You wake up in a dark alley, not knowing anything. What has happened anyway? You struggle after the truth and answers. Answers you want to know in the darkness and fear, which makes your heartbeat race like violent blows against your head. Where do "they" come from? What has happened? Are you just turning insane? The time is up; you can't stay there reading your smses forever. It's time to head out and find the answers. Cry of Fear is a singleplayer modification of Half-Life 1 which brings you the horror you've always been afraid of. It's a total conversion of Half-Life 1, which means it uses NO Half-Life 1 content or other peoples' files. It's all made exclusively by the developers. It also uses new gaming styles that you will rarely find in Half-Life mods, such as advanced cutscenes and other stuff that will be revealed at a later date.

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Post comment Comments  (0 - 50 of 55)
GladosParadox Jul 6 2011 says:

1 Word: AWESOME!

+3 votes     reply to comment
Lazypro Jul 6 2011 says:

I know there's something around that corner I JUST KNOW IT!

+12 votes     reply to comment
ADTeam™ Jul 6 2011 replied:

Awesomeness don't you think?

+1 vote     reply to comment
Dope_Dk Jul 6 2011 replied:

Awsomeness is the only possibility

+1 vote     reply to comment
MrMeinster Jul 6 2011 says:

Hell yes!

+1 vote     reply to comment
RancidRandy Jul 6 2011 says:

Those walls reflecting the light... MUY BUENO!

+1 vote     reply to comment
_Erebus_ Jul 6 2011 says:


+1 vote     reply to comment
USSJboy Jul 6 2011 says:

This is classic. You admire the atmosphere then WHAM!! Take that corner and a scary bugger jumps at your face!!! =D

+1 vote     reply to comment
KEEP_IT_UP! Jul 6 2011 says:

i am so glad you don't rush this! awesome polishing, and adding of details like hd normals - looks really great! good job! :)

+1 vote     reply to comment
h4wk99 Jul 6 2011 says:

my keybord is broken cuz i came over it :S

+4 votes     reply to comment
da_lawl_man_of_garce Jul 6 2011 buried:


Take out the film grain and it looks awesome!

-5 votes     reply to comment
TheGreatGonzo Jul 7 2011 replied:

Film grain makes it better, you can toggle it in the mod.

+6 votes     reply to comment
AlekZanDer Jul 6 2011 says:

I'd like to know how is this achieved.

-1 votes     reply to comment
Jerkakame Jul 6 2011 says:

wow, reminds me of FEAR. Nice work

+1 vote     reply to comment
dissonance Jul 6 2011 says:

have you guys tried ssbumpmaps instead? as long as you're using them only on world geometry, they (in my opinion) look a lot better than standard normal maps.

+1 vote     reply to comment
fireprowler Jul 6 2011 says:

WOW guys, just WOOOOOOOW O.O this looks great

+1 vote     reply to comment
MCGONN Jul 6 2011 says:

Christ, this almost looks like Lithtech. Amazing ****.

+1 vote     reply to comment
HEVIS Jul 6 2011 says:

Push it to the limit!

+2 votes     reply to comment
Swaggletooth Jul 6 2011 says:

Looks excellent, especially when put together with some nice specular maps :]

+1 vote     reply to comment
IngSoc Jul 6 2011 says:

eye candy.

+1 vote     reply to comment
GmansFan Jul 6 2011 says:

I'm not a tech wiz, but I think I understand what your talking about, maybe. Anyway, looks awesome. I'll play this the minute it comes out. And, question, is this still on the Goldsrc or did you move to Source.

-3 votes     reply to comment
crazyb2000 Jul 6 2011 says:

Awesome description for an awesome image. Nice work!

+1 vote     reply to comment
Dr.Goupyl Jul 6 2011 says:

Small knife + creepy dark place = big troubles.

+2 votes     reply to comment
ballbuster Jul 6 2011 says:

its better then sex!! :D its like an orgy of horror

0 votes     reply to comment
SinisterExaggerator Oct 9 2011 replied:

maybe your not doing it right

+1 vote     reply to comment
Zeloutional Jul 6 2011 says:

So, you actually took my advice about the rubber at the bottom?

+1 vote     reply to comment
Some-Dingus Jul 6 2011 says:

I pooped.

+1 vote     reply to comment
jak570 Jul 6 2011 says:

keep going... you are ******* cool

0 votes     reply to comment
PeacefulPatriot Jul 7 2011 says:

The quality of these textures is insane. Half Life 2's stock textures aren't this good.

+1 vote     reply to comment
Hizavok Jul 7 2011 says:

That lighting and texture quality is outstanding.
Would have never guessed it to be a GoldSource mod.

+1 vote     reply to comment
Lockdown323 Jul 7 2011 says:

LOL those certainly aren't chrome maps on the wall, wonder how you got it to shine... It looks great too!

+1 vote     reply to comment
Ashkandi Jul 7 2011 says:

i see nipples

+1 vote     reply to comment
.Werewolf. Jul 7 2011 says:


+1 vote     reply to comment
LopperUK Jul 7 2011 says:

these aren't normals, these are lighting effects

+1 vote     reply to comment
shadowdude1 Jul 7 2011 says:

it just boxy un detailed corridor with bumpmapping....

0 votes     reply to comment
ruMpel Author
ruMpel Jul 7 2011 replied:

And your point is...?

+2 votes   reply to comment
shadowdude1 Jul 7 2011 replied:

it ******* rocks lol

-1 votes     reply to comment
Vosla Jul 7 2011 says:

It's a realistic looking setting with great lighting. Oh, and I noted the floorstrip on the walls - looking great. Believable. Just waits for some freak behind the corner to rush out and jump in your face.

+1 vote     reply to comment
{{)ark}_}{ue Jul 7 2011 says:

Cool a HL2 mod...(looks at the top of the page) wait, it's for HL1?!? That is incredible! Amazing work!!

+1 vote     reply to comment
zpendam Jul 7 2011 says:

wooow yeah... very.. good, yeah justa screenshot anyway...

+1 vote     reply to comment
JPLboy9 Jul 7 2011 says:

And this mod is for half-life, I am really impressed

+1 vote     reply to comment
retnu16 Jul 8 2011 says:

It is like magic on crack!!!

+1 vote     reply to comment
kitethefallenangel Jul 8 2011 says:

This should be ported to consoles once its released!

-1 votes     reply to comment
Cryaotic Jul 8 2011 says:

As been said plenty of times as is, this is gorgeous. Positively stunning. Excellent work.

+1 vote     reply to comment
|KILroy| Jul 8 2011 says:

Let me hump the corner of dat wall :F.


-1 votes     reply to comment
D3ads Jul 8 2011 says:


+1 vote     reply to comment
Kruk Jul 9 2011 says:

Damn nice update for the engine!

My suggestions:
Bake the normal map for the tiles, they look kinda flat . Maybe something like this?
BTW will you use cube maps with normal maps for dark places? Because the unlight left wall doesn't show any depth.

+1 vote     reply to comment
Minuit Creator
Minuit Jul 10 2011 replied:

Are you talking about baking the normal map from a mesh? That would be a lot of work to do that for all (about) 1500 textures in the mod!

+1 vote   reply to comment
Kruk Jul 10 2011 replied:

Heh 1500 textures :]
hmm maybe just the important ones like this tite wall ? olney trey textures on the screan so why not add more detail to one? something like this.

I understand you dont have the man power :(
W8 i will PM ypu with something :3

+1 vote     reply to comment
Sporkeh Jul 11 2011 replied:

The walls use the exact same textures and normal maps. It just looks flat because of the light falloff: the left wall isn't influenced by the light that much, so it doesn't really pop.

+1 vote     reply to comment
Kruk Jul 11 2011 replied:

You can fake normal maps where the light doesn't reach if you got a global cube map blending with all normal maps or radiosity (dont know is it possible to implement to gold source?)

But the right wall as you can see still looks like simple similar checker bump.
just suggesting unused potential :3.

+1 vote     reply to comment
Sporkeh Jul 11 2011 replied:

Implementing support for cube maps, combined with radiosity isn't exactly a trivial matter, especially on an engine this old and when you want it for a simple corridor which you'll walk straight through.

As for the normal maps, they are square tiles. Not everything IRL is chipped or damaged as ****. Putting excessive wear everywhere for no reason at all just looks stupid.

+1 vote     reply to comment
Kruk Jul 11 2011 replied:

Ok, just trying to help or suggest something.

+1 vote     reply to comment
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Jul 6th, 2011
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