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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2 comments by Geowil on Apr 1st, 2013

Hello everyone and welcome to our latest progress update.  I made some progress across multiple fronts this development cycle but perhaps less than I was hoping to achieve.  Most of the work went into the source code this month as I tried to figure out why the overheat penalty was not working, getting an HUD element for the overheat, and adding overheating to the weapons that I originally planned to use it on.  I did get some mapping done though and that is what we will get into first.

Mapping Progress Report March 2013


This month was predominantly a code month, that being the case I did not get much time for mapping but I did start on an expansive update to the Graveyard and also continued work on the Stranglehold map.

Images For Multimedia Update #12

 
While this looks exactly like the same shot from the last update there is one small object that was not present before an and it is hard to see in this smaller screen shot.  In the background there is a power pole near the mausoleum.  The next screen shot will explain more.

Images For Multimedia Update #12

 
In an attempt to try and figure out what to work on after I had completed my work on Stranglehold I thought of the graveyard and decided to make it much larger.  This is but one small area I will be adding onto this map, both above and below ground.  This area was needed first because the power required by the lighting and other devices throughout the graveyard get their power from here, hence the power poles.

I am still working on everything back here and the buildings you see are there as placeholders so I could cut up the ground area and place in the walkway up to them as well as have visual guides for later on.  There is another section behind the Mausoleum that you cannot see from this screen shot.  Also I am not sure why the fog is not rendering back here as the brush entity covers the entire map.  I literally compiled these maps a few minutes ago so I did not have time to check it out.

Images For Multimedia Update #12

 
Here you can see the start of a new area in the Stranglehold map.  It is fairly empty right now, I realize this, but with time I will start to flesh it out more; this is just how my process works, slow and steady while incorporating user feedback and new ideas I have along the way.  If you are wondering that that hole is for, continue to the next screen shot.

Images For Multimedia Update #12

 

So, my goal with this section was to make something that could appear unsettling or at the very least give Half-Life old hats some pause that a super worm might jump out of this holding tank at them and try to skewer them with it's face blade or something similar.

What this is, is a coolant tank for the power generators you see in the previous screen shot.  The pipes on the walls carry the coolant through a series of buried tubing to the generators and then whisk it off deeper underground where the heat is absorbed and bled off and the coolant is returned through the concrete tubes you see at the bottom.  Air bubbled are injected into the stream so that technicians can easily tell if any of the underground pumps have stopped working.

The lighting is so that techs can easily spot if anything may be in there that should not be and that could cause a blockage with the system as well as to make it look creepy.  The large drain looking thinks at the bottom are, well, drains.  They are used to drain out the coolant every few years so it can be replaced.

I had to go in and fiddle around with the VMT settings in a water texture to get it clear and see through like you see it now.  If you jump in though you are immediately greeted with a black wall of nothingness because the draw distance is severely limited.  Still trying to figure out where I can change that at.

That is everything on the mapping side.

HUD Update #3


The HUD and src updates are interconnected for this progress report.  I will have the video for the change(s) at the end of the src section.  What I added in was the an Overheat bar along the same lines as the other health interface bars.

That is really all that must be said about it.

SRC Update #6


As mentioned above most of my time was flooded into the source code this month.  As a result I fixed one problem and was able to complete, or almost complete, the overheating system.  The problem, as you may recall, was that the overheat penalty timer was not working and so weapons stayed overheated indefinitely.  Well I fixed that and also did a bit more.

The problem stemmed from several places.  First I was not adding nor dissipating heat via the weapon's information.  That was the first thing I fixed.  It would have been a problem if not for the second problem area.  The if/then/else structure I had setup was inherently flawed in that it would constantly reset the overheat counter once a weapon had overheated.  To fix this I added in a new bool that is set to true once a weapon has overheated and using it along with a revamped if/then/else structure I have fixed all of the problems and the system now works as intended.

I added two new variables to the weapon info, heat accumulation 1 and 2 (not the exact names but more understandable).  These are used to add heat to the weapons.  The second one is for the shotgun alt attack.

I also added the code to get the following weapons working with the system: Pistol, 357, AR2, SMG1, and the Shotgun.

Here is the demonstration video:


CI Developer's VLog 4th Edition


And finally here is the VLog video that basically recaps what I just typed out here but also goes into more detail within the code:


So that is everything I managed to do this cycle.  It was not much in some areas and a lot in others but I would have liked to see a bit more movement on the mapping front.  Hopefully there will be more of that in May since I am pretty much done with the code for now save for adding the penalty timer.

In any case thanks for reading, watching, and following the project and I will see you at the end of May.

~Geowil

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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 83)
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
Guest
Guest Feb 2 2013, 7:28am says:

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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, 4:37pm 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
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.

+1 vote     reply to comment
iAmaNoob
iAmaNoob Oct 3 2012, 9:40am says:

So is this mod is what happens to Gordon if the Vortigonts in HL2 ep1 failed to save him?

+1 vote     reply to comment
Geowil
Geowil Oct 3 2012, 4:36pm replied:

Essentially yeah.

+2 votes     reply to comment
haawok
haawok Jun 5 2012, 1:32pm says:

Track button, why you so seductive?

+4 votes     reply to comment
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