The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
[Fanmade patch] NPC’S Revitalization Project for Field Intensity
This is my pack but made to be used in Field intensity.
[fanmade patch] npc’s revitalization project for field intensity models pack
This addon simply improves the ingame hints, obejctives and thoughts, so that they make sense grammatically and corrects the captions, so that they match.
I Made A Custom Bolt Release Sound For This Yea So I Tried My Best I Think Its Good
[fanmade patch] m4 reanimated weapons model
[Fanmade patch] Field Intensity tactical reanimation pack V1.3
A weapon reanimation pack for Field Intensity. Just doing something quick and simple.
[fanmade patch] field intensity tactical reanimation pack v1.3 models pack
[Fanmade patch] Field Intensity Audio Pack
Some annoying sounds (especially from official HD-pack) were replaced with more pleasant ones.
[fanmade patch] field intensity audio pack audio pack
Field Intensity Models
A pack of some model sources from Field Intensity.
field intensity models models pack
Field Intensity Prefabs
Some prefabricated objects used throughout Field Intensity maps. These can be useful for mappers.
field intensity prefabs prefabs
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Field Intensity v1.3
Field Intensity version 1.3. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Field Intensity in your Library, start.
field intensity v1.3 full version
Voice lines archive
Archive of Field Intensity voice lines. This contains original (raw) audio files (including all takes) and most of the audacity projects. Can be interesting.
voice lines archive audio
Field Intensity: Traduzido PT-BR
Translation from English to Brazilian Portuguese. Este pacote traduz a maioria dos textos do mod para o português brasileiro, incluindo legendas e diálogos.
field intensity: traduzido pt-br language pack
Field Intensity FGD
Half-Life: Field Intensity FGD for J.A.C.K. map editor. NOT compatible with Valve Hammer Editor.
field intensity fgd mapping tool
[OUTDATED] Field Intensity v1.2
Field Intensity version 1.2. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Field Intensity in your Library, start.
[outdated] field intensity v1.2 full version
Half-Life 1 timeline
Synchronized timeline of Half-Life, its official expansions and our mod Field Intensity.
half-life 1 timeline guides
Field Intensity Russian captions
This package provides Russian translations for some in-game and menu texts. Русский перевод некоторых игровых текстов.
field intensity russian captions language pack
[OUTDATED] Field Intensity v1.1
NOTE: version 1.2 is released. Please download the newer version in the files section. Field Intensity version 1.1. Extract the archive into your Half-Life.
[outdated] field intensity v1.1 full version
[OUTDATED] Field Intensity v1.0
NOTE: version 1.1 is released. Please download the newer version in the files section. This one is left for historical purposes. The first release of.
[outdated] field intensity v1.0 full version
Soldier’s Adventures FGD-file
Fgd-file different from standard opposing force.fgd only by possibility to show 3d models in Valve Hammer Editor, as it is possible in Valve Hammer Editor.
soldier’s adventures fgd-file mapping tool
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Field Intensity Enemies
Discussing variety of enemies and their abilities in Field Intensity. Beware of spoilers!
field intensity enemies
Field Intensity Arsenal
Discussing variety and expediency of Field Intensity weapons.
field intensity arsenal
Field Intensity Environmental Storytelling
Examples of environmental storytelling in Field Intensity narrative.
field intensity environmental storytelling
Field Intensity Recurring Level-Design mistakes
Describing Field Intensity level-design problems and seeking for possible solutions.
field intensity recurring level-design mistakes
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
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Field Intensity version 1.3. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Field Intensity in your Library, start and enjoy!
Our main supported platform is Steam release of Half-Life (Windows and Linux. macOS is not supported).
Secondary supported engines: Xash3D-FWGS (Windows and Linux. Android is not supported yet) and WON version of Half-Life.
If you report bugs or crashes, please specify your operating system and the engine that you played on.
If you have missing textures, check the value of the r_wadtextures cvar in console. It should be set to 0.
NIce job Came outta nowhere
Nice work as always! 😺
Will I need to start a new playthrough for this version?
You can start from any chapter as described in the article Moddb.com (see notes for players at the bottom)
Hi, i’m here to report a bug. The Hivehand is broken, it works fine, but once i select another weapon, i cant go back to it. I cant do it through quick switch, neither through the numbers, it just isnt there anymore after the first pickup.
Hi. Did you configure button for this command in the Options? «Weapon category 6»
It worked thanks! Idk why it wasnt already there though.
Hello, I’m here to report some problems that I’ve been having while playing Field Intensity. It’s mainly Xash issues as i’m certain this wouldn’t happen if it were Goldsrc bug, and i do know that this is not specifically made for Xash but I’ve been having issues with some stuff happening.
First of all, two maps so far have kicked me out and give me this error message. also sorry it’s in a google drive download, I don’t have imgur so here Drive.google.com First, the crashes don’t happen for every map but for some reason [and so far] the maps I’ve known it has crashed in is during the level transition to Weak Force [the part after your fight with kingpin] where when I went through the door I got kicked out and given an error. The other time is after the keycard elevator part where you get ambushed by multiple pit drones and voltigore’s in which I made it to the top, I was loading and then crashed
That also brings me to the Advanced Controls part, where in which I clicked on it and then got kicked out. Those are the only problems I’ve been having as of now and I have enjoyed the game very much. I’m hoping there’s going to be a fix for these as although I did install version 1.3 it still happend. I have some possible fixes I’m going to try out so I’ll be seeing about doing them. Apologies for the long comment too, I’m not intentionally trying to spam or anything as i do really like this mod, I’m not sure if it’s a Xash problem too [although it seems to only happen in Xash] so, If you would like to recommend Vanilla Half-Life i’m fine with that
Thank you if your reading.
Oh do beg my pardon, I realized I said Xash3D instead of clarifying.
I was using the FWGS version and that’s why I was concerned. I’ll try doing what you said, however I will re-check the google drive link and I’d like to say that if the google drive link still doesn’t work for you now then I shall tell you it was some sort of weird error talking about «Opengl» along with what I believed to be the console. Quick Edit: Here’s the google drive link again Drive.google.com I must’ve accidentally trashed it for some reason. Apologies for that
Thanks, it’s open now. I recognize this error. Have you tried changing the resolution while playing? Anyway. Try a newer version of Xash3D-FWGS version 0.20.
Oh shoot, sorry I missed this. I tried out the new version and I think it’s pretty good. I’m unsure if you did test out 0.20 as I tried playing Field Intensity on 0.20 and it gave me a system crash immediate upon trying to load into the menu. Also It has some bugs like during those fade in and out black screens where it makes the screen black so you don’t really see anything.
I haven’t used pre-built versions of 0.20. I compile xash3d myself with the most recent changes when I need. Things that you mention were fixed already probably (at least I didn’t experience them. It had a similar bug with r_vbo at some point, but it got fixed after my bug report). But regular users need to wait for the next release, or download testing ones from here Github.com
Huh, I downloaded the ones from here Github.com Thank you, I’ll check these out. Sorry if this has become a bit of a bother
Hey, good news. I hate that I hadn’t tell you while ago as for the last few days there’s stuff that’s been moved in to my home. Anywho though it worked! I think. I’ll have to test it out more to see but anyways thank you for your help!
I also have another question which is a bit off topic but have you thought of releasing the original unmodified voiceover files? I mean the ones for the Npc’s, like barney’s scientist and grunts. Only if your okay with it though. I’m only interested because I do audio editing and I like playing around in Audacity to modify audio. I hope that isn’t weird sounding or anything.
Until then I really appreciate this. I wish you and Field Intensity’s team very well for whatever will happen next in the near future!
Yes, I can upload audio files in higher quality and even audacity projects. They need to be tidy up though. Will get to it later.
Thank you, this means much for me and likely many others!
Oh, and if you can. Try letting me know how it’s going if you can, thanks again
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Hello Again! I’m here to showcase a addon I created using the voice lines archive
Gamebanana.com If there’s any problems with the credits please let me know! I hope you don’t mind it and I only just want to share it here. I’m unsure about releasing it onto Moddb though so I’ll be providing it here
where do i put the file?
Where you have Half-Life installed. For example: «C:/Program Files/Steam/SteamApps/common/Half-Life»
yo no tengo el half life steam pero algunos mods si me funciona pero no por descargarlos aquí si no por videos de YouTube lo que me jode aquí es que cuando quiero iniciar el juego desde mi half life se queda estable por un momento luego se me sale 🙁
Okay, So I just got done playing the mod. Honestly, It was a pretty fine experience! Especially for a mod that’s been 13 years in the making. That’s pretty impressive to say the least. The story is pretty decent, I like how you expanded on perspectives and showed how dark things were in the facility. I won’t talk about the ending itself because it’s spoilers but I gotta say that ending was interesting.
For the environment and maps, I really enjoyed them! they’re big and they’re full of secrets. I actually missed a couple things during my first or second playthrough [The reason why I have a first and second playthrough is because I had to use the 1.3 version and because of some problems that occured that I thought restarting would work with] and I’m hoping to see more on my next playthrough.
Now for the character’s, They are superb. My favorite has to be Kevin no doubt. He adds alot to the game and plot overall and his personality really helps with the mood.
Now that’s about it for what I had to say. Honestly I don’t really have any criticisms. It’s just good as it is, although I’m into plots with more depth I think this one had a pretty good plotline without much depth! and it certainly shows in-game.
All in all, I have to say this is probably one of the best [Opposing Force Mod] experiences I’ve had, Sorry for the long comment but I really just wanted to get my feelings out there about this mod. I hope whatever happens in the future turns out amazing for whatever you work on next. But for you as a human being I hope both creators know that the mod is a very good and decent mod overall
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Half-Life: Field Intensity Update 1.3
Overall map changes
Improved details in Deduction chapter
Some walls looked too bland on this level, so we’ve added more details to them.
Other noticeable map changes
Night-vision additions
Night Vision effective radius now can be configured for both Opposing Force and Counter Strike NVG styles (via cl_nvgradius_of and cl_nvgradius_cs cvars or via Advanced settings). If you experience performance issues with Counter Strike NVG you can try lowering the radius of dynamic light it produces. And, on the other hand, if you prefer the Opposing Force NVG style but are not happy with its distance, you can increase its radius. The value is in the range between 400 and 1000 units for both NVG styles.
HUD changes
Voice-acting update
Custom scientist and security guard voice-lines were recorded by Ronald Hamrák. There’re no voice lines generated by neural network left.
A certain enemy change
It would be a spoiler to mention what enemy has changed. But those who played the mod already probably will understand. So, a certain enemy was rebalanced a bit and got a new ability.
Notes for translators
__OBJUPDATED1 Objective updated. Press [ __OBJUPDATED2 ] to read.
Note for players
save files from the previous versions won’t be compatible with version 1.3 due to both code and map changes! If you’ve started playing the previous version already and want to continue playing on the new release without having to play the mod from scratch there’s a solution. Start the game on the preferred difficulty and then type the command (in console) to start a chapter you wish to continue from:
HAVE A NICE DAY: map fid1a0a // this can be used to skip an intro HOSTILE TAKEOVER: map fid1a1 HAZARDOUS ENVIRONMENT: map fid1a2 HAZARDOUS ENVIRONMENT (Gamma labs): map fid1a2b ON THE TRACK: map fid1a3 WEAK FORCE: map fid1a4 BIREFRINGENCE: map fid1a5 RECOVERY: map fid2a1 FIELD INTENSITY: map fid2a2 THE VERGE: map fid2a3 F.U.B.A.R.: map fid2a4 DEATHMATCH: map fid2a5 DEATHMATCH (labs): map fid2a5a DEDUCTION: map fid2a6 DEDUCTION (surface): map fid2a6a
You can also use this trick if you want to replay your favorite chapter.
Half-Life: Induction 1.3 released
Revisiting and updating Half-Life: Induction after many years.
Half-Life: Field Intensity Update 1.2
Half-Life: Field Intensity v1.2 is now available! In this update we focused on providing more visual and audial hints for the player to minimize an amount.
Half-Life: Field Intensity Update 1.1
Half-Life: Field Intensity v1.1 is now available. We’ve gathered a lot of feedback and watched some video walkthroughs to find out what parts of the mod.
Current situation and some news
Hello friends. I was not sure if I should make this post. I was thinking that a page about Half-Life modification is not a place for bringing up other.
More articles >>
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Field Intensity v1.3
Field Intensity version 1.3. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Field Intensity in your Library, start.
Voice lines archive
Archive of Field Intensity voice lines. This contains original (raw) audio files (including all takes) and most of the audacity projects. Can be interesting.
Field Intensity: Traduzido PT-BR
Translation from English to Brazilian Portuguese. Este pacote traduz a maioria dos textos do mod para o português brasileiro, incluindo legendas e diálogos.
Field Intensity FGD
Half-Life: Field Intensity FGD for J.A.C.K. map editor. NOT compatible with Valve Hammer Editor.
[OUTDATED] Field Intensity v1.2
Field Intensity version 1.2. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Field Intensity in your Library, start.
Half-Life 1 timeline
Synchronized timeline of Half-Life, its official expansions and our mod Field Intensity.
Add file | More files >>
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
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NOTE: version 1.1 is released. Please download the newer version in the files section. This one is left for historical purposes. The first release of Field Intensity. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Field Intensity in your Library, start and enjoy!
Our main supported platform is Steam release of Half-Life (Windows and Linux. macOS is not supported).
Secondary supported engines: Xash3D-FWGS (Windows and Linux. Android is not supported yet) and WON version of Half-Life.
If you report bugs or crashes, please specify your operating system and the engine that you played on.
NOTE: If you have some textures missing, check the value of r_wadtextures cvar. It must be set to 0.
NOTE: We haven’t tested Field Intensity on the original Xash3D engine! There’s a known crash related to the menu background, but there’s also a known workaround for it. If you still want to try Field Intensity on the original Xash3D engine, you need to remove or rename the following files from field_intensity directory:
Currently we’re not interested in supporting the original Xash3D engine though, so we might not help if you face other problems.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Location
Filename
Category
Uploader
Added
Downloads
MD5 Hash
Embed Button
Embed Widget
Field Intensity version 1.2. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Field Intensity in your Library, start and enjoy!
Our main supported platform is Steam release of Half-Life (Windows and Linux. macOS is not supported).
Secondary supported engines: Xash3D-FWGS (Windows and Linux. Android is not supported yet) and WON version of Half-Life.
If you report bugs or crashes, please specify your operating system and the engine that you played on.
If you have missing textures, check the value of the r_wadtextures cvar in console. It should be set to 0.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Half-Life: Field Intensity Update 1.3
Half-Life: Field Intensity v1.3 is now available! It’s been more than two months without updates. Time to fix it! In this update we focused on QoL changes.
half-life: field intensity update 1.3
Half-Life: Induction 1.3 released
Revisiting and updating Half-Life: Induction after many years.
half-life: induction 1.3 released
Field Intensity Enemies
Discussing variety of enemies and their abilities in Field Intensity. Beware of spoilers!
field intensity enemies
Field Intensity Arsenal
Discussing variety and expediency of Field Intensity weapons.
field intensity arsenal
Half-Life: Field Intensity Update 1.2
Half-Life: Field Intensity v1.2 is now available! In this update we focused on providing more visual and audial hints for the player to minimize an amount.
half-life: field intensity update 1.2
Check out this week’s roundup of the mods and indies that were featured on the DBolical YouTube!
Field Intensity Environmental Storytelling
Examples of environmental storytelling in Field Intensity narrative.
field intensity environmental storytelling
Field Intensity Recurring Level-Design mistakes
Describing Field Intensity level-design problems and seeking for possible solutions.
field intensity recurring level-design mistakes
Half-Life: Field Intensity Update 1.1
Half-Life: Field Intensity v1.1 is now available. We’ve gathered a lot of feedback and watched some video walkthroughs to find out what parts of the mod.
half-life: field intensity update 1.1
Current situation and some news
Hello friends. I was not sure if I should make this post. I was thinking that a page about Half-Life modification is not a place for bringing up other.
current situation and some news
Half-Life: Field Intensity Release
The v1.0 of Half-Life: Field Intensity is public and ready for download.
half-life: field intensity release
New Name and Release Date Announcement
After over 13 years of development, during school, high school, job, despite procrastination, freezes, hiatuses, worldwide pandemic and many other real.
new name and release date announcement
It’s about coding too, not only mapping
Soldier’s Adventures will use its own game libraries instead of original Opposing Force ones.
it’s about coding too, not only mapping
Alive and Sort of Kicking
We’re happy to tell you all that we’re back on our tracks!
alive and sort of kicking
The June Break vol.2
A few thing you must know if you are interested in the development of the Soldier’s Adventures mod.
the june break vol.2
The June Break
Due to exams, we can not work yet fully operational. Work will resume in early July.
Opposing Force 10th Anniversary Update
10 years after the release of Opposing Force. And some new media here.
opposing force 10th anniversary update
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
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Synchronized timeline of Half-Life, its official expansions and our mod Field Intensity.
Our attempt to make a synchronized timeline between Half-Life and its expansions. We consider this timeline our head-canon and we used it in our mod Field Intensity which is also included in the timeline, so beware of spoilers if you didn’t play Field Intensity yet!
Game chapters are in bold. Important and parallel events are in italic.
When creating this timeline we focused on events that are known for sure to happen in parallel (e.g. Barney seeing Gordon dragged by soldiers) and used them as anchor points. Everything in between can be stretched in terms of duration.
Q: Adrian Shephard seems to be unconscious for too long, it’s weird!
A: We know. But if we take into account solders’ voice lines in Blue Shift, we have to admit that the osprey crash in Opposing Force happened before Barney sees HECU for the first time. And as we know from Half-Life the evacuation of HECU started on the day 2. In Opposing Force we get to know about it in the chapter Welcome to Black Mesa which is almost the start of the game. Hence the gap.
Q: What are two vortigaunts spawning in the area? What’s important about them?
A: It’s about two vortigaunts teleporting in the outdoor area with a mortar in Opposing Force. It’s a speculation, but this event may be related to Nihilanth’s death. This is the last time we see vortigaunts teleporting in the game. Moreover, before that vortigaunts have not been observed for a long time to this moment in the game.
Q: Skyboxes are different in some chapters that you consider parallel!
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
The v1.0 of Half-Life: Field Intensity is public and ready for download.
Posted by FreeSlave on Feb 22nd, 2022
Congratulations! You’ve been Reverse Valve-Timed! The v1.0 of Half-Life: Field Intensity is public and ready for download. Right now!
The 13 years old gestalt is closed now and we are ready to work on our next projects: Half-Life: Induction v1.3, Half-Life: Emission and of course v1.1 of Field Intensity after gaining the community feedback. Sincerely, Hazard Team
Amazing, it came out after all these years. Thank you for sticking with it.
Congratulations on release! 😸
Tried the beginning, looks very promising. Cool new coding stuff!
P. S. Надеюсь на появление русского перевода и озвучки 🙂
Congratulations on the release.
Congratulations on the release. I will be checking this out tonight for sure!
Now we wait for HL: The Core.
Ive been following this mod since 2010 and its finally here! Congratulations and thanks for injecting fresh content to this community.
Congratz on the release! I’m gonna feast on this mod. 🙂
This looks like a fun mod. I will have to check it out when College isn’t slowly killing me. Hopefully I will see it soon!
Opposing Force не Half-Life. Знакомые места и ситуации очень понравились. Крутые.
Not done yet with the Mod but so far i am really amaized! It really feels like a hl game and not a normal mod. Quality is awesome and not too above, it fits! Also the new coded features and special attacks seems really intresting and refreshing. Thanks for doing this. I will write a review when done with the mod, playing on Hard ofc 😉
Congratulations on the release Reply Good karma Bad karma +1 vote
You guys should make this mod SvenCoop compatible! 🙂
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Extracted it to game folder but can’t see the mod?
You need to restart Steam. Make sure you have field_intensity directory in your Half-Life directory.
I’m loving the mod so far but I’m currently at a loss of what to do. I’m at the section where there’s a room of video game cabinets, a pool table, and a table hockey game. I’ve searched EVERYWHERE and can’t find a button, lever, breakable hatch, or opened door. I feel it may be bugged. I have 2 soldiers following me around and one says the blast door can’t be opened or it’s too thick to weld. Otherwise the mod is great. Also if there’s a better place to field this question I’d love to put it there instead of the comments section. If anyone is willing to help I’d greatly appreciate it. I’d love to finish this mod. Thanks!
There is a metal crate in that game room, you got to take it to another room where there is a barricaded path, use the crate to climb it.
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incredible mod. 5/6 hours of content, gorgeous mapping; nothing more i could ask for. thanks for keeping this dream alive.
Just finished the mod and it was awesome! I just found myself to explore and crowbar every crate in the game.. just like in the original hl. Many thanks for not giving up and buplish this mod to public!
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Great work guys! One of the best HL1 mods I played since 2004
I finished now and it was awesome definetly try it but not gonna lie ı little bored after xen chapter but thats the only negative thing ı can say!
I want to get Half Life on Steam. Which version Half life or Half Life Source?
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
23-down says
Be advised: I was Beta-Tester.
A brilliantly executed mod that knows to convince on so many levels. The amount of time given to this modification clearly shows. Expect to see many amazing maps that are well decorated and logically constructed all together, but it won’t stop here: We will also get to explore familiar areas we’ve seen in the various official Hl1 titles such as Op4, BS and Decay itself. But also new places like a never before seen beautifully constructed XEN Environment that no other Hl1 mod before ever accomplished creating in such a manner.
Balancing wise is this mod so well balanced that you won’t have any trouble accepting the world you’ve been thrown into. Everything fits just fine.
With an insane amount of 10 hours play time we also get to see plenty of new npcs that are adding up just nicely into the official Half-Life Lore.
-Texts, PDA, Custom Voices -Well balanced -Well designed levels -New NPCs -10 hours play time -Enhanced pathfinding -Squad recruitment function -Good story with a twist
-On rare cases unclear where to go to next -Not written in best English -Sometimes a little barren especially during the earlier maps. But it gets a lot fresher later on.
Guys play it now. I’d like to thank the Hazard Team for sticking with their mod project for over 14 years of development time. That time and the love given clearly shows. Go and play it now people you won’t regret it!
DarkShift says
2022 opens with a 13 year old developed GoldSrc mod which puts you in a 10 hour gameplay adventure, which is overall the little brother of Opposing Force, or Azure Sheep, but more in the likes of a prodigal son «Valve-quality» like.
Putting you in the boots of another HECU sent to clean up Black Mesa, you are in for a very story-driven quest to track Gordon Freeman and then try to find your way out of this mess when everything goes wrong.
The maps are very well developed and enhanced in the Spirit of Half-Life style, or echoes, with a much more detailed Xen, numerous developed outdoor maps, with various fights taking place against usual foes which range from HL1 standard enemies, humans or aliens, new re-skinned headcrab zombies, Op For’s Race X monsters, and even cut content monsters.
The challenges are numerous and you can often use several buddies be it soldiers, medics, or engineers to help you along, but also guards or scientists from BM and escort missions are done well without being irritating, beta testing must have been good with this one.
The highlights of this mod are really the easter eggs or encounters with HL classic characters, especially the chapter «Birefringence», the shortest one of all, but it’s really 5 minutes of fracturing your eyes and your brain.
Mr.Maris says
Looks good, you can see that they worked on the mod.
KorteZZ says
Really good mod. Feels like OpFor, but sometimes better. Very good design of levels, high detailed environment and very interesting locations. Also that squad based mechanics and improved AI is really good. But mod have some gameplay troubles, so 9\10
HonzaBalak says
I haven’t played OP4 in years but somehow my muscle memory still worked and I gotta say I got a bit scr**** by the switched positions of some weapons. I would have preferred if they stayed in their OG slots.
Other than that this mod is absolutely amazing and I couldn’t be happier. The code improvements over the basic OP4 are really great and make the player’s life way simpler. For example the ability to see the health of squad mates is really nice (and being able to heal them is even better). So is the ability to use the cleaner Counter-Strike night vision.
The map design of the mod is amazing. It’s well thought out, looks great and offers some nice easter eggs. The maps look almost as if they were actual unused official OP4 maps made by Gearbox.
The custom story is great too. It’s definetely way more polished than stories of other mods we’ve seen over the years.
One more awesome thing is the option to replay OP4 maps using this mod as a base. I haven’t encountered any issues so far doing exactly this. Everything worked smooth and without hiccups. -Edit: Maybe not entirely without hiccups but still playable for the most part.
Overall, I rate this as the best mod since Echoes. It was well worth the wait. Thank you, guys!
HombreOG says
Very fun and well made mod, you can really see that they put a LOT of effort into it.
Core gameplay is just like the classic HL and OPF, which is not bad at all! It includes interesting features, like a better squad tracking system that shows how many allies are following you, their health and even their «faction».
Story was good. It is not AMAZING, but it serves its purpose. Every little detail and reference also add depth to it. Not gonna lie, the ending really got me, I hated and loved it!
Voice Acting wasn’t that bad, I didn’t mind the accent, but the acting itself could be better. I’m just nitpicking here, well done to the VA! I enjoyed it!
Maps are huge and kinda pretty, with a very cool and classic vibe. The bad thing is that you can get a bit lost sometimes, there are too many corridors and alternative paths, although it wasn’t a big problem for me, it can get annoying.
There’s a lot of cool moments from the other expansions that will put a big smile on your face! Expect some fan service right there!
I didn’t like how some headcrabs were placed to surprise you in a way that you won’t avoid the damage. Also snarks, they should be nerfed a bit.
I enjoyed the combat sections, they were challenging, but sometimes a little unfair. Some boss battles happened into closed areas, which didn’t help too much.
For example, Gonarch, after dying three or four times, frustrated, I realized I could just use the pillars to make her spin around and shoot her to hell. Samething with Gargantua, just stay on a spot and shoot it down. They just weren’t so fun to fight as in Half-Life.
There is a map where you need to use a cannon to destroy a gate, and if you played Opposing Force, you know how annoying it’s to control that cannon. You should do like Echoes and just leave it positioned with a button to press. It’s not a super complex puzzle, so I don’t see any problems making it easier to use.
I saw few bugs, like a door damaging you, or some wrong textures on the walls, but I guess they already know that and will fix on the next update.
Overall, I really recommend this mod, it’s really worth it!
This review is based on version 1.0
BrussTrigger says
I’ll be honest, I wasn’t expecting much and ended up being pleasantly surprised, it’s one of the best mods I’ve played in the last few years of the saga in general, and that’s saying a lot. Very good work.
Nazgir says
This mod feels like playing half life 1 for the first time all over again.
Zaratul says
One of the best HL1 mods in the last few years!
KalmarAndor says
The best mod for HL since Echoes and probably one of the best single-player mod for the game.
If you liked Opposing Force, you will like this as well.
(Special thanks to the developers who decided to add option for CS 1.6 night vision mode!)
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Return to Black Mesa, this time as Corporal Stefan Oldfield – part of a squad arriving by truck. Work with your fellow Marines to survive Black Mesa again!
Previously known as Soldier’s Adventures.
If you require more help, please visit the Technical Help page.
WARNING: The screenshots contain spoilers.
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18 Comments
From the story to the gameplay, everything is wonderfully designed, the voice-overs, the dialogues are just perfect, the story behind it is fascinating, just play this mod, you won’t regret it
Well Boy, wow! This mod is definitely the best for HL1 and OPF thematic, I’ve played in 15 years…
The mod is worth every inch you move forward and discover the exciting and eerie story for yourself.
And well, we have to say it is a very long mod, easily it is longer than the original Opposing Force, and maybe it is as long as Half-Life 1. So the bunch of maps in there actually really feel like you are into the huge Black Mesa complex fighting for your life.
Maybe, the most I liked of this mod it was the whole high-quality details in the maps, and also even the custom enemies you have to battle. They are fantastic as we fight xenians as well as we fight the X-Race aliens.
The weaponry is just great, and all the basic HL1 and OPF weapons are there. About the combat, is really intense, fun, and entertaining on every map, it didn’t feel predictable or boring, and also the Black Ops enemies were quite decent to fight.
The addition of the Kingpin is great detail and overall this mod feels so pure into the HL story arc that is a total delightful to play.
Also, about the Xen part, oh man, what to say about that part, it was magnificent, it really felt like that layout was how Xen should have been planned in the original HL game. There, in those levels, I felt a great sense of gameplay immersion from the beginning until the end. The whole xenian level felt heavily inspired by those amazing xenian environments we played in Black Mesa, and I guess that’s a positive influence here.
Also, the end never felt rushed, and the Kevin Story Plot was totally mindblowing it was also kind of scary how he or his “spirit” just never really abandoned us.
Overall this is a fantastic mod. I give it a 10 out of 10. I totally give it a Personal Favorite rate!
So go on and enjoy it!
13 years of development really shows!
There’s a lot of nods and acknowledgements towards all the Half-Life games, and I especially liked how you’re able to use pretty much every weapon and fight every kind of enemy in the series. This feels like a true love letter to Half-Life and it doesn’t disappoint in the new enemies you fight either!
My personal favorite bits were the Xen maps, which were very inventive in their aesthetic like the alien laboratory, as well as the optional areas you can visit with the Displacer cannon, I’m very pleased that enough ammo was provided for it as well to explore them all, something Opposing Force lacked iirc. Health and ammo distribution was very generous, and the mod’s specialized mechanics like the group rally come in handy very much when you can have a posse of 5+ soldiers. I’ll definitely want to replay this again on Hard.
If I had anything to complain about, it would probably be some maps felt like they lacked music or ambient sounds, which can make some sections feel a bit too quiet or otherwise unmemorable, as well as the underutilized, but powerful explosive snarks. Otherwise, solid voice acting, solid level design, you don’t want to miss this mod.
An excellent and lengthy mod that takes you back to Black Mesa. It’s not perfect but there are a lot of good reasons to play Field Intensity if you’re looking for superb Half-Life mods.
Almost all the areas and chapters in Field Intensity are well designed. There are a couple areas where it’s not clear how to proceed – and more importantly some where there are no clues around either, so it’s a bit of hunting required. That said, you are almost always rewarded for exploring the maps and all the nooks and crannies therein which is nice.
A solid Xen chapter is included as well. There is some jumping required but it’s more logically laid out than in Half-Life. Among the BMRF locations you visit are sprinkled some familiar areas, but they didn’t outstay their welcome and were generally nice homages to the original games.
My main complaint is that a little bit of judicious editing would go a long way toward tightening up the experience of playing this mod. There wasn’t ever a boring part, but some sections were drawn out more than needed and I think the authors could have trimmed some of the ‘filler’ material and it would have made for a more polished experience.
I did generally feel that Field Intensity was too easy. I was well into the final 25% of the game the first time I died, and I honestly did most of the damage to myself by falling up to that point. I would recommend cranking up the difficulty by a notch from your usual setting.
The main other drawback is that I felt that the mod actually gives you too much weaponry at any given time. You have nearly all of HL’s arsenal, Op4’s arsenal, and some new weapons unique to this mod. It’s paralysis by overwhelming choices – I think this mod would have been much better served by restricting the choices of weapons available (not throughout the entire mod, but in sections/chapters). That way the player can really feel like most of the weapons found are actually useful at various points in the mod. As it is, it felt like too much and I just stuck to my familiar and favorite weapons by default.
Overall, Field Intensity is still a really strong mod and one of the best we’ve seen in many years. Definitely worth playing.
Any idea how to take the big leap in the Xen map?
Well, remember always to use the BARNACLE TENTACLE pointing right at the green xenian surfaces you may encounter in the place where you need to go.
Stuck on Xen at the leap of faith. And where can I find the rocket launcher?
I don’t know if you are the same person, anyway just read the hint above this comment.
Thanks! I have it solved now!
Can somebody tell me why much of this mod is virtually in the dark. Does it really have to be so dark in many of the areas? Just look at the screenshots above, many of those are barely visible. I found myself having to use night vision much of the time and that is very annoying because of the slow recovery times when it suddenly goes out. Even turning brightness and Gamma up full doesn’t help It may be a great mod as others are saying but the frequent lack of natural light spoilt it for me.
2022 opens with a 13 year old developed GoldSrc mod which puts you in a 10 hour gameplay adventure, which is overall the little brother of Opposing Force, or Azure Sheep, but more in the likes of a prodigal son “Valve-quality” like.
Putting you in the boots of another HECU sent to clean up Black Mesa, you are in for a very story-driven quest to track Gordon Freeman and then try to find your way out of this mess when everything goes wrong.
The maps are very well developed and enhanced in the Spirit of Half-Life style, or echoes, with a much more detailed Xen, numerous developed outdoor maps, with various fights taking place against usual foes which range from HL1 standard enemies, humans or aliens, new re-skinned headcrab zombies, Op For’s Race X monsters, and even cut content monsters.
The challenges are numerous and you can often use several buddies be it soldiers, medics, or engineers to help you along, but also guards or scientists from BM and escort missions are done well without being irritating, beta testing must have been good with this one.
The highlights of this mod are really the easter eggs or encounters with HL classic characters, especially the chapter “Birefringence”, the shortest one of all, but it’s really 5 minutes of fracturing your eyes and your brain.
This was a fun mode. The level of play definitely reflects the amount of effort and work that was put into it!
Simply WOW! The game is definitely a worthy personal favorite. I love mods where you get deep insights into areas of Black Mesa you’ve never seen before. I took soooooo many screenshots (334. ), also to remember my 13-man-army. 😀
In one word: Perfect!
Can’t wait for Half-Life: Field Intensity Part 2. 🙂
This is like Residual Point.
FUNFACT: You can actually kill Barney in the chapter “BIREFRINGENCE” where you get to meet him in the chamber. Remember the part where two HECU soldiers break down the door as Barney escapes in Blue Shift? You play as one of them and with that, you can kill Barney using a gauss gun. Beware that killing him would obviously fail your mission.
The most basic way of describing this mod is that it feels like an official expansion lost to time, recently unearthed. It would be like stumbling onto a complete “Hostile Takeover” expansion (and heck, one of the levels is even called THAT!)
It takes elements of HL1 and OpFor, but improves upon a number of elements such as OpFor’s squad system which gets an absolute overhaul here. It took 13 years to make and boy oh boy was it worth it. The entire thing oozes quality. In fact, saying it feels like an official expansion almost does it a disservice since in many ways it feels MORE professional than the original games:
* Better sound mixing * Improved HUD * Improved night vision by way of CS * Improved squad mechanics (leading a team of a dozen soldiers through an area is an absolute delight!) * etc.
I’ve been in the process of replaying the HL/Portal series, creating a playthrough timeline of the games, expansions, etc. I also planned to include mods that are of top tier quality resembling official Valve (or Gearbox) quality. Field Intensity became the first original mod I’ve played that got the “honor” of being placed in my headcanon timeline. You don’t know me, but uh, trust me — top honors. It’s a very, honorable er honorific… achievement, to be placed in MY headcanon timeline. Anyway.
There are genuinely amazing mods that don’t really focus too hard on actually fitting into the official timeline — Year Long Alarm is a short but sweet map that is absolutely of Valve quality… but squeezing it into the Episode 1 period in a specific manner is a bit tricky; same with Downfall or other Ep 2-style mods; ditto for mods like Signal Lost or any number of mods that are alternate realities or have nothing to do with “canon”. Then there are other mods that attempt to be “in continuity” but either tell a story I don’t personally care for OR feel amateurish for one reason or another. Field Intensity is a mod that hits both marks: Valve quality AND features a story that naturally slides right into the timeline of the Black Mesa Incident and I ADORE that.
Personal highlights: 1. Decay crossover with Dr. Cross & Green 2. Blue Shift crossover with Barney just before he escapes the facility 3. The top notch voice acting with audio mixing that, unlike the actual official releases, never gets drowned out by obnoxious sparking sounds from damaged computers lol 4. Inclusion of the cut Kingpin at various points 5. “Aperture SILENCE” we love a good continuity reference AND pun combo!
My biggest criticism is the boss fight with the Kingpin in Xen. I wasn’t fond of the super tiny arena and the sheer amount of damage you had to inflict to win. Not sure if I missed some other trick but when I watched a playthrough it was basically “yeah use your entire arsenal.” Problem was, I didn’t have much of an arsenal after progressing through the rest of Xen & got majorly stuck for a while here. Ultimately and unfortunately, I won through dumb luck when the boss happened to get stuck, allowing me to unleash my entire arsenal without it being able to attack me. That said, I also don’t care for the Nihilanth and cheese my way through that fight to avoid getting teleported to those goddamn long fall (or other) rooms. Bosses in shooters in general kinda suck IMO — whether this mod’s, HL1’s Nihilanth, or Halo 2’s Tartarus, I rarely enjoy them. If my biggest criticism with a mod is something the official game I love does too, I think that’s a pretty big win. Obviously I’d PREFER if it didn’t have that same issue but it’s easier to forgive if it’s not a problem unique to the mod.
Beyond all the connections, continuity, and fun areas throughout the entire mod, I loved the entire ending stretch. The ending was super interesting because it wasn’t just a rehash of concepts we’ve seen before. Had a genuine “oh wow!” moment too but not with anything flashy. You know the part if you’ve played it but I won’t spoil it here for those that haven’t. Field Intensity is supremely smart with taking you to familiar locations, handling crossovers, and balancing that with considerably more unique encounters and areas.
Again, it basically feels like the complete Half-Life 1 anthology is: * HALF-LIFE (1998) * OPPOSING FORCE (1999) * BLUE SHIFT (2001) * DECAY (2001) * FIELD INTENSITY (2022)
That’s pretty darn cool. I’m glad this mod got released and wasn’t one of the many ambitious mods that unfortunately fizzle out before they can truly shine. This one will forever be part of my Half-Life. If you haven’t yet, do yourself a favor and play this mod. If you’re anything like me, you’ll be smiling and wowed in the first 5 minutes and will consistently have that experience throughout the entire thing.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
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NOTE: version 1.1 is released. Please download the newer version in the files section. This one is left for historical purposes. The first release of Field Intensity. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Field Intensity in your Library, start and enjoy!
Our main supported platform is Steam release of Half-Life (Windows and Linux. macOS is not supported).
Secondary supported engines: Xash3D-FWGS (Windows and Linux. Android is not supported yet) and WON version of Half-Life.
If you report bugs or crashes, please specify your operating system and the engine that you played on.
NOTE: If you have some textures missing, check the value of r_wadtextures cvar. It must be set to 0.
NOTE: We haven’t tested Field Intensity on the original Xash3D engine! There’s a known crash related to the menu background, but there’s also a known workaround for it. If you still want to try Field Intensity on the original Xash3D engine, you need to remove or rename the following files from field_intensity directory:
Currently we’re not interested in supporting the original Xash3D engine though, so we might not help if you face other problems.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Hello friends. I was not sure if I should make this post. I was thinking that a page about Half-Life modification is not a place for bringing up other topics. However the current events in the world affect many people and, even more, they affect one of our devs directly.
Posted by FreeSlave on Feb 28th, 2022
Paincake (aka KRSK) (the real name’s Cyril Fomin), our mapper and texture artist, is a citizen of Ukraine and currently he lives in the town called Kharkiv which is being attacked for a past few days. We keep in touch everyday and he’s fine (to the extent one can be fine in situation like this), but he can’t post here due to the lack of resources. We hope Cyril stays safe. And while we care for Cyril, he cares even more about citizens of his country, his homeland. The situation is tough there and Cyril is asking one thing: send aid to people of Ukraine. You can find articles on that matter on Internet, e.g. on Time website. If you wanted to support our dev team with donations, you can instead support people of Ukraine.
Meanwhile the rest of the team is working on an update for Field Intensity. It’s gonna be nothing big, mostly fixes and little improvements. We received a lot of feedback and bug reports and we watched a lot of playthroughs to understand what was done wrong in the mod. We want to polish these things out to make Field Intensity even better.
I also personally want to write a few articles (that can be even considered tutorials in a way) with some details about Field Intensity development and share the experience with the community. I already have a number of topics in mind, but I also want to ask people who might be interested: is there anything you wish to know about Field Intensity development? Leave your questions in comments.
That was really crazy to see you release your mod after 13 years… the day where « the world went away ».
I guess we can all learn something these days with your Russian-ukrainian team and its work being played and praised by several gamers from France to South Korea, UK, or USA…
Good luck for your team member.
For what we would want to learn about FI’s development, well, I guess we can all learn something from a so long development time… was there parts of the mod that were cut or heavily reworked? For some reason, even if the last outdoor map is incredible, the part after the Verge/Xen felt a bit underwhelming and a little too long as there is nothing about the story besides the truth about Kevin, and trying to finally go away. The rest of the mod was so crazy and amazing, that at this point that I was expecting to fight a cyborg Gene Worm in a multi dimensional battle helped by the displacer Cannon.
Also, were there long period of months… maybe years were virtually no work was done at all? I think not really because with its 10 hour long gameplay, those 13 years were probably well used.
I’ll probably touch these subjects in other topics, but they won’t be main subjects. However, I can provide short answers. 1. Yes, we has cut maps. 2. We abandoned the development a few times for a quite long periods due to the temporal shift of interests or lack of motivation, so of course it’s not 13 years of active development straight. I think there was a huge gap after 2013 or so. We returned to work in 2017 and made the first demo in 2018.
Hey guys. This is a difficult subject.
First: I believe we’re all united here as fellow Gamers. We all came here because we share a common love for a game and title that was released well over 2 decades ago. Here hatred, religion or any other philosophy shouldn’t play any role at all.
Nato has zero interest in fighting a war with the 2nd, 3rd largest military might in the world. (The numbers differ). Person X ain’t a fool. He played Poker with the world and unfortunately for his sake he played wrong and things didn’t turn out how he wanted it to be. He hoped to intimidate the Western Nations and divide Europe and the NATO even more but his gamble had the opposite effect. The European Union and NATO are now more aligned & combined and in agreement than ever before since the fall of the Soviet Union. So the gamble of a certain Person didn’t work out quite the way he anticipated.
Do not worry about Nukes from Russia or the USA. He implemented that strategy more as deterrent and diversion to keep NATO Forces out of the fighting and as diversion to the world to see what’s truly happening in Ukraine right now. I can respect that ’cause lets be honest if NATO and Russian Forces would truly come face to face it would mean World War 3. A prospect I do not cherish nor would any regular sane Soldier in any Military Force throughout the World. Soldiers are usually the last people to hope and pray for war ’cause we know better than the average citizen does as what to expect thanks to the training we received.
I do hope and pray for the Ukrainian people to emergence victorious out of this conflict. I do not hate or disrespect Russians in any way and I do hope that these fine brave young men and women will survive. The same for the Ukrainian military Forces even knowing that this is wishful and naive thinking. It’s a war happening over there, people die! How ever the average age of a soldier in any modern army lays usually between 17 and 22 years. These people on either side barely know what life is truly all about, hell many statistically speaking may still be virgin and never even faced true love before. Let us pray for all these fine service men and women on either side and of course the civilian populations on each side. No mothers want to lose their sons and daughters in a brutal and senseless conflict or in any conflict at all. It’s clearly the war of 1 specific mad and sadistic man. Before that conflict arose I actually considered that Certain man to be no threat at all.
So yes if you’re still among the privileged that still possess some money and value feel free to donate towards Ukrainian people, that is: If you call empathy and human compassion among your traits. I for myself work in a bakery nowadays and barely got enough to cover my own expenses. I willingly admit that. I’m what academics would call a civilian failure. Although there’s a larger story as to why that is. The art of how this text is written should indicate that I’m more than the mere sum of things that have been written on my personal papers.
If you can support Ukraine financially or convince Russia to change their position in anyway then by all means go for it. On behalf of humanity I wish us all the best of luck. Lets make sure this terrible war ends quickly and possibly with no additional casualties on any side.
In good old Half-Life manner «Have a safe and productive day.»
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Half-Life: Field Intensity v1.3 is now available! It’s been more than two months without updates. Time to fix it! In this update we focused on QoL changes and improving the player experience.
Posted by FreeSlave on Jun 19th, 2022
Overall map changes
Improved details in Deduction chapter
Some walls looked too bland on this level, so we’ve added more details to them.
Other noticeable map changes
Night-vision additions
Night Vision effective radius now can be configured for both Opposing Force and Counter Strike NVG styles (via cl_nvgradius_of and cl_nvgradius_cs cvars or via Advanced settings). If you experience performance issues with Counter Strike NVG you can try lowering the radius of dynamic light it produces. And, on the other hand, if you prefer the Opposing Force NVG style but are not happy with its distance, you can increase its radius. The value is in the range between 400 and 1000 units for both NVG styles.
HUD changes
Voice-acting update
Custom scientist and security guard voice-lines were recorded by Ronald Hamrák. There’re no voice lines generated by neural network left.
A certain enemy change
It would be a spoiler to mention what enemy has changed. But those who played the mod already probably will understand. So, a certain enemy was rebalanced a bit and got a new ability.
Notes for translators
__OBJUPDATED1 Objective updated. Press [ __OBJUPDATED2 ] to read.
Note for players
save files from the previous versions won’t be compatible with version 1.3 due to both code and map changes! If you’ve started playing the previous version already and want to continue playing on the new release without having to play the mod from scratch there’s a solution. Start the game on the preferred difficulty and then type the command (in console) to start a chapter you wish to continue from:
HAVE A NICE DAY: map fid1a0a // this can be used to skip an intro HOSTILE TAKEOVER: map fid1a1 HAZARDOUS ENVIRONMENT: map fid1a2 HAZARDOUS ENVIRONMENT (Gamma labs): map fid1a2b ON THE TRACK: map fid1a3 WEAK FORCE: map fid1a4 BIREFRINGENCE: map fid1a5 RECOVERY: map fid2a1 FIELD INTENSITY: map fid2a2 THE VERGE: map fid2a3 F.U.B.A.R.: map fid2a4 DEATHMATCH: map fid2a5 DEATHMATCH (labs): map fid2a5a DEDUCTION: map fid2a6 DEDUCTION (surface): map fid2a6a
You can also use this trick if you want to replay your favorite chapter.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Half-Life: Field Intensity Update 1.3
Half-Life: Field Intensity v1.3 is now available! It’s been more than two months without updates. Time to fix it! In this update we focused on QoL changes.
half-life: field intensity update 1.3
Half-Life: Induction 1.3 released
Revisiting and updating Half-Life: Induction after many years.
half-life: induction 1.3 released
Half-Life: Field Intensity Update 1.2
Half-Life: Field Intensity v1.2 is now available! In this update we focused on providing more visual and audial hints for the player to minimize an amount.
half-life: field intensity update 1.2
Half-Life: Field Intensity Update 1.1
Half-Life: Field Intensity v1.1 is now available. We’ve gathered a lot of feedback and watched some video walkthroughs to find out what parts of the mod.
half-life: field intensity update 1.1
Current situation and some news
Hello friends. I was not sure if I should make this post. I was thinking that a page about Half-Life modification is not a place for bringing up other.
current situation and some news
Half-Life: Field Intensity Release
The v1.0 of Half-Life: Field Intensity is public and ready for download.
half-life: field intensity release
New Name and Release Date Announcement
After over 13 years of development, during school, high school, job, despite procrastination, freezes, hiatuses, worldwide pandemic and many other real.
new name and release date announcement
It’s about coding too, not only mapping
Soldier’s Adventures will use its own game libraries instead of original Opposing Force ones.
it’s about coding too, not only mapping
Alive and Sort of Kicking
We’re happy to tell you all that we’re back on our tracks!
alive and sort of kicking
The June Break vol.2
A few thing you must know if you are interested in the development of the Soldier’s Adventures mod.
the june break vol.2
The June Break
Due to exams, we can not work yet fully operational. Work will resume in early July.
Opposing Force 10th Anniversary Update
10 years after the release of Opposing Force. And some new media here.
opposing force 10th anniversary update
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Half-Life: Field Intensity v1.2 is now available! In this update we focused on providing more visual and audial hints for the player to minimize an amount of moments when player does not understand what to do or where to go. We also fixed some bugs and revised some monster spawns (again).
Posted by FreeSlave on Apr 6th, 2022
1. Voice acting update
The voice lines for Kevin were re-recorded. Thanks to Richter Overtime for giving a true American voice to the radioman! Also thanks to Ronald Hamrák for sound editing.
2. Level-design changes
More visual and audial hints were added on maps to make some things more obvious. E.g. these beams were added as a reminder of the beams previously seen by a player to better present a connection between pulling the lever and turning off the electrical hazard in other part of the level.
3. HUD scale changes.
HUD scale now can be configured via Advanced settings menu. The hud_auto_scale cvar was removed. Now hud_scale 0 means autoscale.
4. Models changes
The characters Kevin and Greg got their own faces instead of standard Opposing Force soldiers faces. Thanks XF-Alien for editing the model.
5. Various fixes
6. A scientist in WEAK FORCE chapter
This scientist can open one more room with supplies in the area.
7. A new Easter Egg in DEATHMATCH chapter
One of these lockers now can be opened. Can you guess which one and what it contains? Or find it out by playing the mod!
NOTE: save files from the previous versions won’t be compatible with version 1.2 due to both code and map changes! If you’ve started playing the previous version already and want to continue playing on the new release without having to play the mod from scratch there’s a solution. Start the game on the preferred difficulty and then type the command (in console) to start a chapter you wish to continue from:
HAVE A NICE DAY: map fid1a0a // this can be used to skip an intro HOSTILE TAKEOVER: map fid1a1 HAZARDOUS ENVIRONMENT: map fid1a2 HAZARDOUS ENVIRONMENT (Gamma labs): map fid1a2b ON THE TRACK: map fid1a3 WEAK FORCE: map fid1a4 BIREFRINGENCE: map fid1a5 RECOVERY: map fid2a1 FIELD INTENSITY: map fid2a2 THE VERGE: map fid2a3 F.U.B.A.R.: map fid2a4 DEATHMATCH: map fid2a5 DEATHMATCH (labs): map fid2a5a DEDUCTION: map fid2a6 DEDUCTION (surface): map fid2a6a
You can also use this trick if you want to replay your favorite chapter.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Half-Life: Field Intensity v1.1 is now available. We’ve gathered a lot of feedback and watched some video walkthroughs to find out what parts of the mod people find confusing and annoying. And we wanted to provide an update as fast as possible.In this update we focused on decreasing the number of irritating elements. We also fixed some bugs and flaws.
Posted by FreeSlave on Mar 5th, 2022
The most important changes:
1. Voice acting update
The custom voice lines for HECU soldiers were re-recorded. Thanks to Ronald Hamrák for that! Hope you like it as he has a much less pronounced accent.
We also have plans on re-recording voice lines of Kevin, the radioman, but it’s not included in this release.
2. Scaled crosshair
The crosshair is now scaled depending on resolution, just like HUD. The issue was overlooked in the previous release.
3. Security guard in the HAZARDOUS ENVIRONMENT chapter
We’ve made it more clear that this particular security guard is friendly to a player and put him in a less danger. This security guard is pretty important as there’re several scripts featuring him. If you let him die in your previous playthrough you can replay the level and find out how useful he is!
4. Soldiers in the ON THE TRACK chapter
Due to a bug many players probably found this squad already dead by the time they come to this place. Now this is fixed and you can enjoy playing on this level with a squad of soldiers having your back.
5. Enemy spawns We’ve got a lot of complaints about enemy spawns being too sudden and unfair. In this release we try to reduce the problem. We moved some spawns farther from a player and made some triggers to fire earlier so a player had more time and space to react. We’ve also increased the delays between spawns a bit so the player could have a better chance to deal with enemies before getting outnumbered greatly.
6. Additional area in the HOSTILE TAKEOVER chapter The room number 324 can be opened now.
NOTE: save files from the previous version won’t be compatible with version 1.1 due to both code and map changes! If you’ve started playing the previous version already and want to continue playing on the new release without having to play the mod from the scratch there’s a solution. Start the game on the preferred difficulty and then type the command in console to start a chapter you wish to continue from:
HAVE A NICE DAY: map fid1a0a // this can be used to skip an intro HOSTILE TAKEOVER: map fid1a1 // the engineer will be missing at the beginning, but he’ll reappear later HAZARDOUS ENVIRONMENT: map fid1a2 HAZARDOUS ENVIRONMENT (Gamma labs): map fid1a2b ON THE TRACK: map fid1a3 WEAK FORCE: map fid1a4 BIREFRINGENCE: map fid1a5 RECOVERY: map fid2a1 FIELD INTENSITY: map fid2a2 THE VERGE: map fid2a3 F.U.B.A.R.: map fid2a4 DEATHMATCH: map fid2a5 DEDUCTION: map fid2a6
You can also use this trick if you want to replay your favorite chapter.
Thanks for playing Field Intensity. More updates are coming later.
Вы играете за солдата HECU, прибывшим на зачистку Black Mesa (да, заезженная история, но как есть). Сюжетно мод охватывает время от прибытия морпехов до ядерного взрыва в научном комплексе. А это 34 карты и 5-10 часов геймплея в зависимости от вашего темпа игры и выбранной сложности.
Мод тестировался главным образом на стимовском голдсорсе, но должен работать и на WON версии и на движке Xash3D-FWGS (хотя про последний достоверно известны несколько косяков, которые проявляются в моде, но критичными не являются). Советую также почитать Readme.txt, чтобы знать о некоторых особенностях.
XF-Alien Хи-хи! ^_^
Круто, что долгострои таки доживают до релиза. В общем-то, полагаю, на моддб уже видели мой отзыв, но запощю и сюда.
Очень годный мод вышел на тему оп4. Что понравилось: — Большая продолжительность геймплея. Все таки в небольшой мере в моем понимании «хорошая игра = большая игра». — Воссоздали все фичи из ОпФора, так же добавили свои, которые органично вписались в процесс. — Совсем уж простенький, но все же понятный и хорошо поданный сюжет. — Много отсылок на оригинальные игры серии от Валвы. Это всегда круто увидеть знакомое, но под другим углом. — Новые крипцы — Концовка Что не очень понравилось: — Некоторые уровни, к сожалению, спроектированы не самым удачным образом, из-за чего страдает навигация игрока по карте. Проще говоря, не сразу понимал куда идти/какие кнопки наживать в некоторых местах. Но понимаю, что на таких поздних этапах разработки тут «малой кровью» ну никак не исправишь. — Местами не самая высокая детализации. Все таки в 2022 хотелось посложнее визуал видеть. Ну да ладно, 34 карты это все таки не шутки. — Гребаные снарки =( Ну, это вкусовщина личная, если четсно.
Итого 8/10. Однозначно мастхев, хотя бы разок уж точно.
__________________ To start the match, Let’s draw the sketch, Then add some magic from your heart! Take gold and blue, Take silver too and put a sparkle in your art! I love that dress, I love It, YES. I love the way It makes me feel. I love the shoes, I love to choose, It was a dream and now It’s real!
Отредактировано XF-Alien 22-02-2022 в 17:12
XaeroX Crystice Softworks
Награды [1 награда]
Ого, впервые слышу об этом моде. Поздравляю с релизом!
__________________ Братские могилы переполнены, Смерть серпом косила буйны головы. Рваную рубаху пулями латай, Топоры да плаха по дороге в рай!
Дядя Миша who said meow?
Поздравляю Чем карты собирали?
FreeSlave Житель форума
XaeroX, ты же в старое демо играл, тогда мод наверно ещё под старым названием был просто (Soldier’s adventures).
Можно кстати вынести топик в интересные темы?
Отредактировано FreeSlave 22-02-2022 в 18:28
XaeroX Crystice Softworks
Награды [1 награда]
А, точно, но это было очень давно.
Добавлено 22-02-2022 в 14:10:
__________________ Братские могилы переполнены, Смерть серпом косила буйны головы. Рваную рубаху пулями латай, Топоры да плаха по дороге в рай!
Дядя Миша who said meow?
FreeSlave а почему не p2st?
XF-Alien Хи-хи! ^_^
__________________ To start the match, Let’s draw the sketch, Then add some magic from your heart! Take gold and blue, Take silver too and put a sparkle in your art! I love that dress, I love It, YES. I love the way It makes me feel. I love the shoes, I love to choose, It was a dream and now It’s real!
FreeSlave Житель форума
Я уже не могу. Приаттачу сюда
Боровичок С первой половиной мода действительно есть проблема, что она может быть утомительной. Надеюсь, у тебя хватит сил пройти дальше.
XF-Alien, да, как раз хотел её.
Отредактировано FreeSlave 22-02-2022 в 19:50
Дядя Миша who said meow?
ну например тени от моделек.
XaeroX Crystice Softworks
Награды [1 награда]
FreeSlave Добавил в интересные. Правда, картинка у тебя какого-то странного размера.
__________________ Братские могилы переполнены, Смерть серпом косила буйны головы. Рваную рубаху пулями латай, Топоры да плаха по дороге в рай!
KorteZZ Lambda
Поздравляю с релизом! Всё же 13 лет это ого-го!
Только что прошёл мод, и скажу, что он действительно классный. 7 часов прошли незаметно. Но да, есть некоторые минусы.
Мой пост выглядит так, будто мод говно и я его тупо обосрал, но это не так. Просто немного подгорело у меня. Это та пара ложек дегтя в бочке меда. В остальном мод порадовал. Локации отменные. Большие, интересные, с разными ходами. Я записал видео, скоро залью, посмотрите, поанализируете, где я делал что-то не так, где тупил и где просто пробегал. Но это 150 гигов. День заливать буду) А пока спать пойду. А то калейдоскоп впечатлений и разных эмоций. Спасибо за крутецкий мод!
Half-Life Mod Field Intensity Finally Launches After 13 Years
A Half-Life mod long in development has finally been released to the public. Half-Life: Field Intensity, which was previously known as Soldier’s Adventures, has launched on ModDB after its creators worked on it for more than 13 years.
What’s the story with this new Half-Life mod?
The Half-Life modding scene is very active indeed; this month, Half-Life 2 mod Overcharged launches, and a 4-5-hour campaign mod for VR game Half-Life: Alyx is also on track to release early this year. For Field Intensity, the developers are taking things back to the old school; it’s a mod for the original Half-Life, complete with glorious blocky graphics and everything. Narratively, the mod covers the arrival of the military in the Black Mesa research facility through to the nuclear explosion that takes place later in the story (spoilers for Half-Life, sorry).
In gameplay terms, developer Hazard Team hasn’t just rested on its laurels. There are a whole bunch of new additions to the core Half-Life formula. The devs say they’ve implemented new monsters besides those appearing in Opposing Force, as well as adding new abilities to old enemies. There are also new HUD elements like being able to see how many soldiers are in your squad and a rework to the basic health and armor displays. Hazard Team promises 5-10 hours of gameplay across 34 brand new maps, so this isn’t just a Half-Life addon; it’s a fully-fledged game in and of itself. This should be perfect if you’ve been looking for something to scratch that Valve FPS itch.
How to install Half-Life: Field Intensity
Installing this Half-Life mod really couldn’t be simpler. You’ll need a Steam copy of Half-Life and a tiny amount of free space on your hard drive (somewhere around 130MB). All you need to do is download the file from ModDB, extract the folder into your Half-Life directory, and start up Steam. You should see Half-Life: Field Intensity in your Steam library, and all you need to do from there is play it as you would any other Steam game. If you love Half-Life, this is pretty much more of it made with love and attention by fans, so it’s worth checking out.
It’s fair to say the Half-Life community is still incredibly active. Not only are mods like this being made (and Valve itself is now showing an interest in the series again with Half-Life: Alyx, of course), but community events like the Half-Life 2 Breaking the Bar record attempt are meeting with resounding success. If it’s been a while since you last fired up Half-Life, or you’ve revisited it recently and you’re hankering for more, then you should definitely check out Field Intensity, especially if you love the military-themed Opposing Force expansion pack.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Супер. Когда уже релиз?
Постараемся в этом году доделать.
Great work! Detail is spot on
Loving those wires, dude!
plss. release it already. this mod looks AWESOMEEEEEEEE!
Wow lovely idea to showcast the workplace where «The Mesa Times» is being produced. Still I believe this whole area looks somewhat lacking in detail.
— Add a minor walkway and door leading into the tunnel. This walkway or a door next to the gate could serve as emergency exit in case of a fire inside the car tunnel.
— Perhaps few camo tents right of the gate serving as forward CP or supply depot.
— Little more sign posting. Where does the Car tunnel lead to for instance?
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Looking for Xen moths intensifies.
It’s hard to say. But a lot of work has been done.
Good to hear that. Great work so far
Nice to see an update once more.
The place looks lovely.
Eventually add few eye candy things along to it so that it’s not all just brown and yellow. Looking forward to your next update.. Btw. when are you running your next internal test phase?
Pm sent.. 🙂 Ya the models are lovely aren’t they?
Somebody even ported the Black Mesa Mod version models (not retail) some while ago into hl1 format. Some were actually usable as they weren’t so HQ looking unlike their counterparts in Source Engine.. Might be worth checking it out as long as it’s used in small quantities.
I downloaded-played Brutal-Life and this didn’t happend. I don’t know what em i supposed to do.
what error it drops? if it says something related to «client library dlls. » the mod is not suported for steam and works on old HL versions. make sure to see their pages and download the «steam patch/version»
These mods are pretty much updates to current steam. And most of the comments on the Moddb is from 2022 or 2021. I don’t get any errors,it just crashes and launches Normal Half-Life. I downloaded the 2015 version of the Brutal-Life. And only problem i had was just random crashes. But i managed to finish it.
But none of these mods i listed work. I can see them on the library.
There is an error while trying to open the Local files tho. [From prosperties]
Something went wrong while displaying this content.
Error Reference: Library_[Random numbers] Cannot read property «strUserLabel» of undefined.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Doesn’t look much original, but certainly really half-lifish, good work
Doesn’t need to be original. It’s Black Mesa. 🙂
This doesn’t look «bad», but I recommend making the ground less flat, and the textures in the far right corner don’t blend well.
Well great work.. The cliffs are looking good maybe a bit flat on top not sure from this angular.
I agree with lockdown make the ground on the sides a bit uneven use the triangle method to do that.
Add a light onto the building on the far right or another lantern near it and it will look perfect.
Maybe add some blackmesa or army cars parking on the sides or the middle of the street. There could be for example a car like in blueshift with a shot scientist sitting in it.
Mod allows to look and take part at the events before Half-Life. You assume the role of Dr. Gordon Freeman. You will meet Kleiner, Vance, Barney, Rosenberg and other characters.
Half-Life: Induction 1.3 released
Hi everyone, this is Hazard Team. In February 2022 we released Field Intensity. Since then we made several patches for our mod. Working on the same project for such a long time was exhausting for sure. So we decided to have a rest and focus on something less… intense.
Half-Life: Induction was a small pre-disaster mod we made many years ago. Now it’s time to revisit our first creation using the experience and vision we got during the Field Intensity development.
We are glad to present you Half-Life: Induction version 1.3! In this update you’ll find:
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Half-Life: Induction 1.3
Half-Life: Induction version 1.3. Extract the archive into your Half-Life folder, restart Steam, search for Half-Life: Induction in your Library, start.
Induction Russian captions
Русский перевод субтитров и некоторых игровых текстов для Induction 1.3
[Fanmade patch] NPC’S Revitalization Project for Induction
This is my last pack adapted to Induction, using the style of that pack and mainly, of the LD models. Fix some head like the HL2 characters.
[Fanmade patch] Russian titles and HD models fix for Half-Life: Induction
Adds Russian translation for mod’s titles (this mod was originally created by our guys, so it makes sense) and better SD models instead of ones being.
This is the trusty pack ud pack for half-life induction and can be found on the trusty crowbar facebook page, enjoy 😀
[OUTDATED] Half-Life: Induction 1.2 (RUS, ENG SUB)
Mod allows to look and take part at the events before the Half-Life. You assume the role of Dr. Gordon Freeman. You will meet Kleiner, Vance, Barney.
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Discussing variety and expediency of Field Intensity weapons.
Field Intensity has a long development history. Initially it started as an Opposing Force based mod. Limited to Opposing Force features we wanted to use the game libraries to their full potential. And that’s the reason why Field Intensity features both Half-Life and Opposing Force weapons. But is it worth having such a diverse arenal? Let’s figure.
Desert Eagle and Colt Python
It turned out, some players feel frustrated about having two similar weapons in the arsenal. Gameplay-wise Desert Eagle and Colt Python are similar indeed, yet the damage difference can be significant in some situations. We considered Python an overpowered weapon and it can be found only in a few secret areas, so it’s more like a bonus for exploration, not every player obtains it. Still adding the Colt Python may be not justified enough.
Displacer
Displacer surely was an interesting concept in Opposing Force. However, having it in the game comes with a price of building additional areas for teleportation on each level where Displacer is available. Not only do level-designers have more work to do, but also their efforts might go unnoticed by most players, as not all players use Displacer on each level. Even Opposing Force just recycles a number of same Xen areas through the game.
Most players did not see this beautiful cave made by Ga1alxian
Field Intensity features Displacer just because it’s an Opposing Force weapon (remember that we wanted to use opfor libraries to their maximum) and I would probably abandon the idea of introducing it if I had to re-make the mod from scratch. In some other project the idea of Displacer, however, can be extended and it can play a more important role in the game or even become a story driver to justify the amount of extra work, but such things must be planned beforehand.
Grapple
Just like Displacer, Grapple was added in Field Intensity only to be on par with Opposing Force arsenal, and just like Displacer, having Grapple makes level-designer’s work more complicated, as one must ensure the player won’t reach unintended locations using this weapon (e.g. by latching on monsters). The Grapple usage is very scarce in Field Intensity and the mod could definitely go without this weapon at all.
Now allow me to digress a bit and talk about the way the weapon is introduced in Field Intensity. From Opposing Force we know that scientists specifically worked on the Barnacle creature detaching, so the Grapple lying on the ground without any explanation didn’t feel right. But that’s what we had for the most time of the development! We couldn’t let it stay like that, and at first I thought that we need to add some lab section to justify the Grapple presence. But Field Intensity had already enough lab areas and adding a whole new section was too costly at the moment. Eventually the idea of clumsy scientist who got the grapple somewhere else and unsuccessfully tried to use it to traverse the pit came to my mind. The scene is also a homage to the Displacer introduction scene from Opposing Force.
Portable Medkit
Extending a player’s arsenal with a Portable Medkit became possible after we moved from using opfor game libraries to our own ones. Personally I see it as a fine and successful addition. It also nicely lies into the setting as the player finds it in the medical lab. Some Half-Life players feel bad for friendly npcs when they’re low on health. With a portable medkit and enough healing juice players finally can take care of friendly npcs and be helpful towards them. While it did not appear in any official Half-Life game, a portable medkit itself can be considered a classic tool the Half-Life community is familiar with. First a portable medkit appeared in Team Fortress Classic as a special weapon of Medic class, and then it has been re-used in various fan-made Half-Life mods like Azure Sheep, They Hunger and, most notably, Sven Co-op.
Spore launcher
As any other Opposing Force weapon, a Spore Launcher is featured in Field Intensity too. The only problem is that it’s given to a player too late (in the last chapter), so they don’t get to enjoy the spore launcher action enough. Also the player’s arsenal is already too broad at this point.
The v1.0 of Half-Life: Field Intensity is public and ready for download.
Posted by FreeSlave on Feb 22nd, 2022
Congratulations! You’ve been Reverse Valve-Timed! The v1.0 of Half-Life: Field Intensity is public and ready for download. Right now!
The 13 years old gestalt is closed now and we are ready to work on our next projects: Half-Life: Induction v1.3, Half-Life: Emission and of course v1.1 of Field Intensity after gaining the community feedback. Sincerely, Hazard Team
Amazing, it came out after all these years. Thank you for sticking with it.
Congratulations on release! 😸
Tried the beginning, looks very promising. Cool new coding stuff!
P. S. Надеюсь на появление русского перевода и озвучки 🙂
Congratulations on the release.
Congratulations on the release. I will be checking this out tonight for sure!
Now we wait for HL: The Core.
Ive been following this mod since 2010 and its finally here! Congratulations and thanks for injecting fresh content to this community.
Congratz on the release! I’m gonna feast on this mod. 🙂
This looks like a fun mod. I will have to check it out when College isn’t slowly killing me. Hopefully I will see it soon!
Opposing Force не Half-Life. Знакомые места и ситуации очень понравились. Крутые.
Not done yet with the Mod but so far i am really amaized! It really feels like a hl game and not a normal mod. Quality is awesome and not too above, it fits! Also the new coded features and special attacks seems really intresting and refreshing. Thanks for doing this. I will write a review when done with the mod, playing on Hard ofc 😉
Congratulations on the release Reply Good karma Bad karma +1 vote
You guys should make this mod SvenCoop compatible! 🙂
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Extracted it to game folder but can’t see the mod?
You need to restart Steam. Make sure you have field_intensity directory in your Half-Life directory.
I’m loving the mod so far but I’m currently at a loss of what to do. I’m at the section where there’s a room of video game cabinets, a pool table, and a table hockey game. I’ve searched EVERYWHERE and can’t find a button, lever, breakable hatch, or opened door. I feel it may be bugged. I have 2 soldiers following me around and one says the blast door can’t be opened or it’s too thick to weld. Otherwise the mod is great. Also if there’s a better place to field this question I’d love to put it there instead of the comments section. If anyone is willing to help I’d greatly appreciate it. I’d love to finish this mod. Thanks!
There is a metal crate in that game room, you got to take it to another room where there is a barricaded path, use the crate to climb it.
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incredible mod. 5/6 hours of content, gorgeous mapping; nothing more i could ask for. thanks for keeping this dream alive.
Just finished the mod and it was awesome! I just found myself to explore and crowbar every crate in the game.. just like in the original hl. Many thanks for not giving up and buplish this mod to public!
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Great work guys! One of the best HL1 mods I played since 2004
I finished now and it was awesome definetly try it but not gonna lie ı little bored after xen chapter but thats the only negative thing ı can say!
I want to get Half Life on Steam. Which version Half life or Half Life Source?
Half-Life: Induction — Mod allows to look and take part at the events before the Half-Life. You assume the role of Dr. Gordon Freeman. You will meet Kleiner, Vance, Barney, Rosenberg and others characters (v1.2 released). Half-Life: Field Intensity — Mod for Half-Life that uses a lot of Opposing Force resources. The story covers the time from the arrival of HECU to the nuclear explosion in Black Mesa (v1.3 released). Half-Life: Emission — Half-Life: Decay’s sequel (in development).
Half-Life: Induction
Prequel for Half-Life Mod allows to look and take part at the events before Half-Life. You assume the role of Dr. Gordon Freeman. You will meet Kleiner.
Half-Life: Field Intensity
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally.
Half-Life: Emission
Emission is an unofficial sequel for Half-Life: Decay. This mod will shade the light on what happened with Gina Cross and Colette Green after the first.
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Looks great, only criticism I have is about the upper rock walls. You need to vary the height across the top, from the player’s angle it looks very flat
LOL: Ad is «How to Make Electricity: Dont ever pay for electricity, you can make it simple and cheap at home!»
Step 1: Get the vorts
vorts is half-life 2 islave or aslave is half-life 1
Reply to Gammerman:
Step 2: Make sure vort is freindly.
Situation A. ) Vort is freindly: You have infinate power and all TV channels, including the gman special.
Situation B. ) Vort is unfreindly: apply a crowbar directly to the middle eye. If unsucsessful, repeat operation.
Situation C. ) Crisis Level is reached, vort blows up your computer and you lose all your games: Call 911-GET-ME-FREEMAN and all your electricity and alien problems will be resolved.
Situation D. ) Freeman is busy blowing up alien and Combine scum, and cannot return to the screwy graphics of HL1: If so, kill yourself. If you have no weapons, then do exactly as this says: Headcrab. Apply directly to the forehead.
then Zombie apply direclty to the freeman! AHAHAH cracks me up =D nice.
We’re making mods for Half-Life trying to stick to the canonical plot of Half-Life series and expand it with our own additions.
Half-Life: Induction
Prequel for Half-Life Mod allows to look and take part at the events before Half-Life. You assume the role of Dr. Gordon Freeman. You will meet Kleiner.
half-life: induction sci-fi
Half-Life: Field Intensity
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally.
half-life: field intensity sci-fi
Half-Life: Emission
Emission is an unofficial sequel for Half-Life: Decay. This mod will shade the light on what happened with Gina Cross and Colette Green after the first.
half-life: emission sci-fi
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Field Intensity Environmental Storytelling tutorial
Half-Life: Field Intensity
Half-Life mod | Released Feb 22, 2022
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Examples of environmental storytelling in Field Intensity narrative.
Game designers have several options for telling a story to a player. The story can be told directly through npcs dialogs, texts or scripted scenes, which is perfectly fine but this method should be ideally combined with another one. Some parts of the plot can be presented less explicitly, in the environment itself. And this is what environmental storytelling is about. Instead of trying to make up a definition for this term, let’s just ask google.
Environmental storytelling is the art of arranging a careful selection of the objects available in a game world so that they suggest a story to the player who sees them.
Even if not familiar with this term, most game/mod developers have an understanding of the concept. While developing our mod, Field Intensity, we didn’t put a lot of thought in environmental storytelling, but we still incorporated its elements on the mod levels instinctively. However doing something naturally and having a systemized view on the matter are different things. And we’ve got a more clear understanding of environmental storytelling only in late stages of development.
In this article I want to show some examples of environmental storytelling in Field Intensity.
1. The incident in the elevator
There’s a hole in the elevator doors and its edges are corroded by acid. Also bullsquid stands nearby. Inside the elevator there’re human remains. The player can imagine what happened: bullsquid got teleported into the elevator, killed a human who happened to be there and got out using his natural ability to produce acids.
2. Unknown shooter
Probably a lot of players didn’t notice this detail, but some aliens’ corpses scattered around the area have arrows planted on their bodies. Later on the player can find a dead body of a person in HEV suit and a crossbow lying nearby. This detail was added in the late development stage as we felt that the level lacks some identity.
3. The destroyed ACP
It’s a common thing to show the past battle outcome to the player in Half-Life and its expansions and mods. Here players can suppose what happened: an ACP unit was fighting some alien grunts and later it was destroyed by an alien aircraft’s beam. The scene also emphasizes the problem soldiers had with “manta rays” the radioman speaks about earlier on the same level.
4. Dead vortigaunts on Xen
Two dead vortigaunts can be found on Xen maps, one of them is alongside a malfunctioning teleport station. We placed them to convey the idea that a portion of alien infrastructure was abandoned and some alien slaves were left behind at some point. While the reason is unknown, the player still can speculate on that matter.
5. Dead blackops
This detail was added in version 1.1. Dead bodies of blackops in some parts of the area are meant to show that blackops tried to infiltrate the facility before, but haven’t succeeded. We could speculate on the purpose of such invasion into the labs. E.g. they might have had an order to steal and preserve some Black Mesa technologies, including the displacer device that can be found on the same level. The Half-Life series don’t elaborate on blackops mission enough, except for showing that they were sent as the last cleanup crew. I feel like there’s room for possibilities to explore.
There’re more examples of environmental storytelling in Field Intensity of course, but including all of them would make this article too long to read. You can explore Field Intensity for other examples of environmental storytelling and tell us what you liked the most.
Environmental storytelling allows one to build a more believable world and fill it with more narrative details without resorting to more explicit options like text or audio messages. I find this method very interesting and I believe we have yet to see its full potential.
This mod truly amazes me, I’m impressed that people are still making Half Life mods till this day
I love how this mod not only finds a way to use all of the cut enemies, but it also uses its own creative voice lines and references loads of half life based fan remakes and mods for example hlvr, not only that but we even see blue shit opposing force and decay being referenced along side race x and the black ops
I love how HL1 mods have boiled down to seeing the event from all the factions, so cool
The atmosphere after leaving Xen was phenomenal in this mod, all the silence and ambience, and the emptiness in the facility was genuinely uncomfortable, it did a great job of making the player feel left behind and alone.
This mod is grade A+ fantastic! Everything about it is awesome with its map design to matching the events of HL Expansions like seeing Barney, Gina, Colette, Dr. Keller, Adrian, and including seeing Eli and Kleiner as a cameo.
Unofficial perspectives for Decay (
One of the greatest Half-LIfe 1 Mods same level as Echoes.
I just played this last week and I’m impressed with the gameplay and the story, I also love the references in the game like seeing Gina and Colette, the Aperture radio from Portal, and the locker that has the name Benry from HLVRAI. I like the idea of seeing the objectives and the thoughts that your character is thinking about
This mod has the same quality as the official add-ons for half-life 1, it can be seen that the authors tried their best on the project.
Field Intensity was overwhelmingly good. It was like another expansion pack or better.
Downloaded before I even finished the intro cutscene, THREE AND A HALF HOURS. And that’s at Bolloxed tier gameplay. This would’ve flown completely under my radar without being subscribed to this great channel.
I’ve been playing HL mods since the PC Gamer demo disc days. As soon as I found the article for this, it was like an amazing gift. The old excitement of playing a new perspective for Black Mesa was made fresh again. Major props to the developers. You brought some joy back for this HL fan.
I really liked this mod, since it fixed the part of the AI of the characters, since in the original, the characters did not follow you or got stuck in such a part that even shoots you if you get in front of them, which is why it makes their AI very clumsy, and here I see that they have fixed it in this mod, making at least one less deficient AI and making them even cooler, and I also really liked that they have put the ability to follow you to more NPCs instead of only 4 or 3 over there, so very good mod, and it had impressed me that he had not escaped, but that an atomic bomb had reached him.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Is that a custom hornetgun, or is it from the HD pack? Pretty nice map, but the ceiling tiles look odd when they bend up like that.
Good point, ceiling tiles don’t work like that, what you could do is just make a small wall inplace of it, but what do I know, I’m pretty drunk and it took me 4 minutes to type this up.
Ok, I have something to do.
Nice! BTW: Which sector of Black Mesa is that?
Interesting Npc placement as well as the layout, the lighting could use a little more diversity in some areas but looking good!
Oh. I want to make this place a bit darker 🙂 Thanks for suggestion.
Yeah, the place’s light was light as it was new, you should make it a bit broken, so giving a more darker ambient.
Ohh pitty to hear that with the Announcement system as far as I can recall no one ever tried that. Hm maybe I will create something like that if you don’t do it.
I agree the Ceiling looks odd of course you’ve seen it in reallife unfortunately many aspects we see in real wont look good in hl1.
I recommend to replace the texture with some black machine like texture or replace it with a fence like texture and behind the fence are some machines or some sort of vent shaft.
As for the lightning looks a bit to bright and clean if you ask me.
As side of that great work like always!
By the plot, the Announcement system is under military control. So you can see lot of barricades, tripmines and sentries, because it’s very important strategic object in Black Mesa and should be secured by H.E.C.U.
Oh, maybe I’ll make the Announcement System Center in our next mod, Emission.
ok yea so its in the title my animations sound editing and maybe a bit of model editing (credit to Field Intensity team for the logo )
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Half-Life: Delta
Delta is a single player modification for Half-Life 1. The protagonist Nick Farell, technical engineer complex «Delta Base», whose duties include maintenance.
Black Mesa: Classic
GoldSource project aimed to recreate Black Mesa: Source with HL1 assets to make it work on all kind of PC.
Half-Life: Extended
Filling in the gaps of the original and much more. Extend, expand, improve.
Trusty Packs
This is a Ultimate Pack for Half-Life, Opposing Force, Blue Shift and several mods replacing a wide selection of models, skins, background, sprites, sounds.
Half-Life: Dreamcast
Half-Life: Dreamcast is a PC port of the unreleased Sega Dreamcast console version of Half-Life.
Half-Life Decay: Solo Mission
The original PS2 exclusive expansion, rebuilt from the ground up to seamlessly allow for single-player gameplay without compromising any of the original.
Half-Life: Redux
Half-Life the FPS that won over 50 «Game of the Year» awards is now polished with many new effects like simple shadows, bloom, particles, HD textures.
Half-Life: Field Intensity
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally.
In The Space
you’re in the space and do things right. :0:0:0:0:0:0
Half-Life: Expanded Arsenal
Half-Life Dublado PT-BR
Já pensou em jogar HL de forma imersiva, sem gastar tempo tentando entender os diálogos ou lendo legendas? Baixe agora! Essa é uma obra 100% feita.
Half-Life : Echoes
SUITABLE CANDIDATES SELECTED FOR EVALUATION. OBSERVATION OF CANDIDATE #12 AUTHORIZED.
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ok yea so its in the title my animations sound editing and maybe a bit of model editing (credit to Field Intensity team for the logo )
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Space Dynamic Escapee: Redux
A recreation of my old low quality mod, Space Dynamic Escapee! In this mod, you’re a prisoner at a secret unethical research branch of Black Mesa; Space.
Half-Life Decay: Solo Mission
The original PS2 exclusive expansion, rebuilt from the ground up to seamlessly allow for single-player gameplay without compromising any of the original.
Half-Life: Urbicide
Half-Life: Urbicide is a 11 map singleplayer modification for Half-Life set during the Xen invasion of Earth sometime during the events of Half-Life.
Half-Life: «Ultimate Attack»
Half-Life: Induction
Prequel for Half-Life Mod allows to look and take part at the events before Half-Life. You assume the role of Dr. Gordon Freeman. You will meet Kleiner.
Half-Life Dublado PT-BR
Já pensou em jogar HL de forma imersiva, sem gastar tempo tentando entender os diálogos ou lendo legendas? Baixe agora! Essa é uma obra 100% feita.
Half-Life: Expanded Arsenal
Half-Life: Field Intensity
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally.
In The Space
you’re in the space and do things right. :0:0:0:0:0:0
Half-Life : MMod
Run. Think. Shoot. Live. Yet Again. Replay your old favorite game with new features like enhaced effects, movement, weapons.
Half-Life: Dreamcast
Half-Life: Dreamcast is a PC port of the unreleased Sega Dreamcast console version of Half-Life.
Half-Life: Dark Matter
You are Kovac, a senior agent in the covert Special Black Operations unit. You’re deployed to Black Mesa to halt the next phase of the science team’s.
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Desktop Proyect by Seiya Core. This project was started and programmed, taking ideas and concepts from other open source projects. The objective was to combine the positive advances so far and discard the least supported. By creating the missing codes and improving the existing ones, a project was achieved that squeezed out the essence of the game as much as possible, making use of most of the objects in the environment without having to have VR glasses. Based on the controls used by Valve in Half-Life 1 and 2 for PC and adapting them as best as possible to the Launcher «Desktop Proyect». This project was programmed in C++ and Python language, modifying and adapting open code applications to simulate the VR glasses HTC Vive Pro to Monitor
Instalacion Desktop Proyect 1.2
Entering the video you can see the installation and configuration tutorial step by step, and be able to run HL: Alyx with this VR emulator and play it comfortably with Mouse and Keyboard, the first 100% functional Mod for Desktop, do not forget to subscribe, comment and like. ENJOY!
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Desktop Proyect
This project was started and programmed, taking ideas and concepts from other open source projects. The objective was to combine the positive advances.
Add file >>
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Soldier’s Adventures will use its own game libraries instead of original Opposing Force ones.
Posted by FreeSlave on Aug 9th, 2018
So long time without updates. yet we still work on the mod. And not only on the maps, but on the game library code too. Yes, we re-implemented (almost) all Opposing Force entities and now we can add new features beyond original Opposing Force capabilities! You can see one of new features on the screenshot: displaying following soldiers in player’s HUD. Sorta like in Half-Life 2, but it also shows soldiers’ health.
But there will be more. The mod will feature new monsters besides ones from Opposing Force, and some old monsters will even get new abilities.
Having a source code also means that now we are free from Half-Life and Opposing Force bugs (there’re lots of them), so the game quality must become much better.
As for mapping the work is still in progress. We discovered that the mod at the current state does not have enough places with open space and we’re working on something epic right now. It’s gonna be huge!
Наконец какая то инфа,долго ещё ждать,ребята?
Holy ****! i’ve been watching this mod for long time and these are awesome news to hear. Keep ’em coming guys
Hype level going through the roof.
Lovely to see an update friends.. The custom code comes as a surprise to me but it’s even better.. Knowing you and knowing your maps I’m certain that custom code will be equally amazing. It’s really cool indeed.
Hello. I think I’ve seen this code in some github repo and found it poorly written in some parts. Anyway all stuff from Opposing Force that we need (and even more) is already implemented. I actually played Opposing Force campaign on our game libraries. It worked pretty well and helped us find some bugs in our code.
The one I’ve sent you per pm is about 1,2 years newer but still unfinished though. 🙂
Just check it out. At least some of the models might be useful to you. If I recall I enhanced many of the models by giving them (soldiers,scientists,barneys) basically all official hl1 animations minus a few.
Either way it does sound brilliant. I can hardly wait for your version when it is ready. Are you also utilizing some spirit features such as model & sound replacements & item follow object features as well? For example: You know the osprey in Point of view that was burning while going down. That was a Spirit feature.
That would be so cool if you would. I do hope you guys will provide a MOD.FDG along with all new entity listings when it’s ready for release. 🙂 With a working custom code I might finally be able to finish up my Military Duty mod for good. (Adding Firestorm into Military Duty to make it a very long mod. Seeing as I will never finish Firestorm itself. The Project was simply put to ambitious.
Spirit’s movewith is definitely a good feature to have, yet we did not add it. But now when you said about burning osprey I consider adding movewith would be a useful improvement since we’re gonna have similar events in our mod.
Both fgd and source code will be published upon mode release.
And yes movewith is such a vital and lovely feature. Basically the main thing why I yearn for Spirit. It also makes flyby scenes much easier without having to build a stupid square brush below the actual model in the editor. Don’t forget about fog. 🙂
Model replacement & npc sound replacements would also be a solid addition to your code to any code if you ask me. Last but least what could also become interesting for you as well would be an extension of possible maximum human faces for the barnies,scientists,soldiers. I once combined all HECU HD soldier heads in 1 actual model and suddenly had like 19 different faces for variation purposes. Ofc. Op4 couldn’t handle more than 5 heads/faces, kinda silly.
Let me know if you need the model. 😛 And as said before good luck. Now with Echoes released your mod is most definitely the next big hl1 hit to be released. The Core will take few more years due to RL stuff of their team.
Will this mod be available for old WON Half-Life engine? Or only for the awful Steam version?+
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Looks great, reminds me of Decay.
significant improvement, well done.
Very nice indeed. But still empty. The textures below and on top are also a bit repeative. I recommend adding some more things so that it wont look so repeative anymore.
I know you don’t have much of a choice when it comes to the textures of this specific room so some gadgets here and there will help on the top site. For example 2 cell phones near the benches.
none the less a huge improvement compared to the old one.
Great job improving! It reminds me of a mix between Decay, and that chapter in Opposing Force, with the engineer and the elevator.
I can’t deny the new pic is a lot better and looks more complete but you have got to do something about that (16 unit high if I’m not mistaken) drop from the wooden borders of the carpeted section to the tile floor.
The real world equivalent would be about a half of a foot high, which would result in countless trips and falls, not to mention issues related to wheelchair bound staff and visitors. Maybe break up the drop with 1 or 2 extra steps or a ramp.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Very nice! Lots of variety in the textures and geometry.
Yop indeed. Do I really need to repeat myself when I say once more «amazing work»? I’ve been saying that since 2009 when I started tracking your mod.
Ya ya I know of course you want to hear that. So here you go once more:
Looks great. I’ve been following this for a while too. No rush on getting it released. I’ll be happy to play a completed mod!
Half-Life: Field Intensity v1.1 is now available. We’ve gathered a lot of feedback and watched some video walkthroughs to find out what parts of the mod people find confusing and annoying. And we wanted to provide an update as fast as possible.In this update we focused on decreasing the number of irritating elements. We also fixed some bugs and flaws.
Posted by FreeSlave on Mar 5th, 2022
The most important changes:
1. Voice acting update
The custom voice lines for HECU soldiers were re-recorded. Thanks to Ronald Hamrák for that! Hope you like it as he has a much less pronounced accent.
We also have plans on re-recording voice lines of Kevin, the radioman, but it’s not included in this release.
2. Scaled crosshair
The crosshair is now scaled depending on resolution, just like HUD. The issue was overlooked in the previous release.
3. Security guard in the HAZARDOUS ENVIRONMENT chapter
We’ve made it more clear that this particular security guard is friendly to a player and put him in a less danger. This security guard is pretty important as there’re several scripts featuring him. If you let him die in your previous playthrough you can replay the level and find out how useful he is!
4. Soldiers in the ON THE TRACK chapter
Due to a bug many players probably found this squad already dead by the time they come to this place. Now this is fixed and you can enjoy playing on this level with a squad of soldiers having your back.
5. Enemy spawns We’ve got a lot of complaints about enemy spawns being too sudden and unfair. In this release we try to reduce the problem. We moved some spawns farther from a player and made some triggers to fire earlier so a player had more time and space to react. We’ve also increased the delays between spawns a bit so the player could have a better chance to deal with enemies before getting outnumbered greatly.
6. Additional area in the HOSTILE TAKEOVER chapter The room number 324 can be opened now.
NOTE: save files from the previous version won’t be compatible with version 1.1 due to both code and map changes! If you’ve started playing the previous version already and want to continue playing on the new release without having to play the mod from the scratch there’s a solution. Start the game on the preferred difficulty and then type the command in console to start a chapter you wish to continue from:
HAVE A NICE DAY: map fid1a0a // this can be used to skip an intro HOSTILE TAKEOVER: map fid1a1 // the engineer will be missing at the beginning, but he’ll reappear later HAZARDOUS ENVIRONMENT: map fid1a2 HAZARDOUS ENVIRONMENT (Gamma labs): map fid1a2b ON THE TRACK: map fid1a3 WEAK FORCE: map fid1a4 BIREFRINGENCE: map fid1a5 RECOVERY: map fid2a1 FIELD INTENSITY: map fid2a2 THE VERGE: map fid2a3 F.U.B.A.R.: map fid2a4 DEATHMATCH: map fid2a5 DEDUCTION: map fid2a6
You can also use this trick if you want to replay your favorite chapter.
Thanks for playing Field Intensity. More updates are coming later.
This mod truly amazes me, I’m impressed that people are still making Half Life mods till this day
I love how this mod not only finds a way to use all of the cut enemies, but it also uses its own creative voice lines and references loads of half life based fan remakes and mods for example hlvr, not only that but we even see blue shit opposing force and decay being referenced along side race x and the black ops
I love how HL1 mods have boiled down to seeing the event from all the factions, so cool
The atmosphere after leaving Xen was phenomenal in this mod, all the silence and ambience, and the emptiness in the facility was genuinely uncomfortable, it did a great job of making the player feel left behind and alone.
This mod is grade A+ fantastic! Everything about it is awesome with its map design to matching the events of HL Expansions like seeing Barney, Gina, Colette, Dr. Keller, Adrian, and including seeing Eli and Kleiner as a cameo.
Unofficial perspectives for Decay (
One of the greatest Half-LIfe 1 Mods same level as Echoes.
I just played this last week and I’m impressed with the gameplay and the story, I also love the references in the game like seeing Gina and Colette, the Aperture radio from Portal, and the locker that has the name Benry from HLVRAI. I like the idea of seeing the objectives and the thoughts that your character is thinking about
This mod has the same quality as the official add-ons for half-life 1, it can be seen that the authors tried their best on the project.
Field Intensity was overwhelmingly good. It was like another expansion pack or better.
Downloaded before I even finished the intro cutscene, THREE AND A HALF HOURS. And that’s at Bolloxed tier gameplay. This would’ve flown completely under my radar without being subscribed to this great channel.
I’ve been playing HL mods since the PC Gamer demo disc days. As soon as I found the article for this, it was like an amazing gift. The old excitement of playing a new perspective for Black Mesa was made fresh again. Major props to the developers. You brought some joy back for this HL fan.
I really liked this mod, since it fixed the part of the AI of the characters, since in the original, the characters did not follow you or got stuck in such a part that even shoots you if you get in front of them, which is why it makes their AI very clumsy, and here I see that they have fixed it in this mod, making at least one less deficient AI and making them even cooler, and I also really liked that they have put the ability to follow you to more NPCs instead of only 4 or 3 over there, so very good mod, and it had impressed me that he had not escaped, but that an atomic bomb had reached him.
Half-Life: Field Intensity v1.3 is now available! It’s been more than two months without updates. Time to fix it! In this update we focused on QoL changes and improving the player experience.
Posted by FreeSlave on Jun 19th, 2022
Overall map changes
Improved details in Deduction chapter
Some walls looked too bland on this level, so we’ve added more details to them.
Other noticeable map changes
Night-vision additions
Night Vision effective radius now can be configured for both Opposing Force and Counter Strike NVG styles (via cl_nvgradius_of and cl_nvgradius_cs cvars or via Advanced settings). If you experience performance issues with Counter Strike NVG you can try lowering the radius of dynamic light it produces. And, on the other hand, if you prefer the Opposing Force NVG style but are not happy with its distance, you can increase its radius. The value is in the range between 400 and 1000 units for both NVG styles.
HUD changes
Voice-acting update
Custom scientist and security guard voice-lines were recorded by Ronald Hamrák. There’re no voice lines generated by neural network left.
A certain enemy change
It would be a spoiler to mention what enemy has changed. But those who played the mod already probably will understand. So, a certain enemy was rebalanced a bit and got a new ability.
Notes for translators
__OBJUPDATED1 Objective updated. Press [ __OBJUPDATED2 ] to read.
Note for players
save files from the previous versions won’t be compatible with version 1.3 due to both code and map changes! If you’ve started playing the previous version already and want to continue playing on the new release without having to play the mod from scratch there’s a solution. Start the game on the preferred difficulty and then type the command (in console) to start a chapter you wish to continue from:
HAVE A NICE DAY: map fid1a0a // this can be used to skip an intro HOSTILE TAKEOVER: map fid1a1 HAZARDOUS ENVIRONMENT: map fid1a2 HAZARDOUS ENVIRONMENT (Gamma labs): map fid1a2b ON THE TRACK: map fid1a3 WEAK FORCE: map fid1a4 BIREFRINGENCE: map fid1a5 RECOVERY: map fid2a1 FIELD INTENSITY: map fid2a2 THE VERGE: map fid2a3 F.U.B.A.R.: map fid2a4 DEATHMATCH: map fid2a5 DEATHMATCH (labs): map fid2a5a DEDUCTION: map fid2a6 DEDUCTION (surface): map fid2a6a
You can also use this trick if you want to replay your favorite chapter.
ok yea so its in the title my animations sound editing and maybe a bit of model editing (credit to Field Intensity team for the logo )
The mod you are trying to view has been deleted and is no longer available. This may have occurred at the developers request because it is no longer active and was not released, or it may have occurred because it violated the sites Terms of Use. If this is a mistake and you are a member of this mods team and would like it re-activated, please contact us with the details.
Continue browsing the mod list, to find the profile you are after.
Black Mesa: Classic
GoldSource project aimed to recreate Black Mesa: Source with HL1 assets to make it work on all kind of PC.
GSS [Gold Source Sandbox]
i dont know what to put in here but this IS a sandbox game im not good at modding or codeing. also this is vary much inspired from gmod aka gold source.
Half-Life: ReSrced (HD Graphics Mod)
Half-Life: ReSrced is a mod for Half-Life, Opposing Force and Blue Shift that gives the game HD textures upscaled from the original low-res textures using.
Half-Life: Redux
Half-Life the FPS that won over 50 «Game of the Year» awards is now polished with many new effects like simple shadows, bloom, particles, HD textures.
Half-Life Decay: Solo Mission
The original PS2 exclusive expansion, rebuilt from the ground up to seamlessly allow for single-player gameplay without compromising any of the original.
Half-Life: Absolute Zero
Tired of playing the same old Half-Life you’ve been playing since 1998? Ever thought the prototypes of Half-Life were interesting and/or unique? Well.
Half-Life: Dreamcast
Half-Life: Dreamcast is a PC port of the unreleased Sega Dreamcast console version of Half-Life.
Half-Life Dublado PT-BR
Já pensou em jogar HL de forma imersiva, sem gastar tempo tentando entender os diálogos ou lendo legendas? Baixe agora! Essa é uma obra 100% feita.
Trusty Packs
This is a Ultimate Pack for Half-Life, Opposing Force, Blue Shift and several mods replacing a wide selection of models, skins, background, sprites, sounds.
Half-Life: Enriched
Half-Life: Enriched aims to update the look and feel of Half-Life with reworked maps, while staying within the limits of the old engine.
Goldsource Data Base
this is a data base for goldsource this place contains all the resources you need to make npc or a mod or a addon for half life so have fun making your.
Brutal Half-Life
Brutal Half-Life is a modification that makes the game more violent and addictive. It is also a tribute to the classic FPS games.
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Discussing variety of enemies and their abilities in Field Intensity. Beware of spoilers!
Field Intensity has a quite diverse bestiary of enemies. Most of them are well-known monsters from Half-Life and Opposing Force, but once we switched to the custom game libraries, we got to add even more stuff upon that. And not only new enemies, but also new abilities for existing ones.
Note: SPOILER AHEAD. Don’t read this article if you haven’t played the mod yet!
Vortigaunts (aka Alien Slaves)
Personally, vortigaunts are my favorite creatures from the Half-Life series. We’ve got to know a lot about them from Half-Life 2 and episodes, but even before they looked quite interesting. Being a vortigaunt fan, I’ve added a lot of new features and abilities for them in Field Intensity to make them more threatening and challenging.
Bullsquids
Bullsquids got an alternative projectile attack: a big slow poisonous ball. The new attack type is available only on medium and hard difficulties. It’s one of rare examples when the difficulty affects not only the monster’s basic parameters like the amount of health or the damage they deal, but also their behavior and abilities. I think we should strive for that more in mods and games. In Half-Life female assassins can turn invisible only on high difficulty and it’s a really neat detail.
Mutated snarks
Actually I should have mentioned them in the article dedicated to weapons, but I completely forgot! Anyways, snarks are both weapons and monsters, so they fit in this article too. The interesting part of mutated snarks is the historical background that led to introducing these creatures in the mod. I’ve already mentioned in previous articles that Field Intensity started as an Opposing Force based mod. But every mod-maker wants to add something new in their project even if they don’t use a custom game code. And Opposing Force had a weapon that was not presented in the singleplayer campaign: penguins! This absurd weapon was introduced with CTF update and worked just like regular snarks except for its increased explosiveness. Taking into account that snarks are hostile against Gargantua which is vulnerable to the limited types of damage, including explosives, the idea of using penguins against this giant creature came naturally. Of course we couldn’t leave their appearance as is, so the model was changed to recoloured snarks. When we switched from opfor to our own game libraries, we still kept the idea of having explosive snarks, and the visuals of explosion were updated to more organic ones instead of regular explosion effect.
Baby gargs
Gargantuas are fun enemies, but their size, resistance to bullets and the level of danger they pose don’t let a mod-maker throw gargs at a player’s face too often. Introducing baby gargs in Sven Co-op was a nice solution, and we always wanted to have them in our mod too. Having the custom game libraries allowed us to add these enemies in Field Intensity.
Floaters
Floater is a cut creature from Half-Life. The idea of adding them in Field Intensity came from a desire to have flying enemies at some point. We couldn’t use alien controllers freely as they seem to visit Earth only on special occasions like opening a portal in Lambda Complex or re-engaging the dampening fields in Decay (Field Intensity, however, still violates this rule once in the chapter «Hazardous Environment»). Floaters were implemented as simple as «kamikazes» that fly into the enemies and blow up at close proximity. While there’re known examples of using suicide as a defensive strategy among swarm animals in nature (e.g. honey bees), I still feel like this is not the best approach as we already have similarly working creatures in Half-Life (snarks), and I’m eager to see a proper implementation of floaters in some other mod: they definitely deserve better! Anyways, taking into account the swarming nature of floaters we also showed them in a calm state: in the chapter «The Verge» floaters fly peacefully between the water sources and some kind of sockets in the caves.
Kingpin
Another cut creature, a kingpin has been exciting the minds of Half-Life fans for years. Possessing psionic abilities, a kingpin opens a lot of opportunities for mod-makers. However only a few mods implemented him into a real enemy. The known examples are Sweet Half-Life and Sven Co-op. Having a portable medkit and babygarg in the mod, it made sense to stick to the Sven Co-op concepts. I believe kingpin was a nice addition to the mod working both as a boss and a scripted scene actor.
Panthereye
Yet another cut enemy from Half-Life. Panthereyes exist only as scripted monsters in Field Intensity. While we could have implemented them into real enemies, there was no place left for the battle encounter with these creatures in the latter stages of the development. We might introduce panthereyes in some future project.
Zap traps
For me, working on monsters’ AI was the most fun part of programming for Field Intensity. And I hope you liked the results.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Update update update! 😛
Lovely looking area you know whenever you guys post something such as this it boosts my own morale once more to continue on my own yet unreleased mod.
I have nothing to add to the picture really. Perhaps add some smaller red or green lights near the gate on the right side where that crashed train sits. Indicating that the door is currently under lock down. Just to add up a little on the light color spectrum. The huge white light near the red emergency door is well «huge» I would change it. Perhaps even use some light which sits behind some wire it would suit the tunnel like appearance.
Time to start up hammer. 🙂
What do you mean by the gate? There are no doors on the passengers train line.
Thank you for the feedback and have a very safe and productive day! 🙂
Oh well I must have imagined it.. ^^ Either way some lights on top of that small passage perhaps up to you.
Надо же – какой приятный сюрприз после затишья.
Ну, я с начала месяца где-то начал пилить это добро.
ok yea so its in the title my animations sound editing and maybe a bit of model editing (credit to Field Intensity team for the logo )
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Half-Life: Urbicide
Half-Life: Urbicide is a 11 map singleplayer modification for Half-Life set during the Xen invasion of Earth sometime during the events of Half-Life.
GSS [Gold Source Sandbox]
i dont know what to put in here but this IS a sandbox game im not good at modding or codeing. also this is vary much inspired from gmod aka gold source.
Sven Co-op
Play Half-Life with friends! Players fight computer-controlled monsters through the original Half-Life storyline or hundreds of available co-operative.
Preliminary
Preliminary aims to be an accurate reconstruction of the early versions of Half-Life!
Space Dynamic Escapee: Redux
A recreation of my old low quality mod, Space Dynamic Escapee! In this mod, you’re a prisoner at a secret unethical research branch of Black Mesa; Space.
Half-Life: ReSrced (HD Graphics Mod)
Half-Life: ReSrced is a mod for Half-Life, Opposing Force and Blue Shift that gives the game HD textures upscaled from the original low-res textures using.
Black Mesa: Classic
GoldSource project aimed to recreate Black Mesa: Source with HL1 assets to make it work on all kind of PC.
Half-Life: Field Intensity
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally.
Half-Life: Expanded Arsenal
Half-Life: Redux
Half-Life the FPS that won over 50 «Game of the Year» awards is now polished with many new effects like simple shadows, bloom, particles, HD textures.
Trusty Packs
This is a Ultimate Pack for Half-Life, Opposing Force, Blue Shift and several mods replacing a wide selection of models, skins, background, sprites, sounds.
Brutal Half-Life
Brutal Half-Life is a modification that makes the game more violent and addictive. It is also a tribute to the classic FPS games.
More mods >>
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[Fanmade patch] Field Intensity tactical reanimation pack V1.3 addon
Half-Life: Field Intensity
Half-Life mod | Released Feb 22, 2022
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
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A weapon reanimation pack for Field Intensity. Just doing something quick and simple.
I also fixed the shotgun pumped animation that somehow looked weird.
— New beretta animation (and reduced the size)
— Added more reanimated weapons (though not all of them), which i pretty much reused my previous animations and rigged it HECU hands
— Remastered Barnacle gun
— added some new sounds.
— Fixed arm rig on 357 python viewmodel
— Updated M16 reload animation
— Updated Shotgun animation
— Added some sound events to some draw animations.
— Added reanimated gauss, Satchel radio, tripmine, and spore launcher.
This is the entire «Office Warrens» chapter from the Half-Life 0.52 Alpha, remade from scratch with improved puzzles and gameplay. While it’s not 1:1 to the original, it also does not stray too far from the original’s designs and layouts either. I have mostly worked to make the puzzles less mindbendingly awful and the combat more reminiscent of the retail version of the chapter.
These levels are provided as-is, with only a handful of changes from the original versions made almost 4 years ago. They’ve been prettied up a bit, game-breaking bugs removed and aesthetics tweaked. In summation, In Deep’s Office Warrens is a less linear and somewhat extended version of Office Complex from retail Half-Life. I figured that this chapter was good enough to see the light of day, even if they don’t meet my (admittedly very high) standards for this project. I’ve also included all of the map source files I could find of this chapter from over the years.
I hope you have fun!
NOTE: This mod defaults to 106 FOV (corrected 90 fov for widescreen Half-Life) however if you are playing in 4:3 you must reset it to 90 with «default_fov 90» in console. If that is the case, you should also remove it from autoexec.cfg.
In Deep in 2019
Some progress updates and an explanation as to where the mod has been over the last year and a half.
Map Progress
Some new updates about the status of the maps in Half-Life: In Deep.
Preliminary Freezings
Small update about the newest happenings of the Freeze! team.
One Year Anniversary and What’s Next
One year anniversary of In Deep, as well as some more news!
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Office Warrens Demo
Install by placing the «hlid» folder into: Steam/SteamApps/Common/Half-Life/ Enjoy!
Communications Center Texture Set
Texture set for HLID’s Communication Center. Based on the Arrowhead textures released in 2013. Zip also includes an example map showing proper usage of.
Half-Life: In Deep Build 0 (Early Build)
This is an old In Deep build from July, and in no way represents the current state of the mod. Many of the maps are in pre-alpha and concept stages. However.
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The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
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Some annoying sounds (especially from official HD-pack) were replaced with more pleasant ones.
Some of weapons below now replaced their sound by more pleasant ones: — Glock/Beretta — Desert Eagle — M4/MP5 (the first reason why this pack was created) — SPAS12 (the second reason, these two weapons gave me nothing but headache) — M40A1 Sniper rifle (fire and reload) — M249SAW (fire and reload) — Egon (I don’t remember if egon was in the mod, but let it be)
The ‘default’ and ’tile’ step sounds were replaced as I prefer. Delete the ‘player’ folder if you like vanilla ones.
In addition any cratebreaking and debris sounds are replaced too. Delete the ‘debris’ folder if you want to keep vanilla ones.
I don’t remember if Apache and Osprey were in the mod, but their rotors are replaced too.
The purpose of creating the pack was not to make a ‘super HD pack’, but only to replace the most annoying sounds with more pleasant ones. Plus as a bonus some familiar sounds began to sound a little more new. All sounds were taken from various mods and games and edited by me.
The story covers the time from the arrival of soldiers to the nuclear explosion in Black Mesa Research Facility. 5-10 hours of gameplay, 34 maps totally. The working title was «Soldier’s Adventures».
Looks great. The walls could use some detail though. But other than that, it’s epic.
the door needs a bit work atleast put a blast door or something like that with a sign. when i look it seems like the door is missing something
And maybe some classic HL-ish red lit pipework and air ducts under the ceiling behind the grating.
Indeed it is awesome.. I recommend to build a large pipe on the wall. which disappears 2 meter inside the wall near the large gate door.
The ground looks also still very empty. I assume this is not pre cascade theirfore you could add a hole on the left side with some broken pipes in it or you could destroy the tram line a bit (some rocks that fell on it.)
etc. At least add some boxes or something similar in that area.. You already have a forklift standing there. This could be goods arrival area for example.
This are just some random ideas. I’m sure you already have your own plans for that area.