Rebels have derailed your train. You were headed for City 17, but now you’re stranded - a lone survivor. Combine rule must be enforced. Overwatch must be notified - but the rebels of City 10 will stop at nothing to retain their secret freedom.

Experience a time before the fall of City 17 - 11 months before the deployment of Gordon Freeman. Distribute deadly justice in the abandoned City 10. Surpass the infestation that lies beneath. Climb Pillar 10. Survive the Combine plague, and raze the rebel sanctuary of City 10.


Mod Status : Alpha

Current development : Detail pass #2. Expect less communication during this process.

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Mod Status

News 9 comments

Brief update on the last two weeks. Whats new, etc.


How are you guys doing? I'm doing pretty well. I've just hit another milestone with development, as I've completed all of the required maps for the mod. The new intro sequence is done and I'm now going to start the second detail pass process. I'll be going silent again for a few weeks as I move through the mod fixing issues and making things look prettier.

With the new intro sequence, It became necessary for me in light of the lore and feel, to develop some kind of night vision / Combine vision replacement for the flashlight. It didn't seem fair to me that the other Metrocops got these really nice looking glowing goggles during the intro sequence, and the player was stuck with a flashlight.

So I went and whipped it up and it looks great. The utility of it extends beyond that of the intro sequence and makes it easier to see a bit later on during the underground sections.

At first I developed it as a fullbright mix, but I wasn't happy with it at all. Fullbright night vision is so yesterday. So instead I've modified the dynamic light that is projected, and applied a hue with an overlay to create a unique Combine spin on night vision.

Think of it like a kind of Combine infra-red, with the goggles sending out some kind of Combine light which then bounces back into the goggles to display the environment. My only gripe is I can't get it to project onto the player's viewmodel - for me this isn't a big deal. I'll see if I can fix it later.

Not wanting to give too much away I'll only share a few pictures:

az intro0003

az intro0004

The intro is brief, and is designed to teach the player one thing - bullets hurt.

Sorry I can't give you more yet, but I've got to nail this second detail pass and get onto Beta testing.

Thanks for the continued interest!

Going silent ( But not for long )

Going silent ( But not for long )

News 9 comments

Don't let the title alarm you! Work on the mod is not stopping, just updates for a few weeks.

Development Milestone #1

Development Milestone #1

News 6 comments

Find out what's happening this week with Entropy : Zero.

Weekend Update

Weekend Update

News 6 comments

Quick update for you + Live footage from the game.

Chapter 4 Update #2

Chapter 4 Update #2

News 9 comments

I've got some good news, and I've got some bad news...

Comments  (0 - 10 of 48)
hl2forever
hl2forever

Can't wait ^‿^

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Barney.Calhoun
Barney.Calhoun

Good luck, That is all I can give you.

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Breadman_at_Hartley Creator
Breadman_at_Hartley

From Barney himself! Thanks!

Reply Good karma+2 votes
asw01
asw01

will this be compatible with operating systems other than Windows?

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Breadman_at_Hartley Creator
Breadman_at_Hartley

At this moment, this is a windows only thing. However, I wouldn't be against looking into ways of making it compatible across other operating systems.

I have zero experience in that area with Source though, so I wouldn't know what I'd be getting myself into. It may be that I'd have to own a licence to do that kind of thing. We'll have to see what happens.

Reply Good karma+1 vote
asw01
asw01

I know a back door way to do it, but it doesn't work if the game runs on Source SDK 2007 instead of the Episode 2 engine (or if the game uses custom, completely new weapons)
Simple drag an drop the maps, materials, models, scenes, sounds, and scripts folders into the directory of a Sourcemod that already works with OS X,
You could talk to the guys over at RTSL, their mapping contest sourcemods are OS X/Linux compatible, so they know how to do it

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Breadman_at_Hartley Creator
Breadman_at_Hartley

I'll see. I'm planning on trying to have this mod hosted on Steam as it would be the best platform for it. I'd prefer to do things by the book in the meantime.

Reply Good karma+2 votes
Courrier-Mojave
Courrier-Mojave

Yep, we need this mod on steam ! :D With achievements, because , who doesnt't like achievements?

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CW3D
CW3D

So, I started rewatching one of your recent dev livestreams and I've noticed how quick you die. That's fine, but I feel like the rebels as soon as they see you they shoot at you like, they react like they have wall hacks. If possible, you could probably make the rebels take a second or two to react before they attack. Idk, maybe that's just me, but I feel they react too quickly :P

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bioscmos
bioscmos

as beautiful as it looks ,,,
but i cant .. just cant play without -- Iron sight --
just cant :/ just wished it had some of the Smod attributes...
(but thats me .. sure looks interesting mode -keep up dude!)

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