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James Morgan

A lot of things are all going on at once right now and for good reasons. As most of you who have been following the project know by now, we're prepping for a Kickstarter campaign. But before I go into that a bit later on I want to take the opportunity to introduce one heck of an environment artist, namely, James Morgan.

He's been on the team for a while now, busy finishing up on his first asset for the game. I'm pretty sure the images below are pretty self-explanatory so I'll save myself talking about it for another time. I'm just excited that the game will start having it's own assets.

I will have to resort to assets from the market store, and as I said before, these assets are incredibly highly customized but a large focus will go into creating more unique areas in the game with custom made set pieces and other smaller assets that will further define the game's aesthetics. That said, let's take a look shall we?

SD Update 06 03


SD Update 06 04


SD Update 06 05


A Little Bit About the Kickstarter Campaign

I'm not going to fully explain the Kickstarter campaign just yet, but I do want to mention that a lot of effort is being put into this. This means a trailer, lots of media such as images, music and of course the DEMO. To better represent the team and what we're capable off we've decided that we'll wait till all of the team members have been given enough time so that their work can be put into the DEMO.

This will elevate the overall quality of the DEMO and of course the game later on. With the release of the demo to the public there's a large increase in the chance that people will find bugs that I might have overlooked and to that end I've implemented a menu button that opens up to the bug report section of the forums. I want to make sure that people know I take bugs very serious and will actively update the game and try to fix them where possible. As it stands there are 5 very minor bugs left to fix and I can't state how happy I am to have such a stable build of the demo at this point.

So, we've got more models on the way, the music is being composed and I myself have not heard anything yet, so I'm super excited and we have Sensi going insane trying to catch as many bugs as possible. Aryn and Robert have been incredibly fast delivering their lines and everything is just going amazing.

And as usual it's time for the last two images, the first is of the latest version of the main menu and the second a screen grab from the trailer. So hope you like it.

Thanks for reading and see you soon.

SD Update 06 02


SD Update 06 01

Let's Play - STARDROP - Chapter One (DEMO)

Let's Play - STARDROP - Chapter One (DEMO)

News 4 comments

The bug list is getting shorter and a lot of polishing went into the DEMO portion of STARDROP.

Happy New Year + Updates

Happy New Year + Updates

News 8 comments

It's a new year so time to take it up a notch. I've got some exciting news in this article.

STARDROP - Indie Game

STARDROP - Indie Game

News 0 comments

Hi everyone. I'm super busy so I'll keep it short.

1187 - what the heck is going on ....

1187 - what the heck is going on ....

News 19 comments

Just trying to explain what's been going on. First of all, I would once again like to express my gratitude towards everyone over the years. Especially...

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1187 Rogue Train Patch - Source SDK 2013

1187 Rogue Train Patch - Source SDK 2013

Patch 8 comments

This patch fixes most issues related to engine branch incompatibility and is designed to run using the latest "Beta" of Source SDK Base 2013 Singleplayer...

1187 Patch - Source SDK 2013

1187 Patch - Source SDK 2013

Patch 23 comments

This patch fixes most issues related to engine branch incompatibility and is designed to run using the latest "Beta" of Source SDK Base 2013 Singleplayer...

1187 - Rogue Train

1187 - Rogue Train

Full Version 55 comments

This is the stand alone version for the Rogue Train.

ElevenEightySeven - Episode One OST

ElevenEightySeven - Episode One OST

Music 5 comments

Music by : - Adam "StygianWhite" Halpin - Joure Visser - Ian Wiese

1187 - Episode One 1.3 FULL .EXE

1187 - Episode One 1.3 FULL .EXE

Full Version 43 comments

This is the full version of 1187 - Episode One. Read the description for further details. (all patches included)

1187 - Episode One 1.3 FULL .7z

1187 - Episode One 1.3 FULL .7z

Full Version 16 comments

This is the full version of 1187 - Episode One. Read the description for further details. (all patches included)

Post comment Comments  (0 - 10 of 2,255)
malortie
malortie

To players having trouble with installation for the Source SDK 2013 patch, here are two videos that demonstrate how to correctly install each ones.

1187: Episode One

Youtube.com

1187: Rogue Train

Youtube.com

I hope this helps.

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CW3D
CW3D

I love how you combined the hl2 beta houndeye with hl1 houndeye, was so cool!

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joure Creator
joure

Thanks, all thanks to Dec Doyle man. And the person who actually created/edited(?) the model.

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Guest
Guest

Hi man! Just wanted to say this is one of my favorite mods for Half-Life ever. It's literally a game with the quality an official Half-Life game would have imo, yes, even if it's broken in some aspects. Models, textures, NPC's and story all are nicely done!

Don't worry if you can't get back to it for the time being, we all have our own matters to attend to. I'm happy you cared about your fans and decided to confirm that you can't concentrate in the game for now at least, unlike other companies...

Keep up the good work man! :) this is still one of the coolest mods out there ;D

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joure Creator
joure

I really appreciate the comments. It's still weird to have fans for this mod. I mean, in general I'm just humbled by that fact.

I mean, developers have said it a lot and it's almost a buzzword kind of thing.

But I just really do appreciate when people like the mod. I'm highly critical of whatever I do and am aware I have certain limitations, but when people enjoy whatever I make it makes me happy.

I may not be able to care about the fans in a personal way, I don't know them that way, but I do care that what I did is being received well.

I remember the first comments at release were not so pleasant and it hurt a bit, but after that it was and has been mostly optimistic. Anyway, again, thanks for the kind words, take care.

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SkaarjElite
SkaarjElite

I love this mod, reminds me of Poke646 :D

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joure Creator
joure

Thank you. :)

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djazz900
djazz900

Nicely done! Thanks for the Source SDK 2013 patch!(only the secondary fire doesn't work except for the shotgun, I dont know why) This is the first HL2 mod I've ever played, and really enjoyed it! Buuut the difficulty is a bit high! :D While I've managed to finish relatively easilly HL2 on hard, I've got trouble with this one, even on easy!
But It was a really great experience! 9.5/10
SPOILER (DON'T HOVER IF YOU NEVER PLAYED: HL1 + HL2 + this mod):
So, why should I kill vorts? Weren't they became allies with humanity after Gordon killed Nihilanth? As far as I know, vorts were enslaved by him. So shouldn't they become allies with our heroes instead?

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joure Creator
joure

My reasoning is that they where only just freed, and fled to Earth. All the while still being confused and in the midst of all this is the main guy that you play as, who has been in direct contact with the lovely G-man.

So in essence it's more of a self defense, the character you play as also has no clue whats going on. I was going to resolve this in Episode 2. The vorts would wise up and team up with the main character and the combine would be their common enemy.

I do hope I can return to the mod one day, but not anytime soon. :) John was to become one of the important resistance fighters leading his own squad...

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kalixx1
kalixx1

Well, this new patch has a few differences.
-There are these hidden cellphones which were needed to pick up manually. Now they are auto picked up.
-They have also added some bonuses like the first one: 200 health 200 armour (the armour protected against bullets and it was enough for the entire game -> this or the enemies are much stronger now) These bonuses are no longer given.
-There is a special zombie type which upon death released a lot of small headcrabs. They just simply die now.
-Choppers now require 6 rockets instead of 3.
-The game displayed how many granades I have. It no longer does that.
-The companion is nerfed. He needs to shoot a zombie 6 times with shotgun at close range to die. He could do that with 3-4 shots.
-Enemies are now do much more damage. The soldiers only, zombies remained unchanged. The area where we emerge from subway is very difficult. Probably endgame too if not impossible.

-The crashes mentioned were present in the old version but not always. At 2nd try I always managed to get past it. Perhaps you should have left those areas unchanged. (or do not block it)
-Subtitles are nice but many lines are still misssing.
-The weapon categories to actually work is nice.

Since I can play the old one fine I tested both version. (I kept an old steamclient set to offline just for the old mods)
Thanks for your work.

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malortie
malortie

@kalixx1

Thank you for the report.

I will investigate those features/tweaks and will update the patch if these are in fact missing.

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Half-Life 2
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Highest Rated (32 agree) 10/10

I just loved that game, the end was freaking awesome! PLEASE make a sequel 10/10.

PS, This was Valve quality work, good job. I smell a sequel. Please. Sequel

Nov 9 2010 by MetallicaLover

Lowest Rated (13 agree) 3/10

The visuals were okay but the gameplay was frustrating and badly designed. Nearly EVERY design decision they made was a bad one. Removing noclip, flashlight only working on some of the guns, ugly view bobbing, annoying companion whom you have to babysit 24/7. The list goes on and on. The gameplay at the start is incomprehensible. Instead of going for the tried and true design of giving the player subtle hints on where to go, the mappers opted for a "dump them in a maze with abritaryly locked doors…

Oct 19 2010 by eXeC64

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