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.



  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Where we're at and whats new with Entropy Zero this week.


Hi everyone! Thanks for sticking through the quiet times. The last week has been difficult for us Brits. I've also been very busy with work, and I've had less time to focus on this project.

Regardless, progress is occurring albeit a little slower than I would have liked. What's taking me so long? The final fight.

Here are some hammer shots from the final bit of the mod:

hammersnap1

hammersnap2

I know how cruddy these look - they are just snipping tool captures. I don't want to give too much away regarding the fight itself, but it's been a tough one to build. There's a lot of complicated architecture that has taken me a while to put together. Further to that, the skybox is another challenge altogether. Then I've got the actual fight sequence to implement (in progress right now) and make sure it flows correctly from area to area. I've been experiencing burnout with this fight.

As I've mentioned in a previous update, battling burnout is tough. If a concept isn't working, it's wise to change it as soon as possible rather than keep trying to hammer in a bent nail. I've had to trim a few initial ideas from the area here, to keep it fresh and to keep myself from overdoing it. I'm a one-man-band so pacing is important.

az c4 30008

az c4 30007

On the way up to the Quantinode, you'll discover the fate of those last few units of soldiers, left to rot in City 10. The soldiers in this shot (above) were trying to prevent the Vortigaunts from interfering with the Quantinode core, before being frozen in their tracks.

In other news, I've made several more changes to weapons.

The AR2 now fires two rounds at once (solution here) and has an increased spread. I wanted it to feel more 'prototype'. I imagined the AR2 went through several revisions and iterations before it became the best it could be. As sporadic as the prototype may feel to you at first, I guarantee you'll have no problems using it to clear corridors of zombies, or eradicating pesky Vortigaunts.

The SMG1 has had its fire rate lowered a little, to make it feel a bit more like the SMG1 of the Half-Life 2 beta. I've also increased the weapon kick and lowered the bullet cone. It's way more satisfying IMO. It's punchy, but accurate enough that you can actually use it.

Weapon HUD text has been changed to reflect the lore and setting of the mod. The weapons are appropriately named to fit with the Combine theme. I'll be sure to show these changes off in a video soon.

Thanks for your continued interest in this mod!

Dev Update

Dev Update

News 6 comments

Touching base to say 'hello' and update you on the mod status.

Quick Update

Quick Update

News 7 comments

What I've been doing and where I am with the mod this week.

Quick Chapter 4 Update

Quick Chapter 4 Update

News 11 comments

A quick update on what I've been doing, chapter 4 and further plans.

Chapter 4 Update

Chapter 4 Update

News 4 comments

Here's a brief update on the mod and the status of Chapter 4.

Comments  (0 - 10 of 39)
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!)

Reply Good karma Bad karma0 votes
FanProgrammer
FanProgrammer

dat images o_O.

Reply Good karma Bad karma+2 votes
hacim229911
hacim229911

I really hope you finish this/ it looks like one of the best mod db mods.

Reply Good karma Bad karma+2 votes
ComfortJones
ComfortJones

Have you made any edits to vortigaunt or rebel ai for this?

Reply Good karma Bad karma+1 vote
Breadman_at_Hartley Creator
Breadman_at_Hartley

Not yet, but I may be trying something out in the near future. Got a few ideas.

Reply Good karma+1 vote
ComfortJones
ComfortJones

If you ever need any help I could probably lend a hand without a huge amount of effort. I've made my own vort enemy schedules for my mod. Rebels I'm not so sure though.

Reply Good karma Bad karma+2 votes
Breadman_at_Hartley Creator
Breadman_at_Hartley

Thanks! I'll keep this in mind.

Reply Good karma+1 vote
CW3D
CW3D

Hey Breadman! Just seen your post on facebook showing off the manhacks. Noticed it was a tad odd how they just spawn behind you. I was thinking you could actually see them deployed shown in this video Youtu.be

Reply Good karma Bad karma+1 vote
Breadman_at_Hartley Creator
Breadman_at_Hartley

Fixed now. I put a lot of mid-development work on Facebook.

Reply Good karma+1 vote
Captain_Hell_Knight
Captain_Hell_Knight

This mod looks pretty damn good. Following it now.

Reply Good karma Bad karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Half-Life 2: Episode Two
Contact
Send Message
Release date
Mod watch
Follow
Share
Style
Embed Buttons
Link to Entropy Zero by selecting a button and using the embed code provided more...
Entropy Zero
Statistics
Last Update
Watchers
240 members
Articles
10