In this chapter of the Black Mesa Incident you are a highly trained Black Op Soldier. You were sent in with a small squad to assassinate Gordon Freeman as well as other personnel that gave the H.E.C.U trouble. But as the grunts begin to fail and pull out your orders change. Now you must silence HECU soldiers that were left behind and conceal any evidence of the Black Mesa incident.In this journey you will visit new and old areas of black mesa, battling the forces of xen, race x, black mesa security guards, and HECU stragglers. I also plan on adding some new enemies, ones that Gordon & Adrian didn't get to see. With all these adversaries ahead, its good to know that these ferocious agile assassins will be on your side.
Sources used for costume models, textures, etc
Opposing Force redux pack: Moddb.com
Trusty packs - Moddb.com
DiamondD add-on packs
some models from sven co-op
gonome skin: Hl.gamebanana.com
zombie pack: Hl.gamebanana.com
zombie skin: Hl.gamebanana.com
HD skyboxes: Hl.gamebanana.com
Generic props from cry of fear
I am not dead, just in case some of you may have thought so. I do have school and other personal matters so I can't always work on this but I do not intend on killing it; even if it does take me a long time to finish.
Now with that out of the way lets jump into my plans for this mods future. First off I am completely remaking the earlier maps, the ones I presented in my old, old demo. This mod has been my hammer school, a school that I still haven't learned everything about yet. When I first started this mod I was quite a beginner, and a lot of the earlier maps lacked detail, and didn't always make since in terms of design, so I'll go back and remake them, make them more exciting, and realistic.
Next big shift. For a while I was using opposing force as a base; this was so I can re-skin the friendly grunts as black ops and have the fully coded race x aliens. However mapping just regular opposing force had a good deal of limitations to it. I am now modding with the Spirit of Half-life add-on. This gives me many new features, such as monster model scaling, multiple skins, and better scripting control, the ability to attach entities to one another: example, making a button move with a train. With Spirit, I can create boss battles and unique enemies, adding more monster variety.
If you want a better example of what Spirit can do, then check out the mods Prison & The Trap.
It's been a while since I've added any new screenshots so here's a handful. I will also remove the old and outdated screenshots since they are of areas that will be completely remade.
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