This is a compressed archive of v0.1.5 of Contingency. Use the automated installer if you don't know how to use this.
As a member of an elite rebel fighting force based out of City 17, you and your four comrades have found yourself in a most hopeless situation: an unstoppable horde is approaching, one that cannot be defeated even by the likes of you and your experienced team. Facing insurmountable odds and with no hope of rescue, there's only one thing you can do: hold your ground and face endless waves of enemies in a suicidal yet heroic effort to save as many future victims’ lives as possible.
You will not survive.
The game is divided into a perpetuating series of two distinct parts: combat phases and interim phases. During a combat phase, players face a specified number of enemies (NPCs) of a certain type called a wave. Players have an unlimited amount of time to eradicate this wave, but if a player dies, they will not respawn until the wave is cleared. If the wave is defeated and at least one player remains, an interim phase begins, and for a relatively short period of time, all players are safe from harm and are free to refine their strategy in preparation for the next wave. Afterwards, another combat phase begins, spawning an even more deadly wave of enemies, and so the cycle continues with ever-increasing difficulty until all players have been eliminated.
There are currently four different types of waves: zombie waves, headcrab waves, antlion waves, and Combine waves. Waves are classified by the types of NPCs found in them. For example, during a Combine wave, players can expect Overwatch soldiers, manhacks, city scanners, etc. No two waves of the same type are exactly the same though, so while one zombie wave might feature mostly slow poison zombies, the next one could introduce a massive horde of speedy fast zombies.
As the game progresses, players may encounter boss NPCs (e.g. antlion guard). These enemies are significantly stronger than their counterparts and only spawn during waves along with their respective wave type. In other words, if a player does come face-to-face with an antlion guard, it will only ever be during an antlion wave. While it is possible to play a round of the game without ever encountering a boss NPC, should one spawn, it must be killed in order for the current wave to end and for the game to continue.
Rather than limiting players by forcing them to choose between fixed, predetermined classes, individuals can pick and choose their arsenal. Players can carry one primary weapon, one secondary weapon, one melee weapon, and one type of equipment (e.g. frag grenades, deployable turrets, etc.) at a time. Loadouts can be changed and saved anytime, but are only applied at the start of a combat phase.
When players kill an enemy, they receive a certain number of credits. During an interim phase, these credits can be used to purchase stationary props which the player can use to temporarily barricade off certain areas, construct a custom base of operations, etc. How much a prop costs depends on properties like its size and breakability, with the largest unbreakable props being the most expensive.
Players are given additional credits for killing tougher enemies (e.g. boss NPCs) and for performing other helpful tasks, like healing teammates with a health kit.
As the game unfolds, players may come across friendly NPCs (e.g. armed City 17 citizens). Should players choose to interact with these NPCs, they will join their cause and be added to players' global support squad. With further interaction, support squad members can be told to move to a particular location and reinforce a position.
Players' health regenerates slowly over time. Additionally, players have the option of equipping a health kit as part of their loadout which can be carried around like a weapon and used to instantly restore the health of either the user or another player to full.
A player's speed is based both on their health (i.e. the lower your health, the slower you will be able to move) and their current loadout, where each weapon has its own weight penalty. Not coincidentally, the heavier weapons are also some of the most powerful ones in the game (e.g. AR2).
Unlimited primary ammo is provided for all clip-based projectile weapons, but players still have to reload when their clip is empty.
Contingency has plenty of its own unique features, but it is also a culmination of ideas based on a multitude of existing maps, mods and games, especially the following:
After five glorious years of developing modifications for the Source engine, the last year of which we’ve been largely inactive, it is with a heavy heart I announce the official closing of Agent Red Productions. Work on all projects, new and old, have ceased indefinitely. Our website will still be up for a couple more months until the domain name expires, but with limited to no support.
I hope this hasn’t come as a shock to anyone. That said, I do apologize that we were not able to finish the projects we set out to complete. Ever since Lethal Stigma’s development team all but disappeared and Half-Life 2: Retaliation’s development came to a close following an unfortunate data loss incident, our studio has had little to no in-house support, only retaining a core few active members along the way. It has always been my intention to complete development on Situation Outbreak 2, and I believe there’s still plenty of room for improvement with Contingency, but we simply do not have the resources to see those projects through at this time, nor have we for the past year. Perhaps one day they’ll see the light, but in the meantime, we cannot continue.
I want to personally thank everyone involved in the development of all of our mods throughout the years, regardless of contribution or commitment. We could not have gotten as far as we did without you. I would also like to thank everyone who has supported us and played what we’ve produced, especially those who have been with us since our inception. Our projects were always made for you, the community, and so we sincerely hope you’ve enjoyed them.
If you have any final comments, questions, suggestions or concerns for any of us here at Agent Red Productions, please email me at firstname.lastname@example.org and I will get back to you as soon as possible.
Highest Rated (3 agree) 8/10
A very nice mod that is fun to play with a group of people. It could use some polishing of the NPCs and maps, however overall it's a fun experience.
Jan 5 2012, 12:54pm by ShapyShapes