Half-Life, voted game of the year in 1998. Counter-Strike, one of the world's popular online action game. What would happened if you were to merge both of these?

Simple, you would have a mod with Half-Life's storyline with Counter-Strike's weapons and hence, Counter-Life is born. Most of Counter-Strike's weaponary (minus the shield and smoke grenades) will be available for you when you purchase them from buy stations .

'Half-Life is Single-Player, so where are they buy stations?' Well, all the buy stations are the Health and HEV stations you encouter throughout the game, strategically placed. Just go up to them and use them. Unless you have the cash and the 'last resort' weapon, you can't go around buying all the weapons you can carry. Like in CS, each weapon cost a specific amount of cash.

'What about Xen?' Download the mod and find out yourselves.

Monsters, soldiers and allies in Counter-Life are also given a few enhancement to make them totally unique from the original Half-Life. Sad to say, killing G-man is still impossible because he happens to be your middleman and your so-called boss in HL2.

*Counter-Life is playable using steam and also allows you to use Counter-Strike custom models and other high poly w_ and p_ models. There are simply no restrictions or limits. Just the Half-Life ones.

Try making Counter-Life look unique. Get textures, sounds, sprites, skins and models to beautify it. Play through HL SP once again with CS weapons and make your enemies...SUFFER!

* To get CL working on Steam, place the CL folder in "Steam/SteamApps/youemailaddress/Half-Life" directory. For more information => Support.steampowered.com

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How do they prefer to die? Rifle menu 3 Rifle menu 2
Blog RSS Feed Report abuse Latest News: On Counter-Life 1.01

1 comment by Haunter on Jun 2nd, 2009 digg this super bookmark


Sorry for the long wait, guys. Been busy learning tutorials on 3D modelling and a bit of animation with some rendering techniques thrown in. Have to get them ready for my portfolio so I can hopefully find a job related to the gaming industry.

So progress for CL is slow but I haven't forget about it. The mood's all about 3D and a bit of Fallout 3 (this game really sucks me in with all the sweet weapon mods).

I'm also trying to get some ideas for secret weapon 2. I'm wondering about a... never mind.

So far, I've brought back the M4 to its original silenced state. It has been fun with the M203 but most of the M4's custom models are without the M203 so we can see plenty of screw ups. Ouch...

I also have other plans for CL in my notes and hopefully most of them can be reality. One such thing is a bagpack that can increase the ammo being held. I've tried doing that when CL was still in Beta but I can't get it to work. Damn thing crashed when I tried loading it...

Anyway, "Die Waffen, legt an!"*

* = Sweeper should know this reference.

Downloads RSS Feed Latest Downloads
Counter-Life Version 1

Counter-Life Version 1

Dec 25, 2008 Full Version 24 comments

Counter-Life Version 1. Finally left the beta stages. Was getting bored with Beta from 6 onwards. I wanted change it to version back when it was like...

Counter-Life Beta 7

Counter-Life Beta 7

Jul 19, 2008 Patch 35 comments

Counter-Life Beta 7. It has been a long wait, hasn't it?

Comments  (30 - 40 of 449)
Lt.SnoWolf
Lt.SnoWolf Dec 25 2008, 4:54pm says:

Right handed guns please?

+1 vote     reply to comment
Haunter
Haunter Dec 25 2008, 11:01pm replied:

It's already in Version 1. No need to G-flip them anymore. The mod is still waiting for authorization from the admins.

+1 vote     reply to comment
DekklinOfDeath
DekklinOfDeath Jan 8 2009, 1:39pm replied:

How can I flip them back to left handed? I've got lots of custom weapon models that are built on the left handed default style but the modeller made them right handed. Now it's like a double negative and they go back left handed due to your changing it.

Is it a simple console command? If you release a patch, can you put something in the Advanced tab of the controls for the swapping? The only thing I found in there is whether the bullets eject left or right (which obviously had to be switched in this case).

Thanks

+1 vote     reply to comment
Niborius
Niborius Dec 26 2008, 3:26am replied:

How long can the authorization be? The mod still isn't there :(
Maybe i should just wait and have patience :P

+1 vote     reply to comment
Psycho_2
Psycho_2 Dec 26 2008, 3:42am replied:

Well, you should do that :p

+1 vote     reply to comment
Haunter
Haunter Dec 25 2008, 7:04am says:

This is what I'm currently doing: working on the rifles' spread. When I handled CL years back, I didn't really go into deep detail. Fast forward to present, I have a better understand with how the spread works now.

Do note that I didn't create the spread from scratch. Atomized has the honor. So with a more *ahem* mature mindset, I set of the correct what I've done wrong a few years back. And yeah, it was very wrong.

That's probably why I have more problems killing in CS but not in CL. Both are the same guns but they run on different codes. So I took numerous screenshots while spraying in 'crossfire' (a HL DM map for those who didn't bought the original HL) and compared.

It helps because instead of targets, I used the brick textures to determine how high and how wide the spread goes. It also lets me know how bastardized the FAMAS is. I didn't fire one before but I really have to wonder why the heck is the spread so... wide when I go full auto? It doesn't take much shots for the bullets to start spreading.

Then I took a much closer observation for the mp5. My goodness... What on earth happened to the once reliable SMG? The bullet spread is as though is loaded with higher caliber. But I can't say much because I haven't fired one also. I've only fired the Colt AR15, Sig Sauer P226, SAR21 and FN MAG GPMG. But I've held a Steyr SSG 69 before but without firing. The feeling I had when it was in my hands was good.

So, there are a few guns that I wouldn't want to touch even though they are made this way because of 'balance' in CS. Back to work...

+1 vote     reply to comment
Niborius
Niborius Dec 25 2008, 6:38am says:

I can't wait! If i have time, i will immediately play it when it's released.

+1 vote     reply to comment
Haunter
Haunter Dec 25 2008, 12:51am says:

CL Version 1 is a few hours away from getting done. But while coding, I suddenly had a rush of ideas came pouring in!

Sadly, not all of them will make it to version 1. One such idea is to create player mods such as increase of health or armor. Maybe I can make a backpack that will allow players to hold more ammo a la Doom 1 & 2. But that would require me to re-edit all the buying code which would take more time.

I have partially code one of my ideas into CL but it doesn't seem to work quite right. Yet.

+1 vote     reply to comment
pivvott
pivvott Dec 22 2008, 5:16am says:

its not the same anymore its not cunter-life if you have skins only if you have the original guns.

+1 vote     reply to comment
concretebuffalo
concretebuffalo Dec 12 2008, 3:08am says:

Cheers for this mod. I remember an older version of it that stopped working at the start of "weve got hostiles" I still use it with the original half life non steam as it runs faster on my laptop that the steam version. I have noticed a small bug. When you see the G-man on the raised platform where the scientist is upstairs hiding he dosent dissapear so the scientist cant get past him to open the room. Apart from that it played to the end boss ok but I cant finish the game as I have run out of ammo. Anyway loved playing through again and love the weapons. For the people that want the grunts power down try using a sniper rifle as a primary weapon (no zoom) I did and got through fine

+1 vote     reply to comment
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