HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This build contains the following chapters:
0: Black Mesa Inbound
1: Anomalous Materials
2: Unforseen Consequences
3: Office Complex
4: We've got Hostiles
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Description:
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HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This build contains the following chapters:
0: Black Mesa Inbound
1: Anomalous Materials
2: Unforseen Consequences
3: Office Complex
4: We've got Hostiles
More chapters are being converted. Check the MODDB page for new files!
Moddb.com
Installation:
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Copy the 'enriched' folder into your Half-Life folder (../Steam/steamapps/common/Half-Life/). Restart Steam and Half-Life: Enriched should be visible in your list.
Copyright:
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Maps, models and textures by Hezus
You are free to use textures, sounds and models from this MOD for your own (non-commercial) work but I'd like to be credited for it. You are NOT allowed to release these maps for any other game or MOD.
Changelog:
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Version 0.25 (17 March 2022)
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- New chapter: "We've got hostiles"
+ chapter is now 2 BSPs (was 5)
+ removed many wallchargers for better balance
C4A:
+ spawning headcrabs now have a small trigger delay
+ running scientist can now be interrupted during his sequences (doesn't continue running when hitting the tripmine)
+ moved hev batteries into the freezer (more incentive to search there)
+ gman now disappears faster
+ first soldier now comes down the freight elevator, moved "don't shoot'-scientist down there too
+ added door between elevator and gman room
+ grunts will see you come up the elevator now
+ changed orientation and speed of conveyors to be less annoying
+ changed shape of sandbag walls so grunts can shoot over them
+ two scientist will not futher run into the grunts after being shot at and go into hiding
+ changed layout of two scientist room for better performance
+ differentiated non-breakable grates from non-breakable ones
+ added remains of eaten security guard
+ bantering grunts will now detect your movement
+ added move sequences to bantering grunts
+ bantering grunts now spawn directly once you return from c4b
+ added func_ladder to security room vent
C4B:
+ changed sky to 'morning' to adjust for correct timeline
+ gave the yard grunts more various weapons
+ added ladder to bunker so you can get out again
+ ventilation debris now starts unrendered for better performance
+ changed vent size in the bottom of the shaft to fit the rest of the map
Changes to older maps:
C1A:
+ replaced medkits with better version
+ fixed no-clipping errors with glass
C1B:
+ fixed no-clipping errors with glass
C2A:
+ replaced medkits with better version
+ fixed no-clipping errors with glass
+ ammo in the locker now spawns properly
C2B:
+ replaced medkits with better version
+ glass should be visible a bit better now in dark areas
+ removed healthcharger from weapon room
C2C:
+ replaced medkits with better version
+ brought back a few decals I missed
C3A:
+ replaced medkits with better version
C3B:
+ replaced medkits with better version
+ lighting at the end matches start of c4a now
Code:
- Updated HL Updated SDK to Beta 010
Known issues:
C0A:
+ helicopter sound doesn't play (probably a code issue because of the larger grid size)
just beaten this demo, it was actually pretty interesting, i'd suggest design-wise is to visually (and somewhat layout-wise) base the maps off from HL1 PS2 as it actually does have some neat details and improvements, also the merged maps work nicely, good job with that, however there were handful of issues i had, some nitpicky some less so, like lack of geometry, or lack of collisions on some entities, or yellow dots around entities or lack of doors, or that in UC the maps between one where there was gman talking to scientist and map where you meet barney and get ammo from locker aren't merged like in AM, or that in AM one of the hev capsules in AM lack the lines, or how you can get into place where scientist gets killed by a headcrab but you can't save him. or how in beginning of WGH one turret somehow killed that one scientist around the slippery floor part when i wasn't even in that room, i was at the beginning of WGH before/after touching 1st laser, here take a look:
Prnt.sc
Prnt.sc
Prnt.sc
Prnt.sc
Prnt.sc
Prnt.sc
Prnt.sc
Prnt.sc
Prnt.sc
Prnt.sc
Prnt.sc
either way, this was decent, good luck with the future on this project
Thanks for the detailed report and I much appreciate your comments! :)
I'm generally inclined to base my MOD of the original 1998 version, especially since the PS2 version was released more like a marketing aftertought 3 years down the line. I do like to check it out at some point, since I've never played it.