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Plot:

Half-Life Episode Two begins exactly where Half-Life ended, after accepting the job agreement with Gman, Gordon Freeman is sent back to the Black Mesa Research Facility, why? It's up to you to find out. Explore never seen before areas of Black mesa in seven chapters that will immerse you into a spooky and dark environment while you search for clues to reveal one of the darkest secrets of the facility and the reason why you were sent back in.

The Project:
Half-Life Episode Two is an Half-Life 1 modification currently under development, the project focuses on creating a singleplayer adventure with improved and modernized gameplay elements, lots of exploration and action, with a eery and moody atmosphere as well as a deep and interesting plot while partially staying true to the original Half-Life gameplay.

With a reworked and improved game platform Half-Life Episode Two will feature lots of graphical improvements, extended gameplay elements, a new sound platform, professional standard level design, very high quality models and overall compelling presentation.

The game will not, as of currently, support multiplay.

The Trinity rendering engine, or Raven as I used to call it before it had an official name, is now free for download with source code available, released under LGPL license you are allowed to do as you please with the code as long as credit to the original developer is kept, source code for Half-Life Episode Two however will remain indoors as of now. Download for the Trinity rendering engine available at: Half-Life Zone

The Engine:
This game makes full use of the Trinity rendering engine, which supports a wide array of new features handy for both game development and graphics enhancement, the engine brings features like:

  • New BSP renderer, capable to support limitless texture resolutions, TGA decals, 3D skyboxes, detail textures, enhanced lightmap based lighting, transparent surface lightmaps and so on;
  • New model renderer, capable to also support limitless texture resolutions, model decaling, SSE/SSE2 support, etc;
  • Real-Time dynamic world and model lighting;
  • Real-Time shadowmapping support.
  • Shader water, that uses both reflection, refraction, and customizable fog color;
  • Particle engine capable to perfectly simulate effects like rain, snow, fog particles, smoke, explosions, falling leaves and even fireworks, particles can interact realistically with water;
  • And effects like motion blur, client based pixel fog, realistic mirrors that will reflect all geometry within its range, extended map entity support for bigger map results, etc.
  • The engine is also fully capable to handle non shader processing for older video cards that do not support shader profiles.

To run this mod at its full quality and support with optimal performance, your system must meet the following recommended requirements:

  • OpenGL 2.0 capable video card, Nvidia Geforce 6000 series or better with 256 Mb of dedicated video memory;
  • Intel Pentium 4, 2.6 Ghz or better;
  • 512 MB system ram.

The game is perfectly playable in all common graphics card types (Nvidia and ATI video cards). Intel graphics chips are also supported but are known not to perform perfectly. Nvidia 5 FX series are compatible but only capable to run non shader processing. Other video card vendors (S3, Matrox) were not tested and therefore are not guaranteed to work.

This modification uses Amnesia Sound Engine, an open source sound platform, based on FMOD Ex library, available under LGPL license here.


Ever since Valve Erc forum at Chatbear went down, the Half-Life 1 community lost a potential modding resource, newcomers relied on that forum to get help, and now that it's down, few Half-Life 1 communities are left that support newcomer modders, if any at all. That is why Awkook, Doommarine23, and I (Hunk-Guerrius) have decided to create Half-Life Zone a new community created especially for the HL1 modding newcomers, experienced modders are allowed as well, we hold programs, tutorials and of course, a forum, for now we only support Half-Life 1, but hopefully we will expand to other GoldSource based game such as Counter-Strike and Day of Defeat. Come visit us, if you ever need help we will be here for you.

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Blog RSS Feed Report abuse Latest News: 2011 Christmas update

1 comment by hunk_guerrius on Dec 29th, 2011

Okay, Merry Christmas everyone. Here is the Christmas media update I promised, with fresh level design to show as well as some very fancy graphical effects I have been making use of.

There is going to be a further media update sometime later as I still have some other stuff to show, but it isn't ready yet so for now whatever pictures I provided should be more than enough for the time being.

I have good news to share though, the engine I been using for long now, has been open sourced...Yes you heard it correctly the Trinity rendering engine is available for everyone that wishes to make use of it, it is available at our website, Half-Life Zone. Click the name to download it.

Further more, as for the game's status, everything is going fine, that beta is coming but its still going to take a while, since my level design skill has been improving ever since I started its very hard to keep track of all the levels I have done and keep a consistent level of detail as my skill improves, and obviously the older levels I made weren't cutting it anymore so I had to remake most of it, and that is pretty much what has been holding me back. Fortunately when this is done, level design should be very consistent, high quality and reasonably enjoyable to sit through.

Thank you, for supporting this game so far, and Merry Christmas, see ya all later.

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Comments  (0 - 10 of 421)
amazingcomedy
amazingcomedy May 14 2012, 5:16pm says:

Very very cool mod. Can;t wait for release.
One question: are there any new gameplay features of the mod, or is it going to function alot like the first game? Will there be a limited inventory? Will you have to press the use key to pick up ammo? I'd love to know.

+1 vote     reply to comment
hunk_guerrius
hunk_guerrius May 17 2012, 10:50pm replied:

You'll have the answer once I upload the gameplay video I will record in a few days.

+1 vote     reply to comment
JohnnyGuitar^2
JohnnyGuitar^2 Mar 26 2012, 5:41am says:

Your level design is extremely blocky, I feel as if your modified engine is going to waste because of this.

+1 vote     reply to comment
hunk_guerrius
hunk_guerrius Mar 26 2012, 9:52pm replied:

Define blocky.

+1 vote     reply to comment
JohnnyGuitar^2
JohnnyGuitar^2 Mar 27 2012, 6:55am replied:

Man, some of your levels honestly lack detail, I think you need to touch up on your brushwork a bit. Also some of your lighting seems out of place.

0 votes     reply to comment
hunk_guerrius
hunk_guerrius Mar 27 2012, 11:31am replied:

And what level design pictures are you basing your opinion on? If you want me to understand your criticism you must first give me an example of an area that in your opinion lacks, and another example of an area that you think is a good level of detail concept for me to base other maps on, if any.

But bare in mind that most of these are work in progress, specially older pictures.

+3 votes     reply to comment
jedrek
jedrek Feb 15 2012, 10:38am says:

water shader,realistic light cool

+1 vote     reply to comment
epicbox
epicbox Feb 14 2012, 7:13pm says:

This looks interesting, it's got potential.

+1 vote     reply to comment
ranma5261996
ranma5261996 Feb 8 2012, 3:43pm says:

hey, what now?

-1 votes     reply to comment
hunk_guerrius
hunk_guerrius Feb 8 2012, 9:46pm replied:

Chocolate cake.

+3 votes     reply to comment
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