Step into the shoes of mathematician Luther Johnson, as he arrives late to work on what will be the worst day of his life... Once again.

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Calling all passionate Half-Life fans and talented creators!

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Greetings! I am excited to announce that work has begun on Black Mesa Life's End. This modification aims to deliver a thrilling and captivating experience that pays homage to the original while infusing it with fresh twists and storytelling elements.

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However, the group developing this modification, Fortress Collective, is actually comprised of only two members: a mapper (myself) and a composer. Whilst I have made notable progress in creating levels by myself, it is sometimes challenging to maintain a good ratio between working on this mod, learning new skills, and attending to other matters in life. Due to this, we are seeking individuals who are interested in remaking classic mods to join us and contribute their talents to this project. Whether you're a seasoned modder or a budding enthusiast, Fortress Collective has a place for you.

You can either contact me here on ModDB or on Discord, user: bluegeorge

Level Designer:

Are you experienced in level design, capable of crafting areas that blend nostalgia with innovation? In this field, you will have the opportunity to shape the world and gameplay scenarios that will captivate players. From designing puzzles to creating stunning set pieces, your creative vision will play a crucial role in bringing this world to life.

3D Modeler:

Do you have a talent for bringing worlds to life with your artistic skills? As a 3D Modeler, you will contribute your talents to crafting visually stunning assets that will populate our reimagined world. From the machinery of Black Mesa to the inventions of lifeforms beyond, your creations will be the building blocks that transport players into the heart of our captivating narrative.

Animator:

Are you a skilled animator with a passion for breathing life into characters and props? As an Animator, you will play a crucial role in creating interesting and believable animations that enhance the gameplay experience. From character movements to dynamic props, your animations will add depth and immersion to the world we are creating.

Voice Actor:

Do you have the skills to convey emotions and bring depth to the dialogues of characters who inhabit our mod? As a Voice Actor, your vocal talents will deliver gripping performances that will enrich the storytelling and immerse players in the narrative.

Sound Designer:

Are you a master of audio manipulation, capable of creating immersive soundscapes that elevate gameplay to new heights? As a Sound Designer, your skills will help shape the auditory experience of our mod. From ambient sound effects to dynamic and atmospheric music compositions, you will work closely with the team to create a rich audio tapestry that enhances every moment.

Texture Artist:

Do you have an eye for detail and a passion for creating visually stunning textures? As a Texture Artist, your work will enhance our environments, characters, and objects. With your artistic skills and attention to detail, you will create high-quality textures that add depth, realism, and visual appeal to the world we are building.

Thank you for taking the time to read this article. If you believe you fit into any of these roles above and have the ability to help out, don't be afraid to join our team and use your talents to contribute and expand this project,

-Fortress Collective.

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Post comment Comments
TheQuestionM210
TheQuestionM210 - - 1 comments

I am interested in doing voice acting. PM me and let's collaborate.

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SPY-maps
SPY-maps - - 2,906 comments

I think you need to ask yourself if you want to make and release a map/mod. Or do you want to work on a project that probably will not be released? Because I see it time and time again, that someone asks for others to join so he can make a huge mod. And almost never is such mod released, better said, it isn't even developed. The project is started and comes to a halt in a few months. There are just not that many talented modders around, especially for HL2. And those that still work with source are working on their own projects. It will be very hard to impossible for you to find all those people that you need for this. I say this because I am a long time modder/mapper myself. And I know what It actually takes to develop and release a large mod. The scope of things is huge, and to actually release it takes many years. So, with all this in mind, i ask you again. Do you want to just work on something, or do you actually want to release something? Because when that is the case then i really suggest you start with something small, one map. Or at most a 3 maps mod. To actually release that you will realize how much of an effort that is. I have said this to many people over the decade, who had the same idea that you had. And i believe that none of those people did release something.

All in all, i wish you much success!
Just think about what you want, and CAN do.
greetings,

Leon

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BlueGeorge Author
BlueGeorge - - 22 comments

I understand and am thankful for your concern. This is a project that has been in the works for a good while now, I am passionate about and wish to be released to the public to enjoy one day. I should have clarified further that if the search for these individuals doesn't end the way I hope it does, it doesn't mean that the mod is doomed, rather, it would just make things a lot easier if there were more members that had these skills within the team. Thank you for your message, Leon.

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Ghostdoge
Ghostdoge - - 393 comments

If you want to get the mod completed in a reasonable amount of time, I'd suggest trying to build it to a similar level of quality as the original mod with something playable beginning to end.

Once you have something like that that can be suitable for a release, then you can start looking to improve upon it and add new stuff or things the original mod never had.

Otherwise you can just release the version that roughly matches the original and be done with it.

It's good to have ambition but too much can kill projects. Keep in mind the creator of the original Life's End never finished his more ambitious sequel, Time's End.

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