Half-Life 2 : MMod i is all about updated effects and gameplay.

This is the revival of my old Half-Life 2 Enhanced mod, i've decided to re-do mod concept completely. Let me explain.

Half-Life 2 : MMod will follow Half-Life : MMod approach :  new effects, weapon replacements, lots of tweaks, gameplay tweaks, graphics enhancements several new weapons, updated ai.

You can try to play all Half-Life 2 related maps with it, even campaign ones, but expect to have some glitches on them.

Everything in mod is configurable, almost every new addition can be tweaked/turned on or off with console variable, don't like something - disable it! For more ease every new command start with hl2mmod_

This Mod contain lots of stuff which people contributed to Half-Life 2 Modding Community i will provide credits to all of you.

Want more media? Go check my screenshots on steam, i am making alot of them CLICK.

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Tau Cannon Akimbo USP&.357 Akimbo USP&.357
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12 comments by GuNsHiP_MK_II on Feb 20th, 2014


Meeth the Half-Life 2 : MMod

Hello again, this is Gunship Mark II, again.

First of all - story time!

You know, this mod story is too long, as far as i remember this mod were renamed twice and re-done from scratch 4 times. First version were just my experiments with source engine and it's brand new ( at that time ) particle system, it was several years ago, good old times when i actually had fun making stuff. Looking back at it it was a mess, over bugged mod with DEBUG dll's and earraping sounds, this monstrosity got released, most of people actually liked it for no reason, i assume they never seen so much new effects in my mod, even if they were crappy and unoptimized. Still fun, still in my memory. I took it down today though, because it's now irrelevant to new mod concept and broken due to two valve source engine updates. Then i decided to make it story mod with campaign, i failed because my mapping skills is all about simple brushwork and putting props. After that Mac update broke mod entierly, i've got lot's of complaints, but i can't do anything, so i decided to revive it, and i did, new weps, new effects, new stuff, more bugs. I don't quite remember what happend with it, but i stopped working with it. After long while i revived it as Half-Life 2 : Enhanced V2, i worked on it for a really long time, with a help of a friend i've re-wrote content loading system to load all Source engine content, right after that Valve pushed another update, known as Linux update, this killed mod entierly, it didn't launch at all, crashed at start up. I've tried to re-do it on brand new ( at that time ) Source Engine 2013, but it were really bugged as hell right after release, so i forgot about this mod for a while. I had better things to do.

2 weeks ago i've decided for myself : I will release this mod for sure, but i will redo concept entierly, because Enhanced were mess-of-a-mod with tons of bugs and glitches. Too much trash weapons, too much clones, code is a mess. So, i've decided to follow more successful approach of my Half-Life 1 : MMod . That means : Everything is configurable, no more earrape, only needed features, less crap.

New future for mod - here it begins...

So, let's follow to more interesting part without ( almost ) spelling errors. Right now you might be thinking : Gunship, what is this? What is all about? Where is Enhanced? Take this out of my face right now! But wait, i'll explain.

Half-Life 2 : MMod is a revival of my old Half-Life 2 Enhanced mod, i've decided to re-do mod concept completely. Let me explain.

First of all i've decided to change the name of mod to give it to more relevant project to avoid any confusion.
Second - mod will follow Half-Life 1 : MMod approach, new effects, weapon replacements, lots of tweaks, gameplay tweaks, graphics enhancements and so on.
Third - This is not SMOD, i decided to not add shitload of guns, because most of HL2Enhanced guns were just clones with diffirent effects, i don't want distract the player with all this shit. I'll better concentrate on gameplay aspects, more effects to replace, AI tweaks and other more important stuff.

Everything in mod is configurable, almost every new addition can be tweaked/turned on or off with console variable, don't like something - disable it! For more ease every new command start with hl2mmod_

Let's finally go to media.

Half-Life 2 : MMod - Desert Eagle & MuzzleflashHalf-Life 2 : MMod - Shotgun Primary Fire
Half-Life 2 : MMod - Shotgun Secondary FireHalf-Life 2 : MMod - AR2 Muzzleflash
Half-Life 2 : MMod - SMG MuzzleflashHalf-Life 2 : MMod - SMG Muzzleflash&Rock Impact
Half-Life 2 : MMod - Pistol Muzzleflash&Wood HitFXHalf-Life 2 : MMod - Explosion Effect
Half-Life 2 : MMod - Post Effects Showcase

You can see here new muzzle flash effects, they are not distracting and now view obscuring. Also some post effects, and explosions.

Now let's get to some brand new gameplay :


That is all, for now. Cya soon lads, i will keep this mod updated and actually push it to release. Thank you for your cooperation for all these years.

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Post comment Comments  (230 - 240 of 262)
cool80s
cool80s Mar 2 2010, 4:45pm says:

So what do you say, do we have a deal?

+1 vote     reply to comment
TheSuperNova
TheSuperNova Mar 1 2010, 4:01pm says:

No updates or comments in 5 days Gunship!? :O lol, keep up the good work :)

+1 vote     reply to comment
GuNsHiP_MK_II
GuNsHiP_MK_II Mar 2 2010, 7:35am replied:

don't worry man:) it be released in this week:)

+1 vote     reply to comment
cool80s
cool80s Feb 28 2010, 1:59pm says:

Oh and one last thing I will also advertise your mod name with my mod!

0 votes     reply to comment
cool80s
cool80s Feb 28 2010, 1:58pm says:

Hi GuNsHiP_MK_II, My name is Mike Graves and I am the developer of a mod called The Underground. I saw your "HL2 : EP2 Enhased Mod" on moddb.com and was blown away and amazed by the detail put into your particle effects. So I created a moddb account so I could talk to you. I was wondering if you could implement your effects into my mod. I am focusing on the graphics aspect of the mod first before I start on the story and layout of the game. I have already talked to Juergen Vierheilig, The developer of Fake Factory’s Cinematic mod. He gave me permission to use all of his content. So besides the effects all the graphics are pretty much maxed out.
Now I want to let you know strait up front I will give full credit to you and the people that helped you make these particles and textures. I will not give myself any credit unless I modify something with the particles and only the part that I modify I will take credit for. Also The Underground does not yet have a full time particle maker or coder so if you or any of your friends are interested in the position you have proven yourself more than capable!

Thank you for you’re for your time-
Mike Graves

0 votes     reply to comment
TheSuperNova
TheSuperNova Feb 28 2010, 6:59am says:

hey, just thought id check up and see if you've made any progress :) cant wait for this mod it looks awesome :P

+1 vote     reply to comment
GuNsHiP_MK_II
GuNsHiP_MK_II Feb 24 2010, 3:14pm says:

BTW i added to my mod IronSight now...40 minutes of hell...

Now i need to correct some weapons scripts and it will be fully playable

+3 votes     reply to comment
TheSuperNova
TheSuperNova Feb 24 2010, 1:51pm says:

does the cinematic mod work in episode 2? because yes it should definitely be added to the it :) would this mod work with that mod though?

+1 vote     reply to comment
GuNsHiP_MK_II
GuNsHiP_MK_II Feb 24 2010, 3:13pm replied:

dunno...because for add particles i need some coding in game engine like a Precache Particle, Dispatch Particle, and include it to praticle_manifest

BUT!!

You can copy models,materials,sounds,maps,scenes from cinematic mod to my mod and play it!

+1 vote     reply to comment
TheSuperNova
TheSuperNova Feb 25 2010, 1:10pm replied:

ahh awesome! XD i will have to have a look at that then :) your work is awesome btw, keep it up! :)

+1 vote     reply to comment
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