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Half-Life: Nightwatch is a large scale single player episode based on the events of Half-Life. As the player, you will assume the role of Sergeant William Archer, a member of Black Mesa's high-level Military Security force. With an entirely new arsenal of weapons and 30+ enemies and allies both old and new, fight for the defense of Black Mesa... and of all Earth.

For the most up-to-date information and updates, check our primary website at Please avoid e-mailing us at the info address listed above; legitimate mail has been flooded out by spam and the mailbox is no longer actively checked. Visit the site for updated contact details.

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Nightwatch: Source

11 years ago News 4 comments

Ryan wrote:After careful analysis of the technology, the decision has been reached to offer a Source version of Nightwatch in addition to the current release plans. There are, at this time, no plans to abandon development for Half-Life 1, though. We're all very excited about the Source engine and would like those who have purchased Half-Life 2 to be able to enjoy Nightwatch in a higher-quality, more feature-rich environment.

Ryan wrote:As a result of the recent decision to produce a concurrent Source version of Nightwatch in addition to the original plans, staff positions have opened up in two specific fields to accomodate the extra work required: programming and level design. If you believe you are qualified in either of these areas and would like to contribute, or would like to try out for one of the existing open positions for model texturing (skinning), player/NPC animation, or voice acting, head on over to the Jobs page for more information.

Profile Updated; Media Release

11 years ago News 7 comments

Half-Life: Nightwatch has posted the first portion of a two-part media update, with several new level screenshots being made available for the first time...

Staff Expansion

11 years ago News 0 comments

Again, straight from == Well, after an extensive evaluation process, we've made our final decision on who will be filling the open spots on our level...

Small Progress Update

11 years ago News 0 comments

Straight from I've finally managed to whittle down most of the level design applicants, though a few keep trickling in. It's been a...

Nightwatch Interview on

11 years ago News 0 comments

Adam "WhoMe" Foster and I have been interviewed by Tailgunner at The interview contains a particular focus on the level design department...

Post comment Comments  (0 - 10 of 131)
Aublak Jul 25 2015 says:

Please release all of the assets. I am sure someone will finish it.

+1 vote     reply to comment
λpone Jul 22 2015 says:


+1 vote     reply to comment
Rus[T] Jul 7 2012 says:

I was so pumped for this mod in the days, this looked so good.

+3 votes     reply to comment
Infuzija35 May 19 2011 says:

Look a awesome MOD ^^

+1 vote     reply to comment
Morshu May 9 2010 says:

This is a disaster. No, not what I see here. It's a disaster, a complete disaster how a team of talented people did such an unimaginably stupid decision and go over to Source. Your content here was just astounding, but you guys had to throw ALL of that in the trash just because you obviously had no idea what you're doing. I believe this is the reason why the Source mod died too. They probably realised how much of fail, aids and diabeetus Source is, and the team bailed, so there was no hope in going back to GoldSrc.
I have been mapping a little bit for Source, just a little bit, but it was more than enough. Valve became careless as **** after they could update their stuff with Steam. The last time I have opened Hammer up, it was full of bugs and looked like crap.
GoldSrc modding is fun because it's polished, and it's simple. Valve lost all comprehension of bugtesting and polishing after Steam came up, and they completely frakked up programming too.
The creation of mods became dull and boring with all the over-complicated **** that was made into the Source SDK, and it became a living nightmare after Valve stopped debugging their damn updates. How many times have we been unable to use the SDK tools because of an update? When did people stop counting?
I only programmed a weapon for Source once, and it worked. However, that was also the last time I had ever dared touch that thing again. They simply frakked the whole thing up beyond any reasoning, and I couldn't do anything, because the bug that caused sounds not to play was impossible to find.
IMHO: GoldSource > Source

+9 votes     reply to comment
Swaggletooth Jul 26 2010 replied:

Morshu, you really shouldn't talk about things you don't understand. The reason the mod collapsed was due to the fact that work had to be restarted.

Also HL1 modding is neither "polished" nor "fun", it's an incredibly difficult engine to work with unless if you have low expectations. Source is much easier to work with than HL1.

-3 votes     reply to comment
GmansFan Dec 1 2010 replied:

Bull **** GoldSource is easier I created a custom game first map and models in 1 day. **** Source

+6 votes     reply to comment
Blkrt Dec 29 2010 buried:


It may be easier to create content on the HL1 engine, but it looks like crap in every way...

So...**** Goldsrc!

-11 votes     reply to comment
Mikko_Sandt Sep 27 2010 replied:

It was a dumb decision to switch engines (à la Daikatana or DNF) and a gigantic waste of everyone's time.

+9 votes     reply to comment
Morshu Aug 12 2010 replied:

Seems to me like you're the one who doesn't understand either GoldSource or Source, or both. It's obvious that work had to be restarted, but I believe it wasn't the only cause of the mod's failure on Source. It's explained well here, and in my own blog.
And seriously, compared to the **** work Valve is doing on Source, you could hardly say it's anything close to polished, compared to GoldSource. I've been working with GoldSrc for a long time, and all I needed was my mapping skill and some special entities to optimize on stuff to get it working. The only thing that limits me is really just the 64 lightmap limit and the map size, however with Source, the constant bugs make it almost unusable, and the community doesn't help either. Just check my work on my profile.
Anyway, isn't modding supposed to be about fun? If someone is so bound on giving out commercial-quality games, then he doesn't belong in the modding community. Modding was a thing for us when we were little kids or just touched Hammer. Our mapping quality would be considered horrible today, but it was a start.

+3 votes     reply to comment
Archie_SnC Dec 9 2010 replied:

I mapped for Goldsource for around 4 years before finally switching to Source, so I think I stand in a pretty good position to say that Source is of course better. Every single person I know who thinks Goldsource is better (all 3 of them) has barely given Source modding a chance what-so-ever. Yes it's more complicated to produce something worth a damn, but that's because what you can produce is a hundredfold times better than Goldsource. I recently went back to Goldsource for nostalgia's sake and found no room to be creative at all. It was a fantastic engine back in its prime, and if people prefer modding it than modding a more up-to-date engine then that's fine. Let them have their fun and look on as a whole ten people play their hard work.
What I can't stand is people who actually have the nerve to say Goldsource is BETTER than Source. What could you possibly be basing that on? In what remote sense is it better?
And as for the SDK being buggy, in the early days of Hammer 4 it crashed a lot, but it literally hasn't crashed on me in around 2 years. And I've never not been able to use the SDK.

Stop being daft.

This was mainly aimed at Morshu, by the way.

+2 votes     reply to comment
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Half-Life: Nightwatch
Last Update
11 years ago
334 members