Combine Insurrection will take place directly after, or rather during and then 6 years after, the events of Half-Life 2.

In the mod you will take up the role of Freeman to try and finally rid the planet from the iron icy grip of the Combine.

Basic plot summery:

The Vortigaunts that had attempted to rescue you, Gordon, had failed and you were thought lost. Life went on, battles were won and lost. Yet eventually the Combine were driven off-world. But now they have returned once again, more ferociously then anyone had dared to hope.

With this Reinvasion you have also come back to the battle field. Mysterious as the pretext for your Re-Insertion may be, you take up your previous quest to save your home world.

Image RSS Feed Latest Screens
Images from Progress Update Ju/Jul 2014 Images from Progress Update Ju/Jul 2014 Images from Progress Update Ju/Jul 2014
Blog RSS Feed Report abuse Latest News: Progress Report June/July 2014

3 comments by Geowil on Aug 3rd, 2014

Hey everyone, it is time for another update. Sorry that this is a few days late, I had some problems with Hammer compiling the maps and it took Friday and Saturday to resolve the issues.

So first off let me start by saying that progress was about mid-range this development cycle. Stuff got done but not as much as I would have liked. This was due to the source code work I did. I decided it was time to update the Source SDK code with the latest released on GitHub. In doing that I had to basically re-learn how to build it properly because I had already forgotten all of the pet peeves that SSDK2013 has and the ridiculous nature of the "self-compile" bits.

On top of this there were also some other issues resulting from me following the guide available on the Valve Developer Wiki about building SSDK2013. It says to use VC100 for the compiler mode in Visual Studio. For whatever reason I am not able to compile the code under VS 2010's architecture, I have to use VC110 (VS 2012) instead. I wasted about half a week re-figuring that out.

I then wasted another week tracking down changes I had made in the original SSDK code I was using before 2013 (so 2007) but had not marked with a comment for easy searching. This caused me to be missing some stuff like the cooldown timer, overheat tracking for certain weapons, and a few other things. There were some legit issues though, like having to fix a few sections where the SSDK2013 code usage had changed from 2007's usage of the code in that area or where something had to be recoded entirely because the code in that area no longer worked as it did previously.

Once I managed to get the SDK recompiled and with everything in it now I had blown through two and a quarter weeks. On the mapping side of the issues I found out that several maps were no longer compiling after the latest work done on them because I was blowing through the limitations. This happened on both Deck 8 and Deck 9. I had to pull Propper out from it's dusty shelf and figure out how to get it working with SSDK2013 (why I am two days late on the update).

But that is all solved for now and here we are. So on the topic of mapping progress most of the work done was on Deck 9, which is the largest of the decks in terms of map area. I started working on the second area and have a few screen shots from there to show. I also did some more work on decks 8 and 7. There was a bit of work done on deck 5 but not much really, in fact all I did was retexture the rest of the lighting elements in that security area I showed last week; although the retexturing did slightly change the look of it. I also removed the lights from there too, not sure why I did that when it is all supposed to be lit by textures. In Deck 7 I recreated the storage room stuff that was shown in the last developer's vlog. This also took a lot of time because Hammer had completely screwed up the vertices on the pylon I had made previously and a lot of editing had to be done. I also choose to go with a new method of lighting that I will also be moving forward with elsewhere due to the effect it created as you will see in the screen shots.

So here are the screen shots. Most of these are very dark and you will need to view the full sized images to see much.

Images from Progress Update Ju/Jul 2014

This is the only screen from Deck 8. This is in that first room just off of the main hub down the left-hand hallway. The light strip you see will eventually be manipulated to run in a congruent path with the glass. This is going to be a security area when completed.

Images from Progress Update Ju/Jul 2014 Images from Progress Update Ju/Jul 2014

Here is that room in Deck 5. I am going to create a new light texture for the shelf thing in the back as the ones I am using for it in the screens are much too bright. Here you can see the new method of lighting I was talking about earlier. You can also see that this room looks a bit colder with the new textures around the lighting elements.

Images from Progress Update Ju/Jul 2014

I originally was going to have two images from Deck 7 but the main security hub area did not really look like anything and there was nothing remotely interesting about it; that will change though. Here you can see two things for the price of one though: the remade storage area shelves along with the new lighting method. I may make textures based off of these but that are a bit brighter or maybe just texture the edges of the shelves with the current texture to increase the light being cast.

Images from Progress Update Ju/Jul 2014Images from Progress Update Ju/Jul 2014

The first screen shot is just showing the first halfway areas of the new section of the 9th deck. The second one is really the one I thought would be interesting to show. In the area it is taken from I had to do quite a bit of creative brushing to get a ceiling in. Part of the room is a two-story area what also has a slant down to the other section of the room which is one-story. The two-story are also has some places where the walls are double-jointed or where there are sections where the pace that the wall angles down at changes. I had to figure out how to get all of the angles covered and also how to cover up a gaping hole into the void caused because part of the ceiling is higher than the other section in the two-story part.

That is all I have for screen shots. Next is the developer's vlog. This one is uber short because I lost some footage of me mapping in the second section of the 9th deck. Dunno what happened to it but I may have accidentally deleted it while I was clear out footage for Space Crusade that I was no longer going to use (I believe the files were in the same folder and Playclaw uses the process name, which is dwm for desktop recording, when saving files).

So, I mentioned an announcement in the description for the news article and that is what is going here. I have decided that, so I can focus on other projects both of my own creation and others that I am being contracted to work on, I am going to put Combine Insurrection on a side burner for the rest of the year. What this means is that I will still be working on CI every one in a while but I will not be making any updates during that time.

The reason for this is that I need to spend more time working on SC and other projects I have going require a higher precedence than both CI and SC. I cannot supply the time required while still working on both CI and SC at the same time and level. What will happen at the end of the year is essentially that the next update time will showcase all of the work completed between now and then (probably will be February 1 of 2015).

That is it for this update. Thanks for following the mod and I will see you next year hopefully with a ton of progress to show for it in both mapping and code work!

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Combine Insurrection Demo V0.002a installer

Combine Insurrection Demo V0.002a installer

Jul 25, 2007 Full Version 11 comments

Heres the installer for the demo. I fixed a few of those issues i reported earlier, the game will now end itself at the end of the catacombs level, also...

Post comment Comments  (0 - 10 of 90)
UnitedDucks Jun 10 2014, 4:46pm says:

This mod looks pretty damn good so far. I could give you some ideas for gameplay additions if you'd like.

+3 votes     reply to comment
Geowil Creator
Geowil Jul 16 2014, 3:18am replied:

Fire away.

+1 vote   reply to comment
TheOneMuffin Apr 6 2014, 2:15am says:

Maps look way too big for their own good.
Other than that, this doesn't look or sound bad.

+3 votes     reply to comment
Tobeas Oct 20 2013, 10:48am says:

If you have not done it already, you should port this to Source SDK 2013. Much easier to work with and alot more stable.

+4 votes     reply to comment
Geowil Creator
Geowil Feb 25 2014, 12:37am replied:

Will be doing so this week. Found out that the source code was released but through Gethub instead of the old system. Here's hoping for an easy conversion (not going to hold my breath though lol).

+1 vote   reply to comment
frenak12 Jun 8 2013, 3:08pm says:

You should make this mod for EP2, it would look much better!

+1 vote     reply to comment
Geowil Creator
Geowil Jun 16 2013, 8:27pm replied:

There is no source code for Source 2009 yet. Due to my use of a lot of custom code I have to wait until Valve releases the code for Source 2009 before I can move stuff over.

+1 vote   reply to comment
SpotEnemyBoats Feb 3 2013, 4:32am says:

My only critique (if I may), is that the maps could use better lighting/shadowing. But I know Hammer/Source 2009 lighting sucks the big one and can be VERY trying to work with to make it look right for todays standards.

Anyways, I look forward to watching this mod more.

+1 vote     reply to comment
Geowil Creator
Geowil Mar 28 2013, 5:04pm replied:

The lighting here must be even worse. These maps are made with Source 2007.

+1 vote   reply to comment
Guest Feb 2 2013, 7:28am says:

Why, oh why does it once again has to be this bland idea of a continuation mod where Freeman fights countless numbers of Combine troops inside some God-forsaken sewers of a God-forsaken borderline "City 25"!?

Especially with all the hardships the Source engine is suffering lately. Haven't any of you thought about changing, even a little this venerable HL2 SP schematic of Freeman alone against the totalitarian?

What exactly is the mod's story going to be? A HL2 bis with new maps and more hardcore-ish scenes of reinvented Combine Empire brutality against the humans?

+3 votes     reply to comment
Geowil Creator
Geowil Feb 2 2013, 6:05pm replied:

There are other things I did not mention because they have to do with individual map events. Trust me when I say that there are some epic moments floating around in my pool of ideas. Not going to release any details about them though as I want then to remain a surprise.

+1 vote   reply to comment
Geowil Creator
Geowil Feb 2 2013, 4:37pm replied:

First Source is still a perfectly good engine, in the right hands it can make maps that compare to most of the newer ones and can be given new features as well.

To answer your main question the mod is still in pre-alpha stage, not many of the details are hammered out yet.

Since you seem so keen on ripping it down though I will go into some more detail on the plot; everyone else, if you do not want some fairly big spoilers DO NOT READ THIS. Your only warning D:

The attitudes of the Resistance leaders have changed much since Gordon was sealed off by GMan. They used to think that just driving the Combine off-world would be enough to secure their freedom; they have a more realistic perspective on the situation now.

They realize that the only way to stop the Combine is to deal with them at their source, the Combine home world. However the only know teleportation device that can connect to their home world is located in their Mothership up in orbit and no one has even come close to being able to find a way up to it.

They tried, with rockets, but they have all been shot down and experienced soldiers lost. Their new idea, which they have been trying for several months, was to break into one of the newly constructed citadels and use a teleporter there to reach the Mothership.

When Gordon arrives back on Earth they are right in the middle of organizing their largest offensive on their target Citadel, Citadel #4 (again this is the Combine naming scheme not mine, I would love to call it something else but it would break the lore and I would rather not do so much more than I am already going to). Even though Gordon is only one person he serves as a symbol of defiance and emboldens the other Resistance members and with Gordon's help they are able to make it into the citadel, albeit with heavy casualties. Continued in another post.

+1 vote   reply to comment
Geowil Creator
Geowil Feb 2 2013, 4:39pm replied:

Gordon and Alyx fight through the citadel and arrive at the teleportation chamber where Alyx is able to set up a teleport to the mothership, to ensure they are not surrounded when they get there she sets the location to an abandoned sector of the mothership from which they can continue forward.

As they travel through the mothership they become aware of some kind of higher intelligence that is tracking their progress. Right away Alyx thinks it is an Advisor from their run in with one during Episode 1 however this one is much stronger. What they find is something much greater than an Advisor but much more fragile as well. It commands power on the order of Nihilanth and even attacks in the same way (with balls of pure energy) but has an anatomy more similar to an Advisor. Gordon manages to kill it by destroying its life support systems but in doing so raises an alarm within the ship and now they have to race towards the portal.

On the ground more Resistance members are showing up at the citadel and have managed to secure a path directly to the teleportation room and are teleporting up to the mothership to follow in Gordon and Alyx's footsteps and to provide back up as well as to bring up a device they hope to end this conflict with.

When Gordon and Alyx arrive at the transportational singularity (the mothership teleporter is essentially powered by a miniature black hole) they secure the area and then wait for the Resistance team sent up to deliver the device, a neutron bomb, so they can deliver it to the Combine home world. However before they can start the detonation sequence the Combine breach their defenses with striders and gunships thus forcing someone to have to carry the bomb and detonate it from the other side. Gordon decides to go after helping the Resistance members re-secure the area. Alyx plans to teleport everyone back to the surface after Gordon goes through.

+1 vote   reply to comment
Geowil Creator
Geowil Feb 2 2013, 4:39pm replied:

The end of the game sees Gordon slowly coming back into consciousness on the middle of a city on the Combine home world surrounded by Combine. Instead of killing him one extends a hand and helps Gordon up and the mod fades out to credits.

For a better understanding, these Combine that found Gordon are part of a insurrection on the home world that has been going on since the Combine invaded Earth. It was not a popular idea and the devastation that Gordon caused to their interests turned many Combine against their Overseers. However, even with their numbers a handful of individuals are still more powerful than tens of thousands of Combine soldiers and commanders in this insurrection. If there ever is a sequel to this mod it will see Gordon helping this insurrection to overthrow their hostile government and restore the power back to the Combine proper, where it was prior to the creation of the Advisors.

+3 votes   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Half-Life 2 Icon
Send Message
Release Date
Mod Watch
Track this mod
First Person Shooter
Single Player
Embed Buttons

Promote Combine Insurrection on your homepage or blog by selecting a button and using the embed code provided (more).

Combine Insurrection
Combine Insurrection
3,744 of 23,011
Last Update
5 months ago
440 members