+++|SECUCOM PRIVATE PROTOCOL|+++

JOSHUA ORTEGA

YOU HAVE COME UP FOR SELECTION AS PART OF THE ENHANCED COMBAT INTELLIGENCE PROGRAM

YOU ARE TO REPORT IMMEDIATELY TO YOUR DIVISION'S STANDING MEDICAL OFFICER

REFUSAL TO COMPLY WILL LEAD TO IMMEDIATE LOSS OF PAY AND RELOCATION TO A LOWER BASIC INFANTRY UNIT

YOU WILL BE BRIEFED ONCE COMPLIANCE HAS BEEN RECOGNIZED BY A DESIGNATED SECUCOM OFFICIAL

+++|END SECURE LINE|+++

---

Cyberpunk mod using the gameplay changes of my previous Teleport demo as a base.

In development, demo to be released 1/21/2017. (Delaying one week because of technical issues)

Gameplay Changes Kept from Teleport:

  • Aim System
  • Weapons are much more powerful than in Half Life but carry much less ammo per magazine.
  • Total ammo carry is much lower.

New Gameplay Changes:


  • AR carries 20 instead of Teleport's 30 round mags. Meant to represent a AR-10 derived Battle Rifle chambered in 7.62×51mm NATO.
  • Pistol and Shotgun are now both automatic. Meant to represent a Glock 18 and a modified Spas 12 respectively.
  • Barneys and Scientists are not allies.
  • Weapons are even more powerful than in Teleport, they use quasi-realistic damage values.
  • The player takes much more damage, much more. (Even more in Hard Mode)
  • Healthkits heal for 50 instead of 15. (35 in Hard Mode)
  • Armor gives 50 instead of 10. (25 in Hard Mode)

Other Added Features:

  • Original setting and story.
  • Original voice acting for both story purposes and to replace Grunt voices.
  • A few additional reskins along with those already in Teleport.
  • New weapon sounds.
  • New ambient sounds.
  • A few original bits of music alongside music from Condition Zero.

Credits:


Nightwatch Team, Ritual Entertainment, and Valve Software for the map Textures, player sounds, and Weapon models minus the 9mmAR model. The Day of Defeat team for the AR and Pistol shooting sounds.

epicstuf on gamebanana for their publically available "Ironsight" script which I messed with the values on to create a F.E.A.R. 1 type aim system.

For the 9mmAR model:

Model: Soul_Slayer
Aimpoint: HellSpike
M203: Twinke Masta
Skin: Thanez
Aimpoint Skin: Thanez
M203 Skin: Twinke Masta
Texture Chopping: HellSpike
Animations: Gearbox/Valve, Strykerwolf(ported by End of Days, edited by World Crafter)
Sounds: Vunsunta
Original Base Compile: Sober
COmpile/Hack: World Crafter

Not Original Music: Ritual Entertainment (CZ Music)

Alpha Testers: Alex Hatake and Jacob G.

Most everything else is by me, level design, code changes, shotgun re-skin, grunt re-skin, scientist re-skin, zombie re-skin and all non-Condition Zero sound effects. I'll be replacing the 9mmAR model in the final version, I had to use it because of the default HD 9mmAR not working with the aim system.

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Hello everyone, welcome to the SECOND article on Markov Chain.

If you read the summary, you know we're very close to the demo now and I could honestly release it at this moment. I'm going to wait though, as I'm gradually adding more to it and lately I've been making a lot of small gameplay changes. I've also posted a video of the Aim System in use for those who aren't already familiar with it from Teleport.

How Has The Gameplay Changed Since Last Time?


I decided to work a bit more on the balance of the mod, taking it even further than I had before. I changed armor to be a lot less effective in reducing player damage, made the shotgun a much more practical weapon, increased the power of the Glock, reduced Barney and Grunt's minimum headshot threshold, decreased the player's max movement by a small amount, and made the AR slightly more accurate.

This is all to help the flow of the game while maintaining the Hard difficulty as an extremely challenging way to play. My hopes are that people will be able to play the game in Medium, feel significantly challenged, and then wish to play again on Hard. This is likely to be a process that will only be complete near the end of the mod's full release. I do hope the changes I've made will allow the demo at least partially reflect this however.

A few details on how things were changed:

  • On Hard, Player is affected by same headshot multiplier as enemies. Quadruple damage.
  • On Hard, Player is only given 25 Armor per pickup.
  • On Hard, Player is only given 35 Health per pick up.

Hard mode will be considered the "Canon" run of the game, that matching most to the setting. Canonically, Joshua's SECUCOM issued armor is very different than a traditional Plate Carrier that most military forces are still using in this setting. Only certain areas of his armor allow for a swap of trauma plates.

Health? I don't know, I'm just going to call that a gameplay mechanic because being instantly healed by a first aid kit never made sense in the first place. I guess it makes a bit more sense than regenerating health.

Details on other changes:

  • Shotgun's spread and pellet number have been brought a bit closer to realistic values to make it a more viable weapon. Shotgun is now effective at mid range not just at short range. It also fires 9 pellets now as opposed to the vanilla 6.
  • AR's accuracy has been slightly improved. Its vector cone has been tightened one degree. This isn't a lot but makes the weapon make a bit more sense.
  • The Glock's strength has been raised just a few points to make it less likely you'll need more than two or three rounds to put down a Barney enemy.
  • Both the Barney and Grunt's headshot threshold has been reduced enough that the Glock is a viable weapon against both. Its still impractical against the Grunts, but you should be able to fight them using it provided you have enough skill.
  • The Player's maximum movement speed has been decreased from the default of 270 to about 240. This is mostly to serve as a psychological cue that this mod's gameplay is vastly different than vanilla. This change came about after seeing testers attempt to speed through the mod as if it were Teleport or vanilla Half Life, only to die literally over twenty times each.

How Long Will The Demo Be?


The demo will be about the same length as Teleport's demo in terms of physical size but vary greatly depending on the skill of the player and how they adapt to the gameplay changes made. What I mean by this is I've observed highly skilled Gamers (beyond just my own testers), play my mod and die literally dozens of times. For a few of these people this meant the mod lasted about an hour or more, for one of them it meant it lasted about 30 minutes. My own run on Hard before the changes I recently made was about 15 minutes with only one death, obviously because I'm the designer.

This individual who beat the mod in 30 minutes actually died far far far more times than the rest. He brute forced the mod by reloading saves and moving as fast as he could from point to point. This is completely legitimate but is a very different play style than a lot of people. If you're like this individual, your playtime will likely be short and thats fine. On the opposite end of things, the other players took their time and had far better survival rates, but their length of play was more than twice that of the brute force player. Basically due to the changes made, it will vary depending on your playstyle and experience level.

About my own run, I aim to get Hard mode to a level where my own completion time matches at least the brute force player. If I can get it to about that point, Hard mode will hopefully be where it needs to be. That will depend on your feedback as players though, if its Hard enough for me but doesn't feel fun anymore to anyone else, I will definitely make changes.

---


That's all for this update.

I'll be posting more as we get closer to the Demo's release, and also on the day of the release.

Thank you all for taking interest in my mod, I hope things are going well for all of you.

void_CBase

Status and Demo

Status and Demo

News

Work on Markov Chain continues, though after some huge setbacks the demo will be delayed a week. This means the demo will be released the 21st of January...

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Markov Chain Alpha

Markov Chain Alpha

Demo 11 comments

First Demo of Markov Chain. Contains the chapter named: "The Nautilus". Extract to your Half Life Directory, do not change mouse2 or mouse3 in controls...

Comments  (0 - 10 of 11)
BlueShift199
BlueShift199

Tracking

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heheh116
heheh116

seems a nice mod

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BigLez
BigLez

Looks pretty good, tracking.

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OsirisGodoftheDead
OsirisGodoftheDead

interesting

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^^MTB_-_Animations^^
^^MTB_-_Animations^^

This looks pretty good, continue the good work! :)

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Astraxis
Astraxis

I'm interested in the mechanics you're planning; following!

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Turpow
Turpow

The idea of making a cyberpunk themed mod is interesting...but what exactly will be cyberpunk in it? So far the screenshots only show industry-themed levels.

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void_CBase Creator
void_CBase

The setting is the late 2030s and the story is kind of a classic cyberpunk set up. It will make more sense in the demo, the screenshots really don't show much. The game definitely isn't industry themed.

Reply Good karma+2 votes
ActiveNintyFan290
ActiveNintyFan290

Sounds interesting, hope this will be as good, if not better than, Teleport!

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FR4NCOCM
FR4NCOCM

The video is creepy :D

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void_CBase Creator
void_CBase

Thank you!

I accidentally uploaded it twice haha.

Reply Good karma+1 vote
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