Lambda Wars (formerly Half-Life 2: Wars) brings the struggle between the human resistance and their Combine overlords to a multiplayer real-time strategy setting. The Lambda Wars beta only requires Alien Swarm installed to play, but you must own HL2: Episode 2 on your Steam account. It features 3 multiplayer game modes: Sandbox, Annihilation and Overrun, showcasing the Rebels and Combine playable factions and a full-fledged RTS interface and HUD. There is also a singleplayer tutorial and a handful of singleplayer missions.

Report article RSS Feed Half-Life 2: Wars v0.5 Release

Version 0.5 of Half-Life 2: Wars is now available for download. This release features new maps, the addition of basebuilding, improved stability (less crashes), and many tweaks to visuals, sound, and balance.

Posted by Ennui on Jul 11th, 2008

Half-Life 2: Wars v0.5 now available for download! 0.5 improves just about everything in Half-Life 2: Wars. In addition to new maps, upgraded AI, and basebuilding for both Resistance and Combine, the update features a whole host of upgrades to the game, such as unit sounds, balance and gameplay tweaks, better visuals, and a lot of other small improvements. It now requires the Orange Box to play. This release is still singleplayer, but multiplayer has been in development for some time and is our focus for the next major update. You can play as both Combine and Resistance in 0.5. The following screenshots are from the two new maps (hlw_crashed and a remade hlw_sands)

v0.5 Screens v0.5 Screens v0.5 Screens

Short Changelog:

  • Two new maps
  • Changed to Orange box engine
  • Added basebuilding
  • Improved stability
  • Improved units AI
  • Added support for navigation mesh
  • Improved balance between units
  • Improved various visuals

A full changelog can be found in the readme file. You can download HL2: Wars here on Moddb (links below). Please be sure to let us know what you think, in a comment or on our forum. Stay tuned for the next release (development hasn't slowed a bit since day one) and we hope you enjoy! This is a full installer, please delete any previous installations of HL2:Wars before installing.

Post comment Comments  (0 - 50 of 59)
Gryx Jul 11 2008, 3:57am says:

Sweet! Downloading now...

+1 vote     reply to comment
Shoelip Jul 11 2008, 3:58am says:

Holy extra sharp cheddar batman! Must download!

+3 votes     reply to comment
Lt_Veron Jul 11 2008, 6:13am says:

great update:3 downloading now...

+1 vote     reply to comment
lodle Jul 11 2008, 7:07am says:

Must say as a fellow hl2 modder that is Frickn wikid. Keep up the good work and ill be looking forward to the full release.

+1 vote     reply to comment
ExecutorTassadar Jul 11 2008, 7:42am says:

No seriously...I have been waitin for this like a little child for a happy meal :D

+2 votes     reply to comment
aldigangster Jul 11 2008, 8:57am says:

do you still need episode1???

+1 vote     reply to comment
Sander Jul 11 2008, 10:54am replied:

No, you need episode two now. Episode one is not required anymore. To start the mod, you only need source sdk base - orange box installed (included with any Half-Life 2 game). You will get missing content if you don't have Episode two installed in some maps, but it won't prevent you from playing.

+2 votes     reply to comment
Arxae Jul 11 2008, 11:07am says:

cool must ttry it out sometime :)
version 0.1 did not work for me but im gonna try this one somewhere today i hope (or until my bandwith meter gets reset -_-)

+1 vote     reply to comment
popsUlfr Jul 11 2008, 11:30am says:

This is godlike...reminds me how much I love RTS games ;) . That's much of an improvement over v0.1 and it's already so addicting. The units are much more responsive most of the time. And the lag is completely gone, hlw_crashed proves this. Just one not so big problem concerning the selection of units : the cursor has trouble identifying and selecting them if the screen isn't centered on them.
It's so sweet and rewarding to build up a little combine army and send it over to the next rebel base :P
Will you include a synth factory for the combine in the next update ?
Also, Have you plans for a whole Rebel/Combine campaign ? Or will you stick to small missions ?
Really outstanding work so far, keep it up !

+2 votes     reply to comment
Ennui Jul 11 2008, 3:04pm replied:

We'll continue fleshing out the buildings/units for each team, and we've talked about a short campaign but haven't got the ball rolling on it yet. The next release will focus primarily on multiplayer.

+1 vote     reply to comment
FJS Jul 11 2008, 11:52am says:

Great mod!!

+1 vote     reply to comment
tnathan475 Jul 11 2008, 11:52am says:

This mod is alot of fun, looking forward to the multiplayer release!

+1 vote     reply to comment
Silverfisk Jul 11 2008, 11:53am says:

It worked well for me, all the problems I had was that the turrets had no model, some kind of headcrab (I think) had no model and the tutorial didn't work, I haven't got ANY ep. 2 game, I've got HL2 and DoD:S. Gonna try mapping for this mod later today.

+1 vote     reply to comment
$n!p3r Jul 11 2008, 12:01pm says:


+1 vote     reply to comment
Kamikazi[Uk] Jul 11 2008, 1:33pm says:

WOOOOO !! Last release owned hope this has some more maps.

+1 vote     reply to comment
IceWarrior98 Jul 11 2008, 2:38pm says:

God damn you all for becoming Orange Box required...I guess I HAVE to get it now that every mod is turning into the OB...Damn money hungry Valve!

0 votes     reply to comment
Jhaxavier Jul 11 2008, 4:05pm replied:

You owe it to yourself to get Orange Box anyway, it just pwns too hard (5 awesome games for $40 USD WTF)

On topic, this mod looks really cool, even though I am a poor RTS player; maybe this'll be my intro to RTS my DL

+2 votes     reply to comment
IceWarrior98 Jul 11 2008, 9:54pm replied:

I know, I just don't feel like running up to the store. Maybe I'll get it this week when I get out of town.

0 votes     reply to comment
Shoelip Jul 12 2008, 4:28am replied:

Buy it on Steam.

+2 votes     reply to comment
Varsity Jul 12 2008, 1:32pm replied:

You don't need any OB games to play it.

Edit: oh yeah, the mod uses some Ep2 content. You don't /usually/ need any OB games, then. ;-)

+1 vote     reply to comment
Klight Jul 11 2008, 4:12pm says:

Well done guys. I really like it.

+1 vote     reply to comment
NullSoldier Jul 11 2008, 5:42pm says:

Have you guys got a moddeller yet for the buildings?
I hope you can get one, I'd like to see some awesomly half-life two'ish themed race structures.

+1 vote     reply to comment
Shoelip Jul 11 2008, 6:39pm says:

I've found a problem with the camera. If you lower the camera directly on top of the combine barracks it gets stuck and you can no longer move the it in any way, forcing you to restart the level.

+1 vote     reply to comment
mckellin Jul 11 2008, 11:40pm says:

i got it and i dont even have orange box and it works GREAT aside from a few tiny issues with AI :)

+1 vote     reply to comment
Zironic Jul 12 2008, 2:02am says:

I do not have orange box and it works fine (I did however get a dl on an earlier mod by steam - a guess a free-source orange box materials?)

+1 vote     reply to comment
noyart Jul 12 2008, 3:53am says:

wft, the game started to lagg after some time playing. and the game lagg when you have many ppl in the same group :S

It's not my computer, I can play crysis on hight with out lag, I can play all source games on hight with out lag.

+1 vote     reply to comment
qpunk Jul 12 2008, 6:22am replied:

dont worry its just the game its not your pc its a mod all mods have bugs give it time for a new release

+1 vote     reply to comment
jacksonj04 Jul 13 2008, 7:12pm replied:

The lag is less to do with your computer and more to do with things like netcode and efficiency, not to mention that you may be confusing graphical lag with CPU lag.

+1 vote     reply to comment
qpunk Jul 12 2008, 6:20am says:

the unit agreement sounds like "yes sir" or ect are to load its hard to hear them over the other sounds like gun fire,explosions ect

+2 votes     reply to comment
Zigelation Jul 12 2008, 9:54am replied:

I find the unit sounds very easy to hear actually they are a bit too loud.

And I got this weird bug, my units gets shot by an invisible unit, and sometimes my units just shoot up in the air, for no apparent reason, and there's badly need for a sniper.

+1 vote     reply to comment
NightSage Jul 12 2008, 10:57am says:

A bit buggy (as expected of a beta or wip) but other wise great job!!!

+1 vote     reply to comment
Gizmo0105 Jul 12 2008, 12:34pm says:

Darn its stuck on the loading screen any advice?

+1 vote     reply to comment
Ennui Jul 12 2008, 12:50pm replied:

Do you have Source SDK Base - Orange Box and Half-Life 2: Episode Two installed and both run at least once?

+1 vote     reply to comment
RaZor921 Jul 12 2008, 1:12pm says:

Wow... just wow. How can you make a FPS into an RTS. You guys own, seriously. I think i like this mod better than the original game. Half-Life 2 should have been an RTS xD

+1 vote     reply to comment
Lucífer Jul 12 2008, 1:35pm says:

Hell F'cking YEAH!

+1 vote     reply to comment
NullSoldier Jul 12 2008, 2:51pm says:

Hello, I think this mod is absolutely amazing so I thought I would come up with some suggestions. Over the past update I saw some amazing things polished and redone that I like but theres a few things I think should be changed/fixed to be more like an RTS instead of just an overhead FPS with control. When I was playing it I whipped out my sticky notes and scribbled over about 50 of them. So, I've condensed them into two categories, Errors and Issues, and general suggestions. I've weeded out the bad ones and these are the ones I truly feel have a problem.

[ Errors and Issues ]

- Shift to Select
One of the most annoying things I found was that I could not select one unit, then hold shift and click to append more units onto my currently selected units. This is basic functionality of an RTS and I believe should be in the core game play.

- Arrow keys binded to movement like WASD as well.
Yes, WASD is binded to scroll movement, and I probably could bind the arrow keys myself to screen movement but there are times when my fingers are closer to the arrow keys when I'm trying to micro units so that I don't have to jump back to WASD. Since arrow keys have no functionality I would suggest binding them to scrolling to tailor to multiple styles of play as well.

- One unit from a group of selected units should respond not all of them.
I don't think I was the only one who realized when you had a group of 10 units selected and told them to mmove, you were spammed with a wave of, "YES, RIGHT AWAY, YEAHH!" from every single one of your units you selected. Only one unit from the selected group should respond out of the lot when you tell them to perform an action. Usually its the one thats active in your selection (the ones you can use the skills from).

+1 vote     reply to comment
NullSoldier Jul 12 2008, 2:54pm says:

- When enemies or units are traversing a path and see someone they fire, but keep running past them firing. This is bad for a variety of reasons. I would set up one turret on the path to my base in training and the combine would run past it and only start firing at it once the NPC responded. My turret would just kill them as they ran past because they would not fight it. When on an attack path (Attack + move command) if they see any enemy units they should stop running to kill/fight it if they are in aggressive mode, and if they are in normal mode they should do what they normally do.

- Unit selection window is borked
When I selected multiple units and looked in the window that showed the icon for the multiple units you have selected, their icons would be all over the place in an unpredictable way. It seems like they should just be together and not separated.

- AI Unresponsive
One of the major problems I've found is that when telling my units to move, they basically like to tell me to F-OFF because running at an enemy and shooting is more important than feeling responsive and moving to where I tell them to move. My AI would keep trying to run places, or not move at all (mostly when standing on something). AI should ignore everything else they are trying to do and move to where the user tells them to move (Shooting is OK while moving of course). The AI of my units generally just felt unresponsive because they would try to do other things instead of just moving where I told them to go.

+1 vote     reply to comment
NullSoldier Jul 12 2008, 2:55pm says:

- When I click a friendly skill, I should be able to click on the icon of the unit in my selected units window.
Another annoying issue, is that when I click on a medics heal, I expect to be able to just mouse over the icon in my selected units list that has low health and click on him. Instead I had to find which unit on the ground had low health and then heal him. The second way is OK, but the user should be able to click on his/her units that he has selected in the window for faster and easier friendly skill use.

- Hot Key skills
One thing I saw was a lack of hot keys, all units I can build when selecting a structure should be able to be hotkey built. Also, all skills when selecting units should have hotkeys as well. Hot keys are the most important part of an RTS. Were not console gamers we can utilize more than 4 buttons/keys.

- Remove the acceleration on the camera movement, or at least give an option in the options to disable it.
While the acceleration and deceleration on the camera looks nice, the practicality of it is almost none and became annoying and distractive most of the time. I think it creates a smooth user experience, but shouldn't be there or at least have an option to disable to. To speed-RTS and competitive gamers its just in the way, at least enough that it annoyed me throughout my experience.

+1 vote     reply to comment
NullSoldier Jul 12 2008, 2:56pm says:

- While I could look into buildings in the first version, that was no longer the case with the second version.
When I told my units to go into the first house on training, the roof did not disappear and I actually had to go FPS move with my camera to see inside just to complete the objective which was really annoying. I hope this gets fixed.

- Engineers build backwards then suicide into enemy fire?
One issue I had on training was near the combine capture point at the end when you destroy their base was that I told my engineers to build and they would start building a turret (which was facing backwards form the way I told them to build it) and then run straight at the enemy base and commit suicide. Not sure if this is a navigation problem or not but it was highly annoying. If you build try to build turrets after the bridge it will happen almost every time.


- Another game play mechanic I thought should be changed but is not necessarily a problem, is the right click for using skills, should be left click for using skills.
It was just different to have to right click to use skills, I was wondering why when I left clicked and I had my medic skill nothing was happening. It seems unintuitive to the user to right click to perform an action instead of left click. Right click is reserved for special actions, left click should always be basic functionality, such as selecting units, attacking skills. It's user friendly design.

+1 vote     reply to comment
NullSoldier Jul 12 2008, 2:57pm says:

- Medics autoheal like Half-life 2 game?
One thing I thought was cool in Half-life 2 is that the medics would automaticaally give me health packs and heal me as I walked by. In HL2 I have to micro the medics myself to heal, and while this does keep the game at a micro-skill based level, it seems more of a pain than anyone would want. By the time I could micro my units to heal by clicking on the units the battle would be over any either they would be dead or i'd lost the units I want to heal. This is true especially referencing my previous bug report about not being able to cast spells on friendly units using the unit icons. Perhaps an auto-cast mode?

- When capturing a point maybe units should kneel and look around as if there checking for units in the area? Would feel more like there actually capturing the point.

- Engineers should perhaps be able to deconstruct turrets for less metal than they built them with so they can move them or do other things with the metal? Same goes for a mine.

+1 vote     reply to comment
andyfuji Jul 12 2008, 3:07pm says:

Uch I hate mods that need Orange Box. I only wish i had it.

0 votes     reply to comment
Shoelip Jul 12 2008, 7:47pm replied:

Doesn't need orange box, just uses it. You can play without it if you're willing to be missing some models.

+1 vote     reply to comment
aidas2 Jul 13 2008, 6:02am says:

in the training map i saw some bugs or glitches
the dropship lands at the bridge and just hoovers there and at the combine base i hear hunters but i cant see them and Yes i hawe episode 2

+1 vote     reply to comment
Shoelip Jul 13 2008, 9:50am replied:

You need to get your units close enough to see the hunters before you can see them.

+1 vote     reply to comment
The_6th_Monkey Jul 13 2008, 11:17am says:

Very nice

I only encountered two major problems:

- Turrets often bugged and spawned facing the wrong way (usually north west :S)

- It was also very easy to accidentally place a barracks so that all your units get stuck behind it.

Apart from these bugs, I had a great time and I feel that you have done a very good job

+1 vote     reply to comment
NullSoldier Jul 13 2008, 12:13pm replied:

I had the same problem with turrets facing backwards, as for building barracks so your units get stuck behind it I don't call that a glitch but there could be a solution to it. Being able to deconstruct your buildings for money over time, or having your units able to attack your own structures if you command them to.

+1 vote     reply to comment
Holobalobalo Jul 15 2008, 12:51am says:

I hope you add Strider support for the combine side, that would make me extremely happy! XD

+2 votes     reply to comment
foxatphoenixlabs Jul 15 2008, 6:59pm says:


+1 vote     reply to comment
Comb1ner Jul 16 2008, 12:28pm says:

Looks great but whenever I try to load the training mission, 3/4 of the way done loading the mod crashes and a little Engine Error window pops up that says
ED_Alloc: no free edicts


+2 votes     reply to comment
julz127 Jul 18 2008, 1:22am says:

i get the same thing as Comb1ner!!! help me i wanna play hl2:w :(

+1 vote     reply to comment
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Released Sep 25, 2012
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