the overall sinister feel, I’ll grant you that, but I probably would have kept a concrete texture.

Third image is where I just think there needs more work done. The same texture repeats itself from wall to ceiling, not much geometry work and that makes the entire area look cubic and bland. The lighting looks okay, but could be more atmospheric.

Fourth image, it looks great! I do believe you grate texture is a little stretched and it might be good to have it see-through.

Fifth image, that one is amazing. Might want to add a grate texture below the pipes and do something at the end of the hallway to make it more interesting visually.

Sixth, seventh, eighth, and ninth one, yeah, they look too cubic and empty, there needs to be more work.

There isn’t much to see on the tenth one. It looks bland and the lighting is generic.

The eleventh one has potential. The lighting does look a little repetitive and bland, but the geometry is looking good. It can be improved a lot more, but it is nice.

The twelfth one looks nice, but not much to see.

Thirteenth one, I will approve. It might need a few crates, but other than that, I like it.

The fourteenth one looks brilliant.

I do hope you won’t feel attacked or heart broken with my feedback, but I also want to be real with you and maximize your potential. Keep working on it, though!

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Thanks for the feedback! We, as mappers, like when people give us such detailed feedback. We hope to improve, since maps are still WIP and need polishing as time goes on.

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Very good job, but, please, don’t go far from canon half-life, don’t add too much enemies from alpha, or do it with taste, you see, it’s not cool, when you are in familiar place and, for example, instead of zombie or vortigaunt there is shock soldier from opposing force. And yeah, you would be better to not add race X, because it will go to earth after gordon freeman go to xen. Or, you can add small appearances of one or two race X representatives, like in op4, when shock soldier teleports away with scientist. So, good luck!

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Don’t worry, we won’t. We will keep Race X only as a cameo (if we even will) that you will be able to see on some cameras. Alpha enemies won’t be added too much, since we don’t have too much of them either. Thanks for the kind words!

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Nice update bro im following this one

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This looks awesome!

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Well done! Can’t wait to play it.

It’s going to take a time but we are working as hard as we can!

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Having the op4 monsters will be great for mappers intending to build mod projects based upon their fantastic code. Assuming they will release the FGD along with their mod once it is complete.

1st Pic: Looks fairly good and close to the original but even in the original I found this place somewhat plain looking. Perhaps add some additional decals of sort. Perhaps some destruction or alien spit sprites etc. Anything to add some more color to that place.

2nd Pic: I do like this one. It looks very well made. Eventually add a smaller alert light attached onto one of the walls shining in red or yellow with or without an actual alert sound to add even more to the brilliant atmosphere seen in that screenshot.

3rd Pic: Clearly needs a lot more work. I’d carve the ground brush into several segments and add a trim frame around the whole structure. Something in black turning this whole floor into many minor segments. Somehow they had to place this steel construct in there right? And it certainly wasn’t 1 giant steel segment originally. How would they’ve gotten that through the door otherwise. 🙂 Few signs probably wouldn’t hurt either.

4th Pic: It looks descent enough. Eventually add lights onto the walkway like I did here: Media.moddb.com see bottom left.

5th Pic: Very lovely hallway and lab. Suggestions: Add few models or brush based stuff onto the table inside the lab. Add posters or facility guideline signs into the hallway.

Eventually add a slightly transparent Black Mesa Logo onto the Window like the very talented guys did for «The Core»: Media.moddb.com You could even place a transparent puddle along with a mop & cart plus a «slippery warning» sign onto that hallway. Some more sign posting. Possibly even a small tag sign giving the lab a proper name or designation as to what type and kind that lab is.

6th Pic: The ceiling could need some additional work. How about adding some vent shafts or steel fences along with pipes and cables running behind it? Might look good on some places for this huge room.

7th Pic: While the texture choices are like in the original. More is certainly possible. Don’t go to far astray of the original texture choices but still it’s not wrong to tinker around a little bit and finding ways to improve upon certain things. I think the ground floor and Ceiling definitely require some more love and variation. Trims of all forms and variations are usually a good way to enhance a floor.

8th & 9th Pic: Same as for number 6 & 7. Also some more facility signs. Like smoking prohibited etc.

Thank you for all the feedback, about the BM logo in the window.
Really cool idea!, I didn’t think in that.

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10th Pic: That car that rushed into the Steel gate doesn’t look to convincing due to the fact that it is a model. Either customize the model that the whole front section looks wrecked: Ovb-online.de Or perhaps use a Brush based Car instead that allows you to do the exact same thing. Some decals and an oil paddle plus perhaps tire traces might look very good and convincing here. Perhaps a dead Scientist lying on the engine bonnet. Got thrown out the window when the crash happened.

11th Pic: Now this looks very lovely. But I bet all the yellow lights up there are all the same texture. I suggest to make a texture duplicate in wally and give it a different name and then let it flicker and giving no texlight. Or to carve some segments out give them a name and then use different light settings per entity setup. That’ll enhance that room and the atmosphere in this room even more. As usual few more signs wont hurt.
NPCS just standing in a corridor are silly. How about of letting the Zombie eat a dead corpse instead and when the player walks in it stands up and attacks.

12th Pic: It looks decent. Not sure if these 2 tiny lights would be sufficient to illuminate the wall though.

13th Pic: Very lovely. I suggest to add yellow/black Stripes in Front of the Security Door to separate the street of the door. There are better fire sprites available than the one shown here. Let me know if you want em and I search em on my HD for you. This is truly a lovely area. Still little empty though. How about some Military Trucks here. Idea: That red/white barrier. How about breaking it into 2 pieces. 1 Still attached to it’s holding apparatus and the 2nd piece laying broken on the floor. Possibly smashed by an escaping Black Mesa employee or by entering Military Trucks. These tiny details often tell us stories of things that transpired during the player’s absence.
I’m missing few Air vents and ventilators pumping in fresh air into that area.

14th Pic: Very lovely area but if it wasn’t for the blood decals and those soldiers down there one would assume that everything was normal as usual. I’d add few broken lamps, some flickering. Possible bullet impact decals and explosion effects onto the walls for show ’cause it looks like a larger fight took place in this room. Whether this is just shown for promotional efforts or an actual finished playable map I can’t tell. So judge accordingly.

The NPCS sound stunning. While all of these have been seen before and used in various mods it’s still amazing to get them all combined into 1 huge mod. I think the HEV suit sounds are a little penetrative to the ears. So it would be best if you hear them only slightly. Best when you’re almost standing next to the Zombie just like experienced in Black Mesa.

All in all a wonderful newspost and I salute you guys. Some damn fine Amazing work that you folks portrayed here.

Источник

Half life extended

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Pack includes models from Half-life 2 Beta concept arts.

Synth soldier:
+ Updated model
+ Redone textures
+ Improved shading
+ Two skins (standart/arctic)
+ Posable fingers
+ Switchable hair bodygroup
+ Switchable gun bodygroup
+ High-p.

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This is NOT a NPC/reskin

Looking for cool models in the internet, I found this awesome model, made by Stormy earlier in 2011.

— Uses vanilla headcrab.

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Changelog:
*Updated the color values for night
*Fixed the sun never properly setting for the beach area in V1

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IMPORTANT NOTE: This model requires that you have Half-Life 2: Episode 2 installed and mounted. If you do not have it, you will encounter missing textures and other issues.

This is the Half-Life 2: Episode 2 Combine Advisor model with ragdoll and fing.

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NOTE: This addon was released before a Gmod update that added official fingerposing to the Vort models and fixed most of the facial expression issues.

This is the HL2 Vortigaunt ragdoll with (mostly) fixed facial expressions, fingerposing support, loose.

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All of TnB’s HL2-themed custom models for our old C74 iteration. No longer used on our servers and will conflict with our new models.
These are rigged and useable as playermodels.

Each model has a plethora of bodygroups and skins. Bodygroups are consi.

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A ragdoll of the Half-Life Ichthyosaur monster. A enemy that first appeared in the original Half-Life that only shows up once during a early part of Half-Life 2.

This uses mesh fixes and texture enhancements from the Black Mesa mod, and has been furthe.

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«After 3 hours of development, hopefully, it’ll be worth the wait. «

HALF-LIFE 2 LEAK PROP PACK

It includes over 200 of the random world props that never get quite enough attention. It also includes the leak Bullsquid with the hilariously bad ph.

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Well this map was originally the prequel to Ineu Valley, however some people liked it more then the second version. I.

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Now with NPC nodes!

The third Ineu in the series. It contains some buildings from the first vall.

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Note; I DID NOT make this, Credit goes to Mr. So, he may contact me if he wants it taken down, but this changes your Combine Soldiers to look sleek, better and more polished, IT IS NOT AN NPC, IT IS A SKIN.

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Only HalfLife 2 content required

— Night (duh. )
— Modern, clean setting
— Tons of custom content
— All buildings are highly detailed and enterable
— Lots of roo.

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A Half-Life 2 themed gm_bigcity with new textures, a citadel, overwatch towers and more!

*** THE WATER AND TEXTURES ARE NOW FIXED ***

This map features several additions to the gm_bigcity templait used.
These features include:
• All buildings re-t.

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A map by Dave Brown, created for Taco ‘N’ Banana’s Half-Life 2 Roleplay server.
Original map by HumiliatioN.

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Made by: DeadiKation, on Facepunch, I take no credit at all for this map, just uploading to workshop for convenience.

This is an updated VMF, b.

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A map by Dave Brown, created for Taco ‘N’ Banana’s Half-Life 2 Roleplay server.

The main City 8 HL2 Roleplay map.

City 8 takes place in the Combine Metroplex that was formerly Tokyo, Japan. As with City 17, th

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A map by Dave Brown, created for Taco ‘N’ Banana’s Half-Life 2 Roleplay server.

The main City 8 HL2 Roleplay map.

City 8 takes place in the Combine Metroplex that was formerly Tokyo, Japan. As with C

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A map by Dave Brown, created for Taco ‘N’ Banana’s Half-Life 2 Roleplay server.

City 8 is the Combines Citadel based in what used to be Tokyo, Japan. Outside the city walls runs a maze of sewers, canal runoffs, tunn

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A map by Dave Brown, created for Taco ‘N’ Banana’s Half-Life 2 Roleplay server.

This was a «beta» map that came before the proper release of the City 8 map franchise, but it is still a very nice piece of work.

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A map by Dave Brown, created for Taco ‘N’ Banana’s Half-Life 2 Roleplay server.

The final release of the City 8 District 9 map. I started work on this the day D9

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A map by TylerM, created for Taco ‘N’ Banana’s Half-Life 2 Roleplay server.

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A map by WillH, created for Taco ‘N’ Banana’s Half-Life 2 Roleplay server.

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These are NOT NPCs/reskins

Due to Kuno’s request, I decided to make these Arctic skins, for the Strider and the Hunter. Thse two skins are made by me, but I used Morgul’s Arctic Hunter as a base for my Hunter skin.

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By Request, I uploaded this.

Not Mine, They’re by Mr. So.

He may contact me if he wants this taken down.

This aswell includes a skin-over of Refugee’s and Citizens!
(This is a SKIN, not an NPC.)

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Jason278 made these

Found this here also

Not mine I will remove if original author wants me to.

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Click green subscribe button under the addon media. Make sure that you’ve restarted the game if you subscribed while running it. Make sure that you have read F.A.Q.

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This is the collection of Gordon Freeman models as seen in Swanky Badger Films’ «Vicious Cycle of City 17» and the «Two Men and a Crowbar» series.

The original models were made by Romka, FakeFactory and OneManShow.
People keep asking me to upload these.

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Metroplex City 13 is set in a west european City, it is a mix out of Industrial and Residential complexes, it also holds one of the biggest Combine Nexus Facilities on Earth.

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well here it is! the borealis! the non-hl2-beta one! with a proper arctic setting!

the map’s content is all packed with the addon so you don’t need anything for it to work.
the map name is gm_hyperborea, since gm_borealis is taken.
the ship’s horn can.

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This addon adds a lot of properties to Half-Life 2 and Garry’s Mod entites such as turrets, rollermines, suit chargers, flashlights, dynamites, NPCs and anti-antlion thumpers. There are over 72 different actions for different entites and NPCs.

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A set of Half-Life 2 inspired/themed tools. Fully compatible with duplicator.

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Yes, these are explosive, with gibs.
No, this is not an NPC.
Yes, you need a bodygroup/skingroup tool to use this.
No, this is not a scripted weapon.

This is a rework of Valve’s Hopper mine, optimized for p.

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NOTE: I did NOT make these ragdolls nor their textures, the original creator of these ragdolls is Bloocobalt, the only thing i made was the helmet props!

This addon includes 3 ragdolls with multiple skins, bodygroups and higher quality, more detailed te.

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Half-Life: Uplink Extended Redux mod

Half-Life: Uplink Extended Redux

Half-Life mod | TBD

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Half-Life: Uplink Extended is my personal remaster of the original Uplink, also known as the Half-Life demo.

I’m very nostalgic for Uplink as it was my first Half-Life experience, playing through it multiple times a day. The atmosphere of the dome control room and the container yard outside just stuck with me.
At some point I got my hands on the full version of Half-Life and played nothing else for months. Then I found out that you can make your own levels for Half-Life with Worldcraft. So I started messing with, couldn’t figure the dang thing out. I had no internet connection back then so I couldn’t look for help.

Eventually, I got the gist of the editor and was able to put something together. «So how do I play my map then? I have to compile it? How do I do that? I couldn’t figure out how to compile maps for months so I just kept building stuff in Worldcraft without actually playing my creations.
Then I finally got an Internet connection through dial-up. Yes.
I discovered tons of other Half-Life maps, mods and fan sites including the now defunct Valve Editing Resource Center (VERC) and its mapping forums hosted on Chatbear. Good stuff.
Thanks to all the tutorials out there, I was finally able to compile a map successfully. You wouldn’t believe the joy I got out of that.

Years later I wanted to make something serious, something big, like an actual mod. I was still very nostalgic of the original Uplink and as I got more experienced with mapping, I started to notice things about the Uplink levels that only mappers will notice, just mapping inconsistencies, lazy work and little mapping mistakes done by Valve when they made Uplink. «I can fix that». So I started work on rebuilding the original Uplink maps from scratch by decompiling the Uplink bsp’s and using those as references and guide lines.

Remember the Gargantua at the end of Uplink? You don’t get the fight him, the demo just ends as you drop into the room with him. What a let down. So I thought, why not extend that part and have the player fight the Gargantua? That’s when I came up with the title Uplink Extended. It didn’t end there. Sure, fighting the Gargantua is fun and all but then what? Should the mod continue after the Gargantua battle? Heck yes.

October 21, 2006, release day.
Half-Life: Uplink Extended is release at Half-Life mapping site The Whole Half-Life. I was quite happy with the final result and it received good reviews.

Time went on and I released one or two small maintenance updates/patches to iron out some minor glitches and quirks my players had reported since its initial release. After that I deemed the mod finished and complete.

A couple of years later I found out that there were a couple of let’s playa and walkthrough video’s of Uplink Extended on Youtube, and after watching these, I noticed I never actually made a proper ending for Uplink Extended, it just ends in an elevator shortly after the Gargantua battle with the word ‘To be continued. ‘ It never continued. What was I thinking?

So, maybe I should pick this up again and include a proper endgame this time? Not only that but also give more meaning to the word ‘extended’. Let’s make that our keyword here, extended.

And so, Half-Life: Uplink Extended Redux is born. No, this is not going to be a new release, as in a completely new mod, it’s going to be the biggest update of Uplink Extended yet. Again, Extension, is the keyword here.

Half-Life: Uplink Extended Redux will see the light of day in hopefully the not so distant future.

Источник

Half-Life: Enhanced mod

Half-Life: Enhanced

Half-Life mod | TBD

The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Half-Life: Enhanced is a revolutionary new experience that adds features to the original Half-Life not even thought possible. Expert staff have made the best models and textures to create the best gaming experience.

Our team of coders has also been working extremely hard to add several amazing features such as fully functional ragdolls and fantastic particle effects.

The artificial intelligence from Half-Life has also been vastly improved, Barney can now pickup and use various weapons such as the shotgun, m4 and even a crowbar!

We have also added a brand new weapon, the MP5 to the player’s aresnal.

Almost all existing models, for NPC’s, chargers etc. will be replaced. Some maps will also be improved.

Half-Life: Enhanced is not a replacement for Half-Life 2. We simply want to greatly improve the experience while playing the original Half-Life story. This means that we will not be changing the game to such an extent so that it will be unrecognisable.

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Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

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These look awesome!

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Very nice.
BTW will there be any Latin grunt heads, since you see Latin recruits in OP4’s Boot Camp?

I totally forgot about the bootcamp guys, sure, I’ll include them probably!

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Sweet
What about remaking this guy too:
Combineoverwiki.net

I actually have that texture but eeeh. It’s kinda ugly in my opinion haha. I’ll see.

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I always wondered why no one ever remade it.

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I like them as well but I have to say, they all resemble mercenaries a bit too much instead of soldiers. Too evil looking with their eyepatches and full facepaints.

Some feedback: The eyepatch guy has a weird hairline, the fourth head looks perfect, the fifth is cross-eyed 🙂
Where is the balaclava shotgunner? Also, I assume there will be a commander and a black grunt too like in the original?

Overall, pretty nice work.

Don’t worry, these are not replacements for the vanilla grunts, these are extra faces. I’ll include these, the original ones (revamped) and the OP4 ones. As well as some custom ones.

I’ll keep those details in mind, thanks!

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The head in the middle is a reference to Colonel Kurtz from «Apocalypse Now»?

In actuality that’s just how the TFC sniper looks, but I wouldn’t discard there it being an intentional reference.

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More like HECU Marine veterans from the past.

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Half-Life: Uplink Extended Redux

Half-Life mod | TBD

Half-Life: Uplink Extended is basically a remaster of the original Uplink, also known as the demo version of Half-Life. It features higher levels of detail, just overall higher quality architecture while still staying true to Valve’s original layout and design, new code, some new weapons and it features the Gargantua battle at the end of the original Uplink demo and more.

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Half-Life: Uplink Extended 1.1

Half-Life: Uplink Extended 1.1 Compatible with WON and Steam HL.

half-life: uplink extended 1.1 full version

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Timeline

Contents

1900s [ ]

-Event of Borealis: The Last Man Standing occur.

-Events of Portal: Prelude occur.

-Events of Half-Life: Before occur.

Half-Life: Hazard Course occurs.

-Events of Half-Life: Induction occur. (Ending Transitions Into Half-Life)

Gordon Freeman and Gina Cross are transferred to Sector C.

May 16th: Resonance Cascade Events [ ]

-Events of Point of View and Azure Sheep occur.

-Events of Half-Life: Blue Shift occur.

-Events of Visitors occur.

-Events of Half-Life: Echoes occur.

-Events of Half-Life: Decay occur.

-Events of Half-Life occur.

-Events of Sweet Half-Life occur.

-Events of Case Closed occur.

-Events of Half-Life: Dark Matter occur

-Events of Half-Life: Zombie Edition occur.

-Events of Half-Life: Opposing Force occur.

-Events of Cleaners Adventure occur.

-Events of Operation Nova occur.

-Events of Half-Life: Operation Rosenberg occur.

-Events of Half-Life: Escape from Area 99 occur.

Post-Black Mesa Nuking [ ]

-Events of Absolute Redemption occur.

-Events of Half-Life: Operation Rift occur.

2001-2008 [ ]

-Events of Beyond Black Mesa occur.

-Events of Portal: Reloaded occur. (PRESENT)

7 Hour War: Combine invasion, Earth is lost. [ ]

-Events of Portal: The Flash Version/Portal: Still Alive occur.

-Events of Portal occur.

-Events of Portal: Lab Rat occur.

-Events of Portal: Revolution occur.

-Events of Human Error occur.

-Events of Worse Than Life occur.

-Events of MINERVA: Metastasis occur.

-Events of Combine Destiny occur.

-Events of Half-Life: Alyx occur.

2016-2019 [ ]

-Events of Snowdrop Escape occur.

-Events of Research and Development occur.

-Events of Wivenhoe: The Fall of Ravenholm occur.

-Events of Last Night in Ravenholm occur

-Events of Entropy: Zero occur

-Events of Half-Life: Dark Future occur.

-Events of Half-Life 2: Precursor occur.

-Events of Concerned occur

-Events of Catching the G-Man 1 and 5 occur

-Events of The Citizen, The Citizen Part 2, and The Citizen Returns occur.

-Events of Apostasy occur

-Events of Half-Life 2 occur.

-Events of Catching the G-Man 2 to 4 occur.

-Events of Combine Combat occur.

-Events of Riot Act occur.

-Events of Union occur.

-Events of Forward Motion occur.

-Events of Half-Life 2: Episode 1 occur.

-Events of Dangerous World occur.

-Events of Half-Life 2: Episode 2 occur.

-Event of Half-Life 2: Episode 4/Return to Ravenholm/Opposing Force 2 occur.

-Events of Half-Life 2: Dawn occur.

-Events of Half-Life 2: Aftermath occur.

-Events of Half-Life 2: Episode 3 occur.

2023 (Original Timeline) [ ]

— «Epistle 3» storyline occur : Boreal Alyph (Source Engine) and Project Borealis (UE4 Engine).

-Events of Portal Stories: Mel/Portal: Reloaded (FUTURE) occur. (Parallel)

-Events of Portal 2 occur.

-Events of Portal 2 Co-op Campaign occur.

Alternate Timelines [ ]

The alternate timelines are born from the rupture of the space-time continuum due to the massive Portal Storms that had occurred from the Resonance Cascade. Therefore, they are considered as «parallel universes», not fitting in the Half-Life «key» universe.

-Events of Southernmost Combine occur.

-Events of the Timeline Series occur.

Black Mesa Incident to Post-7 Hour War [ ]

-Events of Calamity occur.

-Events of Hunt Down the Freeman occur.

-Events of Half Life 2: Beta original storyline occur.

Gordon Reject G-Man’s Offer [ ]

-Events of Half-Life: Anti-Climax occur. (Continued to Dark Interval if bad ending occur, also continued to Vance if Gordon Freeman died)

-Events of Instinct occur. (another version)

-Events of Half-Life Invasion occur. (alt)

-Events of Todesangst 1 and 2 occur.

June 2004 [ ]

-Events of Poke 646 + Poke646 Vendetta occur.

2020 (G-Man’s Timestop): [ ]

-Events of SPY-maps trilogy : Coastline to Atmosphere, Strider Mountain and Episode Three : The Closure occur.

-Events of Mission Improbable occur.

7-Hour War likely doesn’t happen [ ]

2033 (No 7HW Timeline) [ ]

-Events of Half-Life: Shell Town occur

2066 (No 7HW Timeline) [ ]

-Events of USS Darkstar occur.

Adrian Shepard’s Alternate Timelines [ ]

-Events of Prospekt occur

Alyx changed the timeline [ ]

This timeline is infact, canon by Valve

— «Half-Life 3» will occur. someday!

— Events of Half-life: Uplink occur.

-Events of Half Life 2: Lost Coast occur.

Gordon Freeman’s Alternate Timeline

Источник

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

some new stuff is shown off, such as weapons, enemies, and some more map teasers!

Posted by PapaSmokes on Sep 18th, 2021

What has happened since the last article?

Hello everyone! It’s been not that long since the last article, but we have new things to show you about the mod; NPCs, weapons, updated models, and way, way more exciting stuff! You won’t be disappointed from what we have cooked up in the meantime.

The Kingpin

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First of all we have the Kingpin, a mini-boss type enemy that is very punishing. However, we want to keep it a surprise! You won’t really enjoy it if we just reveal everything about it, will you?

New Weapons

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The Beretta’s model, which comes from Azure Sheep, is next.
It can sometimes deal a critical hit, dealing more damage than usual, but at a cost: it holds 2 less rounds in the magazine and takes more time to reload. It uses the 9mm ammo type.

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The Baton (not shown in render but in video) is a new melee weapon for Half-Life: Blueshift very good for beating people over the head with!, not much else to say about that.

Maps

This is Questionable Ethics, one of the more memorable chapters, made by Half-Time.

The atmosphere has been slightly reworked, decorations have been added, and something awesome is planned. What you should expect is more Xen creature storage, and maybe even some more weird, questionably ethical research being performed.

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In the screenshots above, you see one of the exterior sections, reworked and turned into something greater, something even more fun to play.

Источник

«Настоящий Сталкер» и триллер на движке DOOM II, нарисованный от руки, — самые ожидаемые моды по версии Mod DB Статьи редакции

Портал Mod DB подвёл итоги голосования среди пользователей, которые выбирали самые ожидаемые модификации. У многих проектов ещё нет точной даты выхода, однако есть подробности и геймплейные ролики.

Спин-офф Half-Life 2, события которого разворачиваются в альтернативной реальности в городе Сити-47. Игрок берёт на себя роль повстанца, который сражается с другими группировками за территорию и контроль над технологией под названием The Fremen.

Шутер на движке DOOM II, где игрок управляет суперсозданием из другого мира под названием Аномалия.

Адвенчура на движке DOOM II, вдохновлённая произведениями Говарда Лавкрафта. Игрок оказывается внутри дневника, написанного безумцем.

Масштабная модификация для Mount & Blade II: Bannerlord со своей кампанией.

Переиздание популярного мода, в котором игрок в роли Жертвы должен противостоять монстрам и другим противникам, используя всё доступное вооружение, а также выбраться из подземного комплекса.

Шутер в постапокалиптическом сеттинге на движке DOOM II про траншейные сражения.

Глобальная модификация-конверсия для «Зова Припяти» — со своей кампанией, геймплейными и графическими улучшениями, а также полной озвучкой на английском языке.

Модификация, которая переносит Command & Conquer: Yuri’s Revenge на новый 3D-движок, а также добавляет новую кампанию, которая продолжает историю Юрия.

Ремейк оригинальной стратегии на движке Unreal Engine 4 с улучшенными механиками и геймплеем. Даты выхода у проекта пока нет.

Никакого Властелина колец, зато в списке есть Звёздные войны.

Лучшая игровая платформа! 😎😎😎
Достойно уважения! 🔥🔥🔥💪💪💪

он желает ее сыграть?

чё это за моддб вообще? вторая новость уже про них, до этого вообще не слышал ни разу. просто аналог нексуса какой-то?

нексус под себя ссал, когда моддб уже 7 лет существовал

Огромная площадка для модеров, если даже не больше Нексуса.

Надеялся, что и этот будет

Если быть точным, то эти игры не на движке оригинального Doom, а на движке GZDoom. Это source-порт.

Где мод для игры в Alyx без VR?

А какой в нём смысл?

Зочем? Для клавомыши есть прекрасные Black Mesa и hl2.

CnC: Condition Red постигла учесть многих стратегий: полигональные модели выглядят менее детальными, чем спрайтовые или воксельные.

Жду мод про HL в Петербурге (название забыл, но обещали выпустить его в 2022)

Достаточно просто выйти на улицу поздно вечером

He Came From Beyond визуально заинтересовал, надо будет следить за этим проектом

Рад что True Stalker хоть где то кроме Ap-pro мелькает

Модификация, которая переносит Command & Conquer: Yuri’s Revenge на новый 3D-движок, а также добавляет новую кампанию, которая продолжает историю Юрия.
Mental Omega 2.0 вышел 10 лет назад, а совсем недавно вышел финал Mental Omega 3.3.6 к чему эта жалкая подделка?

Tiberian Sun Rising

А какие изменения планируются? Где почитать это можно?

Надо же, в этом году в топе даже нету модов на Star Wars Empire at War

Люди реально ждут BFME Reforged. Ничему их жизнь не учит.

https://www.moddb.com/mods/total-war-rise-of-mordor
Самый ожидаемый мод это Rise Of Mordor, но видимо не попадает в эту категорию т.к. технически уже «вышел», без кампании

Название для ремейка The Battle for Middle-Earth выбрали не самое лучшее, конечно.

Это название было до WC3Refucked.

Так Mmod вышел год назад минимум. Или автор решил выпустить давно анонсированное обновление?

автор делает MMod 2.0 для первой халвы, это полная переделка оригинального мода, он ещё даже в стиме должен выйти

Да больше, точно уже года три как минимум

Так, я тупой, как мне в это поиграть?

Видимо купить/скачать Дум 2 и уже на него накатить этот мод. Выглядит супер стильно, тоже хочу.

Зачем её ждать, если она уже вышла?

Шел 2022, фанаті СТАЛКЕРА все еще ждут ТОГО СТАЛКЕРА

название никак не связано с ТЕМ САМЫМ СТАЛКЕРОМ

Под настоящим сталкером подразумевается сталкер-человек, а не сталкер-игра

Источник

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

After 20 days of voting, it is time to present the top still-in-development mods for 2021 as picked by you, the players!

Posted by Kralich/David on Dec 27th, 2021

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2021 COUNTDOWN

Welcome to the Players Choice: Best Upcoming Mods of 2021 Results! The following mods have been selected by ModDB readers from the Top 100 nominees to determine which mods they are most anticipating for future release.

10TH PLACE

Fremen’s Foes: Redux

9TH PLACE

DELUGE

8TH PLACE

He Came From Beyond

A Lovecraftian first person adventure set within a diary of a madman. Made using the original Doom engine, with every texture, sprite and letter hand-drawn on post-its. Free when released, He Came From Beyond is a DOOM mod unlike any other, where graphics inform gameplay in a deeply-ingrained way.

7TH PLACE

In the Name of Jerusalem II

6TH PLACE

Halfquake Rebirth

You have your weapons, they have your life. Halfquake Rebirth is an ambitious reimagination of a classic Half-Life mod on the Source Engine. Halfquake Rebirth puts the player back into the shoes of The Victim, who knows nothing but survival, day after day. Trapped in an underground complex, he must fight through the onslaught of monsters and traps all to please his sadistic masters.

5TH PLACE

Trench Foot

Step into the boots of Master Templar, the fanatical and ruthless enforcer of the one true faith. Pick your way through the disease ridden, irradiated trench works of Cretu and wage apocalyptic holy war on the sinful enemies of the caliphate. Survive the evil unleashed by heresy and struggle with over 15 (and counting) new enemy types, from corrupted militia and cultists to demonic netherworld horrors. Utilise 14 holy instruments of war to excommunicate with extreme prejudice. Fall to your knees in awe of the holy miracle of new gameplay features and visual effects. Say your prayers and confess your sins! Take your rad meds and check between your toes for wormsign! Trench Foot Slouches onwards, waiting to be born!

4TH PLACE

True Stalker

True Stalker is a total conversion for the S.T.A.L.K.E.R. series developed by the team behind the modding website AP-PRO. Players will be offered a fresh story that takes into account events from the original S.T.A.L.K.E.R. trilogy in addition to reimagined levels, gameplay improvements, revamped visuals, a custom voiceover, and an official translation into English.

3RD PLACE

CnC: Condition Red

Reborn on the RNA engine, the RA2 and YR story will be revived with real time 3d graphics. The ConRed team are aiming to recreate the gameplay of Red Alert 2: Yuri’s Revenge on the Red Alert 3 engine, with a new Yuri Campaign. The setting of the mod will take place after the events of YR, with Yuri in the psionic prison. This allows them the create a whole new story continuation, with a lot of new content.

2ND PLACE

Half-Life: Extended

Half-Life: Extended is a project dedicated to improving the general Half-Life experience, achieving consistency with the expansions, adding a lot of new content and little details and to some extent reimagining the game, to the point of recreating some maps from scratch and adding new areas.

1ST PLACE

The Battle for Middle-Earth: Reforged

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Honorable Mentions

Before we present the winners, the following mods polled strongly and deserve our attention for either narrowly missing out, or they have previously placed in a best upcoming countdown and are ineligible to place again. These mods have significantly impressed us over 2021, and we are eagerly anticipating their future developments.

Operation: Black Mesa

Half-Life : MMod

Entropy : Zero 2

Star Wars Battlefront III Legacy

Star Wars: Interregnum

Half-Life: Dark Matter

Kingdoms of Arda

Tiberian Sun Rising

Supported by mod.io

The 2021 awards are proudly supported by mod.io. Launch an official mod community for your game with powerful moderation, discovery, events, marketplace and metrics systems, using our cross-platform mod SDKs and plugins for Unity and Unreal Engine. Interested in adding mods to your game and finding out more? Reach out for a demonstration.

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Congratulations to every winner in the Player’s Choice: Best Upcoming Mods of 2021! Congratulations too to every mod who was nominated and participated in voting. With the Best Upcoming Mods announced, the final Mod of the Year results will go live on December 28.

Continue Reading: Players Choice | Editors Choice

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Congratulation to Operation Black Mesa, Entropy Zero 2, Half-Life Dark Matter, Extended and another mods!

Happy Holidays everyone! Good mix of mods in here from some amazing creators. Can’t wait to see them release in 2022 and beyond.

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My main congratulations go to the amazing CnC: Condition, because it’s one of my favorite Red Alert 3 Mods, and the True Stalker, since it’s one of the best upcoming S.T.A.L.K.E.R. Mods. And also to the honorable mentions, where my favorites are Operation: Black Mesa, Half-Life: MMod and Half-Life: Dark Matter.

Congrats to all winners and keep up the great work!

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Not gonna lie, never expected to get even further than Top 100. Thanks for voting Fremen’s Foes, and congratulations to all others!

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Congratulations to all the competitors, and a big thank you to everyone who voted. 🙂

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I find it odd that a *game* would win an event aimed at highlighting the best of best *mods*. Shouldn’t BFME: Reforged be on IndieDB?

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The community voted and chose their favourite, and you have to get a real hefty amount of votes to place first in any category of these awards. If the players didn’t think twice and ultimately got some other very traditionally-styled mods in the list as well (HL Extended taking second was a pleasant surprise, for me), then that speaks loudly, ultimately, to the wishes of the community, which is what these ceremonies are all about.

I do acknowledge it’s a grey area. We won’t be touching the current line-up because that would be unfair to any entrants, but I will discuss with Intense some ideas for how to approach grey areas like this in the future. For now, I think it’d be unfair to snatch placements away just because they stretch the definition of a mod all the way to fan-game, potentially.

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Except it is NOT a grey area mate! It is a pure black area! The devs themselves even admitted they’re project is not a mod, and is in fact a fan game.

While I still don’t agree with standalone GZDoom games stealing accolades from mods either, at least with their case, GZDoom’s ascension from a engine mod reliant on game’s IWADs to an autonomous standalone support was a matter of circumstance.

With the case of The Battle for Middle-Earth: Reforged, apparently they build their fan-made game from SCRATCH, using a commercial propriety indie game engine like Unreal Engine 4.

The game is in the same circumstance as fan games like Renegade X (using UE3), or even my own fangame from back in the old days of DBolical (also used UE3). They are full-fledge indie games.

They would have been much better suited competing for the IndieDB Awards instead.

With all due respect, this awards ceremony is becoming very nepotistic and honestly feels rigged. Which is disappointing.

There is nothing nepotistic or rigged about an awards ceremony where players decide the winners. We as the site staff have absolutely zero influence on the outcome of the voting. As I stated above, at the time these awards were conducted, there were too many potentialities to consider removing them as a fair course of action, and now that they have won, it would be especially unfair to snatch away the accolade (which, again, players and site users voted for, even if you do not agree with that result).

Again, we will consider how to approach grey areas like this (which I still consider one, given the information we had to work with at the time of defining eligibility) in the future, but there is zero «rigging» going on, and it is pretty poor sportsmanship to accuse the awards of being rigged because you don’t agree with the placements and player’s choice. These awards have been run for twenty years and have *always* been a reflection of what the site’s community thinks deserves appreciation, with no impact on the end result by site staff.

I hear the concern at any rate and we will be approaching this potentiality differently in the future, but we won’t be modifying the current lineup as that’s unfair to those who have already placed.

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I am happy to hear that you’ll discuss it. I thinks it’s fine that Reforged is on ModDB as most of the remaining BFME community probably hangs on this site rather than on IndiDB but this does set a dangerous precedent.

Intense and I will discuss rulings for future events where game-like mods/fangames listed as mods will potentially make honourable mention instead of formal placement on the list. We will consider some nuance and the cut-off point further before reaching a conclusion, but whilst this is a grey area, I hear the concerns that these awards should generally not be grey areas. We had no intention and have no wish for conventional mods to be playing second-fiddle, so no precedent is being set. It is worth noting that very conventional mods also placed well on this list, so no spirit of the ceremony is being lost here.

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Will you be making a public blog post about the result of this discussion?

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To be clear, I NEVER even accused the awards of being rigged. I stated it FEELS rigged and it still does. There is a difference.

Far as nepotism, well yes, honestly I do believe this is blatant nepotistic. It is also not the first time nepotism in a DBolical Awards ceremony has happened.

2015 IOTY Awards saw Rocket League placed 5th in the Indie of the Year accolade. A professionally-developed and published AAA game made by a subsidiary of Epic Games, a Fortune 1000 company responsible for making arguably the ‘best’ game engine franchise on the planet, the Unreal Engines.

The Awards policy even forbids such projects from participating:
Indiedb.com

Here is the one from 2015:
Indiedb.com

I was skeptical of the awards then for that reason, but at least it seemed to be a one-off occurrence.

Now here we are again, only this time, 2 confirmed indie games on this list. Trench Foot devs even promote their project as an indie game, usually via the #indiedev hash tag on Twitter.
I.gyazo.com
I.gyazo.com

While its possible the other two GZDoom projects may also be indies, there is no confirmation that they are in fact standalone indie projects, GZDoom still can be used for modding id Tech 1 games so for now, we can only assume they are mods until a change proving otherwise occurs.

The greatest folly is a fangame that does not even use a game base to begin with.

I’m not asking nor demanding you to adjust your listings. If you don’t want to, that is fine and within your right. However regardless, the results of this year’s awards, combined with other decisions (like for instance, the fact that staff and creators of projects can no longer be downvoted, a change that apparently happened silently under our noses, or at least I never knew about this change until this year.) has left a very grim and depressing concern for the future of DBolical.

As a veteran member of this community of nearly 14 years, I am honestly depressed to see this once-fantastic site changing arguably for the worst, even before my very eyes.

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Also, it appears my comment on YouTube has been nixed. https://www.youtube.com/watch?v=5mXn9RVoR3w

Invisible to the public. Only to visible to myself. This usually happens when either YouTube marks me as spam for some reason, or I am blocked from the channel.

Mind explaining why is that?

No comment was deleted nor is a comment held for review, so it appears it was removed automatically for spam. I have left seemingly innocuous comments on videos before only to see them removed by the system so this wouldn’t be out of the ordinary.

I will not be addressing the rest of your comment at this time. Refer to my response above for the relevant points.

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I am agreeing with the other critics here. Please change at least now the status of those projects, away from being in the mod category to the indie games, so that we won’t have that problem in the next years. Even a honourable mentioning is not correct, they are not mods.

Fangames based on so-called ‘AAA’ IPs do not and should not belong on IndieDB either. Most big enough companies in recent years jumped on the indie bandwagon just because it is in vogue, so even the ‘indie’ label itself lost most of its meaning anyway.

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Triple A IP or no (is BFME that still nowadays?), the Reforged team is very much an independent team.

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@Feilyne I find that questionable. Last I checked, fangames had no problem co-existing on IndieDB in the 2010s, considering plenty of them beyond just Renegade X have existed and the staff and editor had no qualms with them so long as the IP owner did not contacted your company (at the time was known as DesuraNET, If I’m not mistaken) about copyright infringement of that fan-project, in which case it would have to be taken down.

Far as my memory, The original editor and one of the founders of this site, Henley has told me this on Steam or Skype (I forgot which by now) when discussing concerns on whether my fangame can exist on the site and why I was struggling with user traffic.

The only penalty my game had was that it was ineligible for Desura platform and of course I am strictly forbidden to make commerce of any kind (for obvious copyright reasons). All of which were totally fine for me so long as I was able to pursue my passion and fandom.

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Nacho, this topic of discussion is valid and merits looking into, David is doing that, they will be adapting next year. It’s fine. Nobody is censoring you, nobody is rigging an online popularity competition for fan created content, that doesn’t even have that much at stake, like some big money prize or something like that, and no mods are being entirely overlooked, because all of the other contenders are in the top 100 anyways.
I understand the passion, but stop overreacting, it’s fine. You’ve done something here, now save the fervor for the bigger issues in the games industry, and the world at large, because this situation has been dealt with.

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«Nobody is censoring you». Except, something WAS censoring me.

My old comment still has not been greenlit from the spam filter (I reckon it was probably filtered for spam):
I.gyazo.com

So I had to repost it.
___

No one here is overreacting either. Stop making rash assumptions about me. Fact here is two indie games (fan-made or not), have won on the Top 10 listings of the awards in category solely-designed for mods, worse-off a full-fledged game that apparently was never a mod to begin with (as proven by the creator whom now retracted his comment to cover-up). Calling out the behavior is not an overreaction, it is a matter of duty and diligence to expose anomalies like this in such an important event. Given the nature of the other comments and the Discord server, seems many others are on the same or similar stance. They are unhappy with what has come of the MOTY Awards this year.

And please spare me the old’ «there’s bigger issues in the games industry, and the world at large!» excuse. I honestly no longer care about that ugly new manifestation you call a «gaming» industry. I stopped respecting it since the previous decade. Neither do I care about the outside world and all its cancerously depressing elements. That’s why this gaming world existed in the first place; an escape from such nightmares and a place to heal, relax, and enjoy games/mods. Or at least that is what it used to be.

Neither has ANYTHING to do with the conflict of interest that occurred in this year’s awards (and 2015’s as well).

As I said earlier. If your staff do not wish to change the results, fine. I personally care not (though several others beyond me do). It still does not change or discredit my criticisms on this awards ceremony, nor will it restore my faith in this website.

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Also a side notice regarding censorship: It is indeed happening already on their Discord server. Kralich has deleted the comments of fellow veteran modder (of 13 years) Mathijs, also an award winner of the previous MOTY Awards, simply for disagreeing with the placements and how the Lead Editor of DBolical is just not giving a **** about it, and playing plausible deniability all the way through. I’ve watched that entire ordeal unfold before my eyes.

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Or, maybe, they were deleted because this small issue, that does merit criticism, has been transformed into something completely out of proportion, as if it was a child slavery scandal or something of the sort. The issue that the moderators may have with what you’re saying is probably not the criticism itself, but how silly this whole thing has turned out, it could have been said once, in a few short words, instead you’ve taken a personal issue with anything that is said in response, and for what?

Like, for real, if you’re so tired of dealing with the offline stuff, then why are you putting yourself in this position? They heard you, you got it, you reached someone, you’ve made your case, the day is won and things will change. If this keeps up, after they’ve already said «yeah, you’re right», at some point it actually turns into harassment. Like. move on.

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What was truly won? What victory. Yeah Kralich merely stated he and his team will get their act together and ensure a fiasco like this won’t happen again. Yet, not actually fix the current one that already happened (and I am certain there is still time to correct it). All we have to rely on from Kralich is his mere word that frankly can’t be trusted.

This act of nepotism has already happened twice in ModDB history now. Neither cases have been corrected on the time it happened. Who is to say, it won’t probably happen again next year, 2 years, or 5 years from now, (perhaps a full decade if lucky) with no corrections to error?

Look mate. its clear now this site has lost all integrity and credibility. These awards mean nothing to me now. They’re honestly a joke now. Aside from perhaps archiving works here (if no other better alternative), I think I’m about done with this site. Yes mate, I’m moving on.

Enjoy your new DBolical. When they’re ready to truly care for it’s people again, you can find me in GameJolt, Itch, or Discord.

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I told them earlier, guess they didn’t bother updating it and let it win best upcoming «mod».

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I thank the community for 4th place. 🙂

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Good job guys, happy holidays to everyone.

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Surprised Entropy Zero 2 is merely an honourable mention, both their take on HL lore and chances to gameplay were very cool in original, and this sequel looks even moreso promising.

Honourable mention is given to mods that either already placed in a previous year and wouldn’t have placed higher than a previous placement this year, or for mods that didn’t receive enough votes to place but still received a substantial support. In the case of EZ2 they placed in last year’s awards at 3rd and so would’ve had to have placed 2nd or 1st this year to be featured on the list again. It is a great mod, though, and I’m sure they’ll do pretty well in the Released category when the time comes!

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Congrats to everyone!

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Why is «The Battle for Middle-Earth: Reforged» qualified to be voted for this? That is not a mod, it’s an indie game made on a different engine.

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Why has reforged won best upcoming mod, when it isn’t a mod at all?

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Congratulations to all of the mods here! I am so happy to see Command & Conquer and Bannerlord represented in the top mods. =D

I am really sorry that a non-mod has been entered here when it should have entered somewhere else.

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BFME:Reforged winning best upcoming mod makes as little sense as ‘Starcraft2: Mass-Recall’ being called a SC:Broodwars mod. Reforged is being made from scratch in U4, not in bfme’s SAGE, it’s a painful stretch to call it a «modification».
This ought to be revaluated. No disrespect for Reforge Devs, but I don’t think their indi game belongs in the «mod» category.

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I second this, one can call it’s game whatever it likes but definition of what mod is, is very well defined.
You can call your phone a banana but it will not stop being a phone…

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That’s a big mistake on your part. This unwillingness to recognize what started out as a simple oversight and do the obvious right thing is very disappointing and it has cheapened this whole competition, not just for me, but for lots of other modders that have been watching this unfold.

You cannot hold a modding competition and then proclaim something that is not a mod to be the winner and expect the competition to be taken seriously. It’s a disgrace, quite frankly.

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I’ve been a contributing member to this website since 2009, my team has actually won Mod of the Year, and I’ve always tried to be helpful and constructive during my interactions with this place and its staff.

We don’t want to modify the current line-up because, ultimately, it is democratic, even if the options for that democracy were in error this year. I also feel it would be unfair to snatch away an award from a victor. We will be incorporating changes into the ruling for next year and I will personally be much more vigilant in trying to capture edge cases before they hit the line-up.

I have nothing but love for this site. My own mods have placed in MOTY for years and I have been modding for most of my life, which is why I’ve been working so hard to give this community the support it deserves over the seven months I’ve been working here so far. I will continue to work my hardest to give creators what they deserve, and will make sure next year’s MOTY reflects the dedication present at every level of the modding community.

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It’s not democracy if the playing field is so extremely uneven.

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This whole situation is kinda disappointing, because it proves that the winning mods don’t get that much recognition from it as one might think. I know Player’s choice only depends on people’s voting, but the fact that no one bothered to figure out an obvious thing about the nominee kinda lowers the value of victory from my point of view. It all started to seem fake, if you know what I mean. It’s not like I’m upset about the “Fremen” pronunciation, but I started to believe that Top 100 and Editors’ choice are much better to get featured in. My 2 cents

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I really don’t understand this, they’re not a mod. They should not have won the best upcoming mod award when there are ACTUAL mods that deserved that spot. Like, you guys ****** up and you can’t admit that you did except by some vapid corporate ******** response. They themselves have even said that they are not a mod. I don’t get it.

Источник

Half-Life: Extended Mega-Update news

Showing off the unbelievable amount of progress we made.

Posted by tear-vyps on Oct 16th, 2021

Originally started by the16mapper

Welcome back! It’s been over a month since the last article, but don’t worry, we have so much to show. Let’s jump right into the map progress, shall we?

MAP PROGRESS

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First of all we have Unforeseen Consequences. Cold and foggy coolant storage areas in Sector B complete with sewers and more storage areas that are now bigger and better than ever. Of course, with some technology and coolant leaks, because everything in Black Mesa is an OSHA violation. Our mappers have finished most of Unforeseen Consequences’ maps pretty quickly, so there’s a lot to show you.

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Mappers: the16mapper, Dabzik

As you can see, c1a1b has been transformed to have a wonderful atmosphere, c1a1c has been expanded overall and c1a1d is now a way larger map! If you haven’t noticed, there’s also fog added. The fog system is extremely customizable, allowing for custom start and end positions, blend time and even colour! But let’s not bore you with the details and instead, move on.

Moving on, the Hazard Course. The first map has been redesigned into a starting area that you can see in Half-Life’s PS2 port’s Hazard Course, and even with similar lines. The area includes a cafeteria, a little bit of the Medical Center that you see in Opposing Force, 2 miscellaneous rooms, and a control center mainly to monitor the entire Hazard Course and it’s systems.

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Mapper: John Pot

Keep scrolling down, the ‘Map Progress’ part is not done. And the Hazard Course is not done yet.

Now, let’s move onto We’ve Got Hostiles, full of crates and soldiers. The mapper for it is recreating it completely from scratch, and so far it’s looking pretty great!

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Mapper: the16mapper

The sections are now more separate. You can notice Storage Area 1 mostly has military supplies while Storage Area 2 has explosives stored in it. Expect some HECU action!

This is still not all of the progress that we have made; we have On a Rail left to show you all!

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Mappers: John Pot, John Smokes

Yep, now it’s way bigger and has more optional areas for you to explore! Of course, the chapter itself won’t be extremely long, but we will try our hardest to make it more fun to play through.

Now, for the last part, we have Forget About Freeman. This is made by John Smokes and looks amazing! We haven’t shown you it all that much, however, which is why we’re showing it to you now.

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Mapper: John Smokes

Now that the map progress is over, we can move onto the new additions.

ADDITIONS

First of all, we have added the panthereye! It has 2 attacks; claw and leap. It has 80 health, runs fast and deals medium damage. Look out for it!

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Now, it’s time for some underwater fauna; the Archer! It’s an underwater creature firing plasma at you and being able to bite you. It, of course, doesn’t have all that much health. It’s also not as annoying as leeches and not as powerful as the ichthyosaur.

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Did you think that this was everything? Nope, we still have more, so much more to show!

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This… Is a powerful grenade launcher firing MP5 grenades. It deals a lot of damage and fires relatively fast. Don’t blow yourself up!

Let’s distract ourselves from weapons of mass destruction, and instead look at a creature that can cause mass destruction.

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Ah, there it is. The charger. It is an extremely fast flying creature firing plasma balls at the player native to Xen, forcing you to dodge it as fast as possible. Watch out for it!

Let’s move onto something that is not as powerful. The new HECU variation! Yes, that’s right, we now have an HECU sniper variation! This was originally suggested by the wonderful lad in our discord server with a nickname of STAHP.exe#8728, so if you have something to suggest or ask, join the server!

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Are you still thinking that this is everything? Nope, there’s way more HECU variations! Their arsenal was expanded substantially and they’re way more of a hazard to the player now!

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Of course, showing off the military isn’t enough, so let’s show off the science team, or, well, their equipment; the iconic HEV suit!

Unfortunately, this one is occupied by a headcrab zombie, but it’s all fine, really! The zombie has a power parameter that reduces damage taken by him, similar to how you, the player, can take batteries and charge your suit! You will encounter these zombies as part of the lost survey team in Xen, or maybe even on Earth? Who knows.

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You can listen to some of it’s sounds

But let’s move away from the topic of zombies and instead look at weapons… Or rather, animated weapons! DaKashi made the shockroach glow, and the hivehand, snarks and chumtoad blink. It’s a very impressive detail and we think it deserves attention.

Now we’re finally done. Join the discord server if you haven’t already, and remember, stay frosty for the next article!

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Half-Life: Extended © 2021 by the Half-Life: Extended Team is licensed under Attribution-NonCommercial 4.0 International Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended Half life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extendedHalf life extended. Смотреть фото Half life extended. Смотреть картинку Half life extended. Картинка про Half life extended. Фото Half life extended

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Cool asf. I am really looking forward to this!

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We are rather looking forward to this analysis.

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Hell yeah! I’m also glad to see that the sniper was added 🙂

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Totally! Your suggestion was nice.

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This looks pretty neat in my opinion, good work!

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Would you be willing to release the damaged hev sounds without the zombie noises in them?

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It’s a possibility, but the sources of the sounds are probably no longer present.

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I didn’t bother saving backups for the H.E.V Sounds but shouldn’t be too hard to recreate them as is. I used Audacity.

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Sweet, and I love the PCV variants like from Opposing Force

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Hai! Just took a look at the level designers work there and will provide as much feedback as I can.

The first image, I don’t have anything to say. It looks simple, but in a good way. It doesn’t need much more to it.

The second image, that floor texture, I’m not too convinced it fits. It does fit the overall sinister feel, I’ll grant you that, but I probably would have kept a concrete texture.

Third image is where I just think there needs more work done. The same texture repeats itself from wall to ceiling, not much geometry work and that makes the entire area look cubic and bland. The lighting looks okay, but could be more atmospheric.

Fourth image, it looks great! I do believe you grate texture is a little stretched and it might be good to have it see-through.

Fifth image, that one is amazing. Might want to add a grate texture below the pipes and do something at the end of the hallway to make it more interesting visually.

Sixth, seventh, eighth, and ninth one, yeah, they look too cubic and empty, there needs to be more work.

There isn’t much to see on the tenth one. It looks bland and the lighting is generic.

The eleventh one has potential. The lighting does look a little repetitive and bland, but the geometry is looking good. It can be improved a lot more, but it is nice.

The twelfth one looks nice, but not much to see.

Thirteenth one, I will approve. It might need a few crates, but other than that, I like it.

The fourteenth one looks brilliant.

I do hope you won’t feel attacked or heart broken with my feedback, but I also want to be real with you and maximize your potential. Keep working on it, though!

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Thanks for the feedback! We, as mappers, like when people give us such detailed feedback. We hope to improve, since maps are still WIP and need polishing as time goes on.

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Very good job, but, please, don’t go far from canon half-life, don’t add too much enemies from alpha, or do it with taste, you see, it’s not cool, when you are in familiar place and, for example, instead of zombie or vortigaunt there is shock soldier from opposing force. And yeah, you would be better to not add race X, because it will go to earth after gordon freeman go to xen. Or, you can add small appearances of one or two race X representatives, like in op4, when shock soldier teleports away with scientist. So, good luck!

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Don’t worry, we won’t. We will keep Race X only as a cameo (if we even will) that you will be able to see on some cameras. Alpha enemies won’t be added too much, since we don’t have too much of them either. Thanks for the kind words!

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Nice update bro im following this one

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This looks awesome!

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Well done! Can’t wait to play it.

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It’s going to take a time but we are working as hard as we can!

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Having the op4 monsters will be great for mappers intending to build mod projects based upon their fantastic code. Assuming they will release the FGD along with their mod once it is complete.

1st Pic: Looks fairly good and close to the original but even in the original I found this place somewhat plain looking. Perhaps add some additional decals of sort. Perhaps some destruction or alien spit sprites etc. Anything to add some more color to that place.

2nd Pic: I do like this one. It looks very well made. Eventually add a smaller alert light attached onto one of the walls shining in red or yellow with or without an actual alert sound to add even more to the brilliant atmosphere seen in that screenshot.

3rd Pic: Clearly needs a lot more work. I’d carve the ground brush into several segments and add a trim frame around the whole structure. Something in black turning this whole floor into many minor segments. Somehow they had to place this steel construct in there right? And it certainly wasn’t 1 giant steel segment originally. How would they’ve gotten that through the door otherwise. 🙂 Few signs probably wouldn’t hurt either.

4th Pic: It looks descent enough. Eventually add lights onto the walkway like I did here: Media.moddb.com see bottom left.

5th Pic: Very lovely hallway and lab. Suggestions: Add few models or brush based stuff onto the table inside the lab. Add posters or facility guideline signs into the hallway.

Eventually add a slightly transparent Black Mesa Logo onto the Window like the very talented guys did for «The Core»: Media.moddb.com You could even place a transparent puddle along with a mop & cart plus a «slippery warning» sign onto that hallway. Some more sign posting. Possibly even a small tag sign giving the lab a proper name or designation as to what type and kind that lab is.

6th Pic: The ceiling could need some additional work. How about adding some vent shafts or steel fences along with pipes and cables running behind it? Might look good on some places for this huge room.

7th Pic: While the texture choices are like in the original. More is certainly possible. Don’t go to far astray of the original texture choices but still it’s not wrong to tinker around a little bit and finding ways to improve upon certain things. I think the ground floor and Ceiling definitely require some more love and variation. Trims of all forms and variations are usually a good way to enhance a floor.

8th & 9th Pic: Same as for number 6 & 7. Also some more facility signs. Like smoking prohibited etc.

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Thank you for all the feedback, about the BM logo in the window.
Really cool idea!, I didn’t think in that.

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10th Pic: That car that rushed into the Steel gate doesn’t look to convincing due to the fact that it is a model. Either customize the model that the whole front section looks wrecked: Ovb-online.de Or perhaps use a Brush based Car instead that allows you to do the exact same thing. Some decals and an oil paddle plus perhaps tire traces might look very good and convincing here. Perhaps a dead Scientist lying on the engine bonnet. Got thrown out the window when the crash happened.

11th Pic: Now this looks very lovely. But I bet all the yellow lights up there are all the same texture. I suggest to make a texture duplicate in wally and give it a different name and then let it flicker and giving no texlight. Or to carve some segments out give them a name and then use different light settings per entity setup. That’ll enhance that room and the atmosphere in this room even more. As usual few more signs wont hurt.
NPCS just standing in a corridor are silly. How about of letting the Zombie eat a dead corpse instead and when the player walks in it stands up and attacks.

12th Pic: It looks decent. Not sure if these 2 tiny lights would be sufficient to illuminate the wall though.

13th Pic: Very lovely. I suggest to add yellow/black Stripes in Front of the Security Door to separate the street of the door. There are better fire sprites available than the one shown here. Let me know if you want em and I search em on my HD for you. This is truly a lovely area. Still little empty though. How about some Military Trucks here. Idea: That red/white barrier. How about breaking it into 2 pieces. 1 Still attached to it’s holding apparatus and the 2nd piece laying broken on the floor. Possibly smashed by an escaping Black Mesa employee or by entering Military Trucks. These tiny details often tell us stories of things that transpired during the player’s absence.
I’m missing few Air vents and ventilators pumping in fresh air into that area.

14th Pic: Very lovely area but if it wasn’t for the blood decals and those soldiers down there one would assume that everything was normal as usual. I’d add few broken lamps, some flickering. Possible bullet impact decals and explosion effects onto the walls for show ’cause it looks like a larger fight took place in this room. Whether this is just shown for promotional efforts or an actual finished playable map I can’t tell. So judge accordingly.

The NPCS sound stunning. While all of these have been seen before and used in various mods it’s still amazing to get them all combined into 1 huge mod. I think the HEV suit sounds are a little penetrative to the ears. So it would be best if you hear them only slightly. Best when you’re almost standing next to the Zombie just like experienced in Black Mesa.

All in all a wonderful newspost and I salute you guys. Some damn fine Amazing work that you folks portrayed here.

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Half-Life: Uplink Extended Source | Remod

Half-Life: Source mod | Released 2019

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Half-Life: Uplink Extended Source | Remod 1.4 [final]

A complete recreation of Uplink Extended for Half-Life: Source. Recommended for Steam only.

half-life: uplink extended source | remod 1.4 [final] full version

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Half-Life: Uplink Extended Source [source maps]

I did everything I wanted. Time to stop. Thank you all for your attention.

half-life: uplink extended source [source maps] sdk

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Half-Life: Enhanced mod

Half-Life: Enhanced

Half-Life mod | TBD

The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Half-Life: Enhanced is a revolutionary new experience that adds features to the original Half-Life not even thought possible. Expert staff have made the best models and textures to create the best gaming experience.

Our team of coders has also been working extremely hard to add several amazing features such as fully functional ragdolls and fantastic particle effects.

The artificial intelligence from Half-Life has also been vastly improved, Barney can now pickup and use various weapons such as the shotgun, m4 and even a crowbar!

We have also added a brand new weapon, the MP5 to the player’s aresnal.

Almost all existing models, for NPC’s, chargers etc. will be replaced. Some maps will also be improved.
Half-Life: Enhanced is not a replacement for Half-Life 2. We simply want to greatly improve the experience while playing the original Half-Life story. This means that we will not be changing the game to such an extent so that it will be unrecognisable.

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Half-Life: Opposing Force

Gearbox Software | Sierra Entertainment | Released 1999

Half-Life: Opposing Force is an expansion pack for Valve Software’s science fiction first-person shooter video game Half-Life. The game was developed by Gearbox Software and published by Sierra Entertainment on November 1, 1999. Opposing Force is the first expansion for Half-Life and was first announced in April 1999. Randy Pitchford, the lead designer on the game, later noted that he believed Gearbox was selected to develop Opposing Force because Valve wanted to concentrate on their future projects. Over the course of development, Gearbox brought in a variety of outside talent from other areas of the video games industry to help bolster various aspects of design. Opposing Force returns to the same setting as Half-Life, but instead portrays the events from the perspective of a U.S. Marine, one of the enemy characters in the original game. The player character, Adrian Shephard.

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Fully updated version of Gearbox’s Half-Life High Definition Pack, both with original and new models and sprites. Also includes the «standalone HD directories» patch for Xash3D users.

EXTENDED HALF-LIFE HIGH DEFINITION PACK v16.4

(UPDATED 2022/08/24)

The current version based on following addons:

I was always bothered that the «classic» Half-Life High Definition Pack by Gearbox didn’t contain enough models to fit the atmosphere, so I decided to make this compilation that should fill the gaps. Also, I know that PC port of Half-Life: Decay is almost unplayable (even on Xash!), but since this game is a part of Half-Life series too, I’ve decided to include it here anyway, because I’m planning to use these models and textures in Decay: Solo Mission when it will be released (and I really hope that it’ll happen).

This addon includes all original HD Pack models and textures, some «exclusive» high-def models from PlayStation 2 and Dreamcast ports of Half-Life (including the ones from Decay itself) and some new/improved files made by community, which are similar in style to the official ones.

New models:

Fixed / improved models:

Sounds:

Textures & sprites:

ALSO INCLUDES:

Optional files:

ATTENTION!

The author of the collection did not set the goals to assign to himself the authorship of Gearbox’s stuff and all the above sources. Copyrights belong to their original publishers.

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Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

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Great job! Using the foundation of the Episode 2 Flashback and expanding on it was a great choice! Really feels like a more grandiose entrance to such an important facility in Black Mesa!

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Idk.. This looks unnecessarily huge. I’d drop the roof few meters lower. Although I do get the Episode 2 reference.

Eventually add few other goodies here. Some advertisement posters. A plant garden anything to justify the size of the room. It can remain this stale environment or you could boost it a little by adding plants. Black Mesa PC portrayed that rather well.

Perhaps some minor plant pot similar as seen here in front of the right bench?
Media.moddb.com

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Hmm.
Im trying to be more accepting of these new features, and for the most part i am
But the old one was just fine. This feels like its pushing it.
Maybe try something similar to the black mesa main lobby, with a rounded desk right in the middle?
At the very least dont use that screen texture, it looks out of place.

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It wasn’t. C1A0 is one of those maps which are outdated in a very bad way and requires some proper rework.

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Im trying not to sound rude but.
Its my opinion.
And also I was talking about the old new lobby, the one that was already extended? Go take a look

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I’ve seen it and it was not that good. First thing that I’ve done when I got my hands on c1a0 is started it development from scratch.

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I see what you did here, brilliant

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my fav part of the HL1 beginning Reply Good karma Bad karma +1 vote

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Love the Episode Two reference, but this doesn’t match the lobby seen in the trailer and other screenshots

Источник

Half-Life: Enhanced mod

Half-Life: Enhanced

Half-Life mod | TBD

The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Half-Life: Enhanced is a revolutionary new experience that adds features to the original Half-Life not even thought possible. Expert staff have made the best models and textures to create the best gaming experience.

Our team of coders has also been working extremely hard to add several amazing features such as fully functional ragdolls and fantastic particle effects.

The artificial intelligence from Half-Life has also been vastly improved, Barney can now pickup and use various weapons such as the shotgun, m4 and even a crowbar!

We have also added a brand new weapon, the MP5 to the player’s aresnal.

Almost all existing models, for NPC’s, chargers etc. will be replaced. Some maps will also be improved.
Half-Life: Enhanced is not a replacement for Half-Life 2. We simply want to greatly improve the experience while playing the original Half-Life story. This means that we will not be changing the game to such an extent so that it will be unrecognisable.

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

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Half-Life Extended forever! news

Good morning, Mr. Freeman. Looks like you’re running late. Again.

Posted by tear-vyps on Aug 28th, 2021

Half-Life: Extended forever!

It has been a long time since the last update and Extended Team©®™ has a lot to tell you.
First things first, this is no longer a 1-2 people’s tiny little mod. No, the team now consists of whopping 6 and a half members so our potential at this point is countless times more than it used to be! Mapping, coding, modelling, even voice acting! You name it!
On the other hand, old project leader and main modeller CamKablam had left the Extended Team©®™ due to conflicting personalities between him and the rest of the team. Now our leader is trvps (better known on modDB as blsha).
With all the new people and without the old one, HL:E is now in a different shape and form, and also had entered Beta, so allow us to properly (re)introduce you to Half-Life: Extended!

So. What is this mod in front of me?

This is a mod aimed at improving and expanding the vanilla experience and campaign. How, you may ask? Well, first of all we added all content from Blue Shift and Opposing Force, this was done to increase the diversity of weapons and enemies and also to achieve consistency between the original and it’s expansions. You heard me right! Technically you can launch any BS or OpFor map in HL:E and it will work! But carrying over Gearbox’s content isn’t everything we did, oh no!
There’s so, just so much more. And we will talk about everything in a second.

NPC variety

Oh, where do I even start on this one? Seriously, the amount of work done by CamKablam (who fortunately gave us permission to continue using his models) is something beyond human comprehension. Let’s just say that there’re 21 heads for HECU marines and 2 skins (a white and a black one), so 42 absolutely unique human grunts in total. How do you like that? And don’t even get me started on scientists! To sum up, every single human NPC has about a dozen variations (and sometimes even more, as you may see). We’re also planning to expand the variety and diversity of aliens, but for now the main focus was on humans for pretty obvious reasons.

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Revamped maps

Let’s take a little break from looking at models and look at maps. First, we merged as many maps as possible in order to reduce the amount of l o a d i n g s. We maintained the loadings between chapters though, so don’t worry! c1a1f (Unforeseen Consequences) wasn’t merged with c1a2 (Office Complex) or anything like that.

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Second, we improved the orginal maps by adding some more details, scripted events or optional rooms here and there to make the entire facility more impressive in terms of scale, more pleasant to look at
and more believable.

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Finally, entire new sections were added to the campaign. These are mandatory to go through, our mappers are trying their best. WGH mapper was so eager to work that at some point he even messed up his sleep schedule, now that’s dedication (he’s fine now though, we told him to not do that again). HL:E will also have greatly reimagined Xen, but it’s a secret! All in all, everything mappers do deserves appreciation and in combination with the next thing we’ll tell you about HL:E sometimes feels like an almost entirely new thing, not just improved HL.

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NPC diversity

Oh yes, have you ever felt that it’s strange Black Mesa has all these maintenance areas all over the place but there aren’t any maintenance workers? HL:E got you covered!

Have you ever wandered who cooks the food and uses those meat supplies from the Office Complex fridge?
HL:E got you covered!

Have you ever noticed that you take all these RPGs, sniper rifles and other weapons from HECU but no grunt is actually seen carrying them? Guess what, HL:E got you covered!

But we weren’t only filling in the gaps, there’re also a plenty of additions we made
on our own. For example, both Barney and Otis can carry a Glock, a Deagle or a revolver. Barney can even wear a HEV suit!

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Froggie

That’s not all, folks! Have I told you that we also added good old chumtoad? Yes, it’s already entirely functional. It hops around, croaks, distracts enemies and you can throw it to bait monsters. We’re planning on adding a few more weapons, but for now that’s it.

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Share!

Of course we will release the SDK that will contain the source code, the models, the FGD and everything else for making your own mods on HL:E base somewhere in the near future. As of now, the coding and modelling parts of the mod are almost entirely functional and need just
a little polish, so expect the SDK somewhere in autumn, shortly after the Extended©®™ Half-Life campaign will be released and we may start on Extending©®™ the expansions. We’ll see how it turns out.

Источник

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

To view this video please enable JavaScript, and consider upgrading to a web browser that supports HTML5 video

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You need to fix the sniper rifle even in Gearbox Op4 was the sniper rifle bugged in that regard that you couldn’t miss. Some value had the wrong value and thus giving no recoil.

As for the map nice work. Few fancy enhancements were clearly made to it.

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Me :), also I gotta be honest I need to revamp this greatly

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Really Nice! However i think that massive door should open a little slower

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Half-Life: Uplink Extended 1.1 file

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Half-Life: Uplink Extended 1.1 Compatible with WON and Steam HL.

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Downloading.
I really liked the original :L

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MALDITO POST NO SIRVEEEEEE

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SI A VOS NO TE GUSTA NO COMENTES.

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TODOS TIENEN DERECHO A UNA OPINIOOOOON. 111!1 (me gusta mucho el demo)

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el que tengas una pc de mierda no significa que no ande salame

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I have finished the mod I really like the mod.

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its not the mod its demo for hl 1

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the map is not mod but the extended map is mod

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lambda reactor complex

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Do you need Half Life: Uplink or Half Life to play this mod?

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Uh, what’s the difference of «Barney» model from the original one? You took it from Opposing Force or Blue Shift?

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Nope, if it was opposing force model, it would have different glock model

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That was so fun to play, wish there were more for it but not.

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Nice mod! this mod really has some effort put into it, never thought i’d play Communication centre with this level of quality.

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Источник

Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

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A bit of much free space around for such small working place.

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Agreed it looks like a cheap placeholder.

Edit: I realized that my original comment wasn’t very helpful so here some additional ideas what could be done to enhance this area:

Idea: Perhaps add some trims surrounding that work bench.

Eventually place a counter where some printers or even a coffee maker sits on. A place where the employees can stack their papers on. Forcing passing by people to walk around this counter and minor work station.

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Half-Life: Extended

Half-Life mod | Coming 2022

Filling in the gaps of the original and much more. Extend, expand, improve.

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How It’s Made. Half-Life: Extended

Today we will share some insight on the thought process behind Half-Life: Extended as well as tell what do we actually do with the game.

how it’s made. half-life: extended

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Extended News (#1)

SDK on the horizon. Extended maps, NPC appearance changes and many more features!

Half-Life: Extended Mega-Update

Showing off the unbelievable amount of progress we made.

half-life: extended mega-update

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Big News!

some new stuff is shown off, such as weapons, enemies, and some more map teasers!

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Half-Life Extended forever!

Good morning, Mr. Freeman. Looks like you’re running late. Again.

half-life extended forever!

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Mega Update 3

Not much has happened. But I might as well put it up.

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Mega Update 2

Just a big small update summarizing some things I did.

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Half-Life: Improved News

(I have previously been keeping my progress on GameBanana, so this is update 3 in terms of content.)

half-life: improved news

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Half-Life: Decay

Gearbox Software | Sierra Entertainment | Released 2001

Half-Life: Decay is the the third expansion pack for the award-winning game, Half-Life. It was included as part of the PS2 version of Half-Life. Decay returns to the setting and timeline of the original story, albeit portraying the story from the viewpoint of a different set of protagonists: two scientists working in the Black Mesa Research Facility. Decay is a cooperative multiplayer game, designed to be played by two people working together to pass through the game’s levels.

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Fully updated version of Gearbox’s Half-Life High Definition Pack, both with original and new models and sprites. Also includes the «standalone HD directories» patch for Xash3D users.

EXTENDED HALF-LIFE HIGH DEFINITION PACK v16.4

(UPDATED 2022/08/24)

The current version based on following addons:

I was always bothered that the «classic» Half-Life High Definition Pack by Gearbox didn’t contain enough models to fit the atmosphere, so I decided to make this compilation that should fill the gaps. Also, I know that PC port of Half-Life: Decay is almost unplayable (even on Xash!), but since this game is a part of Half-Life series too, I’ve decided to include it here anyway, because I’m planning to use these models and textures in Decay: Solo Mission when it will be released (and I really hope that it’ll happen).

This addon includes all original HD Pack models and textures, some «exclusive» high-def models from PlayStation 2 and Dreamcast ports of Half-Life (including the ones from Decay itself) and some new/improved files made by community, which are similar in style to the official ones.

New models:

Fixed / improved models:

Sounds:

Textures & sprites:

ALSO INCLUDES:

Optional files:

ATTENTION!

The author of the collection did not set the goals to assign to himself the authorship of Gearbox’s stuff and all the above sources. Copyrights belong to their original publishers.

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