CSS SCI FI 3: Hardwired patch 3.0 final -> 3.01
Nov 07, 2009 Patch 1 commentThis patch fixes two reported errors in missions for CSS SCI FI 3: Hardwired. These include Cobble (fixed crash when attacking APCs during bullet-time...
CSS SCI FI 3: HardwiredHalf-Life 2 mod | Released Oct 9, 2009CSS SCI FI 3: Hardwired is a single-player modification for Source. Waking up to find himself an augmented clone of Gordon Freeman, the player must fight time-travelling Combine forces and other enemies across 42 unique and replayable missions. Missions are set in 18 retail and 24 custom Counter-Strike: Source maps, which are installed intact to the player's CS:S game folder. The mod edits the entity data for each map as it is loaded, adding and modifying entities to create a seamless single-player experience. The maps remain unchanged and are fully playable in Counter-Strike: Source. Maps have been contributed by established designers, including Bluestrike, Schuzak and d00ds.com. Combat locations range from a snow-covered country church to a dense pine forest to a sun-baked tropical island. Players enter each map through the mission hub and can choose to play each one at a time or all in 3 linked campaigns. In each mission, the player is given a series of objectives, such as to rescue hostages, find packages, defend allies or destroy targets, which must be completed to move on to the next map or return to the hub. Each time each mission is played, the behaviour and armament of enemies and the distribution of resources changes, so that no two plays are ever the same. In addition, maps contain hidden secrets and configurable extras which change the difficulty and parameters of each mission. Thus, CSS SCI FI combines non-linear map layouts with unpredictable enemies in a goal-driven structure to create an endlessly variable and replayable single-player experience. Key features at a glance:
For more information, please see the CSS SCI FI 3: Hardwired project home page.
Latest News: CSS SCI FI 3: Hardwired: Final version released
32 comments by fitzroy_doll on Oct 24th, 2009 digg this super bookmark The final version of CSS SCI FI 3: Hardwired has been released. CSS SCI FI 3: Hardwired is a single-player mod for Source featuring 42 unique, replayable missions. CSS SCI FI includes an interactive mission hub and full Configuration Utility which players can use to select different styles of gameplay, ranging from extreme realism to gib-tastic gore. Each mission is goal-oriented and non-linear and can be played and replayed using different tactics, options and strategies. The maps Replay value Get it now Download CSS SCI FI 3: Hardwired now via Moddb or get the torrent here.
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CSS SCI FI 3: Hardwired patch 3.0 final -> 3.01Nov 07, 2009 Patch 1 commentThis patch fixes two reported errors in missions for CSS SCI FI 3: Hardwired. These include Cobble (fixed crash when attacking APCs during bullet-time...
CSS SCI FI 3: Hardwired [final]Oct 23, 2009 Full Version 24 commentsCSS SCI FI 3: Hardwired is a modification for Source featuring 42 non-linear, goal-oriented single-player missions. This file is the complete installer...
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For some reason I experience CUtlLinkedList Overflow in the cbbl level. odd
same here! ...
...sometimes...
A couple of writeups of the mod from around the net:
Nanasparadox.com
Joinpgn.com
Note that both reviews indicate that Half-Life 2 is required - this of course is no longer the case as of the final update.
Can I only use the stunstick and pistol in the missions? :/
Or is there a way to keep the weapons I have in my inventory when I'm leaving the weapons room at the mission hub?
You can't keep weapons from the mission hub. The first two missions of the first campaign are pistols only. You get better weapons as the missions progress.
Ah ok, thank you.
So the mission hub weapons room was just for show off the weapons/testing the weapons and for fun? :)
Anyway.. I'm glad it isn't a bug or something :P
Right - the test range is just that, a place to test your settings and learn how to use each of the weapons in a controlled environment.
Why not shift the modded game to CSS? I was really happy when I saw an awesome HL2 mod that I never heard about, only to realise it was a CSS mod =/ And I don't have CSS, sadly.
It is a HL2 mod. It just requires CS:S For content. The main entities are from HL2. So it is a HL2 mod. Anyways, This mod is great. Some more css content would be nice for it. And another thing. If you like HL2, but you don't have CS:S, Then you are not a true valve fan.
Because it runs on the Source SDK base ( Developer.valvesoftware.com ), which is a streamlined, optimised engine. This draws content from the base Source gcfs, which are shared resources used by CS:S, HL2DM, HL2 and other games. Because HL2's maps are not needed for this mod, all we need are the base Source resources, the resources of CS:S, and the SDK base engine to run it on.