What would Half-Life 2 have been like if we had gotten the version shown to us in the official promotional materials? Coterminus attempts to answer that question as well as provide a platform for others to make mods based on Half-Life 2 cut content.

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Hello everyone!

Today(April 8th) marks the two year anniversary since the first Coterminus release. It has been far too long since I've posted an update and I wanted to take the opportunity to apologize for the silence and show you a little of what's been cooking.

As you might be aware, Coterminus Part 2 will include our take on the Intro/City 17 chapter and Ravenholm. The City 17 maps have seen a lot of progress recently thanks to Jambo's amazing work. Below you'll find some screenshots taken from a few of these maps.

Please keep in mind, everything is a work in progress and subject to change.

d1 industrial 01a

d1 terminal 01a

d1 terminal 01b

d1 plaza 01

d1 plaza 012

d1 subt 01a

d1 subt 01b

These maps will follow Gordon's original journey from the train station through the industrial site, terminal plaza, arcade, underground service tunnels(subt), to Kleiner's lab and the infamous teleport sequence.

In addition, we have a single preview of Ravenholm to share, also thanks to Jambo:

d1 phystown 01


All of these locations should feel familiar and yet completely new at the same time. Something we've been trying really hard to do is add a level of fidelity to these old maps like no one has ever attempted, sometimes going as far as remaking them from scratch. Also to that end, we've been trying to replace old models and materials with remakes/reinterpretations wherever possible. As an example, most pipe models in the game unfortunately stand out for being very low res/low poly. We've found that they can clash pretty badly with an environment that's more detailed. I've been attempting to remedy this with some new modular pipe model sets created from scratch:

test pipes0003


I promise that this update is just scratching the surface. We have exciting progress to report in many areas, including:

  • Weapon development
  • Npc development
  • New mod options
  • New features
  • Additional maps not shown here
  • Choreography

But you'll have to wait for the next article to hear more.

As always, I'm very grateful for your time and attention. Let us know what you think of this progress and if you want to connect with us, please join our discord.

Coterminus patch 1.1 is out!

Coterminus patch 1.1 is out!

News 1 comment

This update contains various fixes, additions, and changes. Read more for the full changelog.

Coterminus 1.0 has been released!

Coterminus 1.0 has been released!

News 13 comments

The first official release of the mod has been achieved.

Coterminus will not be releasing in 2021

Coterminus will not be releasing in 2021

News 7 comments

Unfortunate update regarding tomorrow's release plan.

Coterminus - Major Media Update Part 4 - Gameplay video and release plans

Coterminus - Major Media Update Part 4 - Gameplay video and release plans

News 10 comments

The last part of the major media update. This article will showcase a little gameplay and talk about the first release of Coterminus as well as plans...

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Coterminus 1.1

Coterminus 1.1

Full Version 17 comments

Patch 1.1 includes a number of bug fixes, map fixes, small additions, and changes to Coterminus. Full changelog below...

Town Mod for Coterminus

Town Mod for Coterminus

Singleplayer Map 5 comments

A ported and updated version of the Town mod previously released for the leaknet engine.

Coterminus Bullsquid with Leak Animations/Fixed Ragdoll

Coterminus Bullsquid with Leak Animations/Fixed Ragdoll

NPC Model

Makes the Bullsquid uses HL2 Beta animations instead of Half Life Source anims.

c17_01_13 Coterminus port!

c17_01_13 Coterminus port!

Singleplayer Map 1 comment

exactly as it says, I ported the 2001 map c17_01_13 to coterminus. (please let me know if there are any missing textures)

CoterminusRunningZombies

CoterminusRunningZombies

NPC Model

Replaces the walking sequences of both Coterminus zombie models with Zombine running animations. Idle animation is unaffected.

Wasteland_depot port to Coterminus

Wasteland_depot port to Coterminus

Singleplayer Map 2 comments

The wasteland depot map from the 2001 version of the leak ported to Coterminus. (Made by VALVE)

Post comment Comments  (0 - 10 of 280)
BurningCakeDoesAche
BurningCakeDoesAche - - 9 comments

Sorry if this has been asked before, but how do you launch smg grenades? They appear in the OICW ammo counter, but right clicking uses the scope

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Guest
Guest - - 689,550 comments

Press 'x' and it'll change the firemodes

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BlackHand-
BlackHand- - - 654 comments

Yes! It's alive!

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thejerker
thejerker - - 1 comments

The best hl2 beta mod ive played so far, cant wait for 2.0.

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Guest
Guest - - 689,550 comments

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raddi50
raddi50 - - 1 comments

This mod is in my opinion one of the better beta mods since I like the original story a bit less then we got in the retail game but mixing elements of both is for me a good way of doing it hope this mod will be an amazing popular mod in the far future atleast to some extent atleast :D

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ValveFanTygo
ValveFanTygo - - 27 comments

for me this mod is up there with raising the bar redux and dark interval its a great concept and suprises me that nobody has done anything similair to it in the past. on a diffrent note hope its still being worked on cant have a good concept go to waste!

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ExremeExplorer
ExremeExplorer - - 1 comments

when is this going to get a update?

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Tyris_ICCR
Tyris_ICCR - - 27 comments

Sometime this year

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SplatLue19
SplatLue19 - - 14 comments

Honestly, for work... if I understand one person? I'm not surprised that it takes so long, but I admit that after version 1.1 I feel that in the final version... this mod will literally be almost what Half Life 2 Beta could have been if Valve had left it as it was :D

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