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.

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Blog RSS Feed Report abuse Latest News: Progress Update Feb/Mar 2014

3 comments by Geowil on Apr 2nd, 2014

Welcome to our latest progress report on Combine Insurrection!

Mapping Progress Report February/March 2014

Over the past month and a half I have been working on fleshing out some more of the Combine mothership maps and trying to find some creative ways of using my declaration of only using texture-based lighting.  I have also been working to rework the directory system after some feedback from the previous update and also due to my own want to make it a little less, shall we say, overt.  I really wanted to stuff six maps into this update but I was only able to get five either done or changed enough to warrant a spot in the update.

So let's start in familiar territory with decks 8,7, and 6.


Here you can see that I have replaced the monstrosity with something a bit more Combine-like.  In addition the crystals are arranged in an order similar to the location of each room they represent in relation to each other.  Some of them (namely the green ones) still do not stand out enough either due to the color of the lighting or because they are still stuck too far into the wall.

The area in the second image I do not think has been show before in the screens; it has been in the videos though (or will be in the dev 9 videos).  This area used to be a very small hallway towards the bottom section of the map.  It now has a little more dimension to it and adds a little variety to the map instead of having everything be flat.  You can see a crystal to the right as well.  The hallway struts were also altered to include a rounded it at the bottom near the sides.


One thing I am attempting to do is to make the ways in which each deck is lit different from each other while retaining some similarity.  Here we can see how deck 7 has changed.  The hallway struts deeply resemble the structure from deck 8 (shown above) but also have their own flare to them.  I also began toying around with how the rooms were going to be lit.  The right image shows an early idea I had towards this end.  The theme I had created there is carried over into many other decks as well.  This was also the first deck where I started toying with coloring the light cast by the textures instead of having a dead white light.


Here you can see deck 6.  I have changed how the lighting will be done and instead of cylinders that have portions textured with a light casting texture we have a double-helix spiral kind of thing.  I will need to create a new light texture for these as right now they are using white01 (which has a light cast value of 100).  The image on the right shows an area I wanted to light better but ran out of time to do so.  This will be an area where Combine soldiers are being trained on the use of one of the White Matter Weapons.

Now we enter the realm of new maps.  I have two, decks 9 and 5.  Let's go sequentially:


Deck 5 needs some work with the lighting, probably will require another duplicated light texture.  On this deck I wanted to go with something completely different from the others but that still retained some of the ideas that I have had about doing this style of lighting.  Here you can see two empty rooms.  The one on the left will be a security check point while the one on the right will be a research lab.


Deck 9 was my testing playground this time around.  I worked on several interesting ideas I had for how I could light things differently and I also established a new theme that will be followed with all of the decks from here out; as we go lower in deck numbers the brightness of the deck is lowered, brighter as we go higher.  To that end I made several new whitexxx light texture copies and attempted to create a lighting scheme that would light things up but not make things bright.  This was the result.  I am also toying with using colored lighting in specific rooms to indicate the type of room you are in, in addition to the directory crystals.  On the right you can see an example with a security area lit with a redish light texture.

I also have a bonus image from deck 9 that I shows off the lighting elements a bit more directly:


SRC Update #9

A lot of the time during the first third of the development time used for CI went into Source SDK 2013.  I finally learned that the code has been out for a while but that for whatever reason Valve no longer wants to use Source SDK to provide an easy means of obtaining the code.  So I went to GitHub and downloaded the code at the end of February and proceeded to build the code and then add our custom code back in.

For the most part everything went smoothly.  Zeeky's ironsights code does not work as intended with the new base_viewmodel code though and I had to copy in an older version of one of the functions to get the code to work properly; so far I have not noticed any ill effects from doing so.  Another problem I ran into was that DX9/11 are currently bugged and some textures do not show properly.  I do not know if this has been fixed yet but I had not attempted to update the code.

Developer's VLog 9th Edition

Finally here are the two VLog videos:

Well that is all I have for this update.  I am hoping to get the same level of work done during the next development cycle.  Thanks for following the mod.

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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 88)
TheOneMuffin
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.

+1 vote     reply to comment
Tobeas
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.

+3 votes     reply to comment
Geowil
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
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
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
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
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
Geowil
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
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
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.

+2 votes     reply to comment
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