An anniversary and new content, plus development update.
Ground Zero is a Half-Life 2 modification that takes place primarily in the ruins of City 17*, now completely wrecked and inhabited only by zombies and antlions. The Combine have little presence here anymore until resistance activity piques their attention. It'll have balanced gameplay made up of challenging puzzles and epic battles in a way so as to appeal to multiple types of players.
What makes this different from other HL2 mods, and why should I care?
Apart from a new storyline and environments, there are a few new enemies implemented or planned, with new characters and so forth to interact with and fight alongside.
(Not all will be revealed, dont wanna spoil too much)
1: The C17 Ruins:
Although the initial chapter takes place in the Outlands, Combine pressure pushes player and his companions further into what was once City 17. What few buildings are left standing do so in a state of ruin. Zombies, Antlions and other such things have made their home amongst the ashes, but even they must shy away from the radioactive ruins of the Citadel itself.
2: City 23: This has replaced the Middle East as the location for the events that were going to take place. The rebels here didn't get the message to begin the uprising from City 17 due to radio blackout, so the Combine managed to keep them under control for a deal longer. As such, the city is still burning with debris strewn across the streets by the time the player arrives. There is a strange absence of citizens though.s
When is it coming out?
At this rate, who knows.
I know that it probably seemed like this mod was dead, but it's not. Hibernating, yes, but it hasn't been forgotten! Moddb tells me that it was last updated around 9 months ago, which is quite a long time. The reasons for the long hiatus were a few things:
Firstly, schoolwork has been sucking up a lot of my time and that takes the top priority. I don't have much free time at all, much less any to spend on Ground Zero. Why? That's the second reason. I've become involved in a number of other projects. Level design for other modifications and games, some mapping competitions, and so on. When I have a responsibility to produce content for others, whether paid or not (I've done both) I tend to prioritize those projects over ones which I don't have a deadline, even a loose one.
That's not to say that I don't care about this, I definitely do, but I have other things to do. It's also not to say that I haven't gotten any work done at all. With all this work I've been doing, my mapping has improved. At least I think so. You be the judge:
To kind of celebrate this (admittedly small) milestone, I'll show you some new WIP stuff and discuss some features.
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