Modular Combat v1.74
Jun 02, 2009 Full Version 22 commentsModular Combat v1.74 comes with 2 new maps, 2 new monsters, and large of of polish. Just be sure to delete your old "modularcombat" folder before installing...


Modular Combat is an Action-RPG for Half-Life 2! Kill other players or monsters to earn experience and gain levels. Use modules up enhance the capabilities of your HEV Mark VI Suit.
Your hazard suit has limitless possibilities for enhancement! You are able to cloak, create monsters to fight for you, or even teleport!
What are you waiting for? Head over to the Downloads section and get the client to start playing! Invite your friends!
And if you have a few moments, take a look at our predecessor, Project Vortex for Quake 2!
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17 comments by matthewdryden on Jul 1st, 2009 digg this super bookmark
Just over a year ago, we released the second public version of Modular Combat, v1.04 – named simply for the fact that it was revision 104 in our development area. Quite a bit has happened since then – and I’d like to take a few moments to tell you a bit about what was happening back then.
Modules Then: 14 / Now: 47
When I released v1.04, my partner (Andy “FTWinston” Watkins) was traveling abroad.
Modular Combat (originally called “HEV Mark VI: Modular Combat”) only really took off when Andy came onboard, and we had decided to wait until we had something with viable gameplay before we started PR and released.
We decided this because I knew Modular Combat was originally going to be all gameplay changes – and very little custom assets (we actually had none). While Andy was away, I continued working on the mod and got it to a point where I felt it was ready for a release. I put together what eventually became v1.02 (revision 102) and then released. I had just finished up the bug fixes and what not with v1.04 when Andy came home to a whole new ballgame.
We know had a small community growing around the mod, and an enthusiastic one. At this time, we were working with a HL2 clan called c3gaming, who were our main beta testers. Seeing their reaction to the mod was one of the biggest motivations to keep going. We hiredTexfrom the clan to do some off the BoSS voiceover work – and she did admirably.
We really started getting busy in July. Although v1.04 came with all spawned monsters as red and minions as normal colors, we quickly switched that up and started rebalancing things. A lot of we had to do was even out the game. Our monsters became too strong too quickly, and example comes from Andy in this actual note in revision 112:
“lowered vortigaunt health (took me 46 hits with crowbar to kill a level 20 ... that's not good for something that can one-shot you from the other side of a room!)”
This is also where we started realizing that we were doing things that Valve had never intended us to do with the Source engine, such as randomly spawning monsters in Deathmatch games. We were struggling with a few network issues that was causing lag on the servers.
We also had run out of monsters we thought we could put in the game. We had Antlion Workers and Hunters set up (still do), but they required a model that is not distributed with the regular Half-Life 2 installation. In order to avoid players having tomountEpisode2, we decided to reskin the original Antlion model with an off-white skin to signify the difference.
One of the biggest problems we are met with is not having enough monsters. We solved this problem internally by mounting the Episode 2 content, which gave us access to the new Hunter and Antlion Worker models. This solution was not a viable one – as not everybody owns Half-Life 2: Episode 2. So we sadly removed the requirement for the content and the Hunter monster.
That wraps up the first post for “One Year Ago” in Modular Combat. If this post is well-received, I’ll be sure to do another one, so let us know in the comments below! I’m also leaving you with a few questions:
Thanks for reading, and don’t worry! We’ll soon be releasing v1.75 of Modular Combat! (More news on that very soon!)
- The Modular Combat Team.
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Modular Combat v1.74 comes with 2 new maps, 2 new monsters, and large of of polish. Just be sure to delete your old "modularcombat" folder before installing...
Modular Combat v1.72 comes to you with a few fixes and some gameplay changes based on input from the Podcast 17 crew.
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Nice mod but can anyone tell me which Half-life folder to save this under in steamapps?
sourcemods.
would it be possible to inclued hl2 eps1,2 content but only on some servers like let the server admin choose if eps1,2 content is enabled cos im sure most people who have hl2 have the eps1,2 aswell rather than removing all episode content?
I've only known about this mod for, oh, a month or so? Maybe a bit more. I probably just randomly buzzed by moddb (to see if The Real World for Max Payne had been released, in all likelihood) and saw something for MC. I love first person shooters with rpg elements, so it appealed to me instantly. I also secretly love a good grind, and smashing a suit against waves of monsters and people for a few hours until it comes out gleaming and deadly is too tempting for me to pass.
I wouldn't mind having Ep. 2 be a prerequisite, but that's because I have it anyhow. :p As for favorite modules, I love a high run-speed suit with strength and crits for melee hoedowns, but placing high-level vorts on top of lampposts and buildings with jetpack and then becoming invisible is some evil fun (especially with a mag mine in their view).
I also just want to say that I'm simultaneously ultra-excited for 1.75 and sad to see my current suits go. Knowing my level 23 is headed to suit-valhalla is a bit like waiting to cremate your still-living friend, but I'm so pumped for the new modules that it basically doesn't matter.
If melee is your thing, then you'll like our new Brute Force module - we're gonna be stopping strength from affecting melee (and hopefully renaming it) as the melee damage enhancment has been taken over by Brute Force, a module that gives greater melee damage enhancement than strength does, and when you get a melee kill with this module, it also enhances *all* weapon damage by 5% for several seconds. If you get another melee kill with this buff active, it is applied again, giving 10% enhancement ... it can be re-applied as many times as your current level of the Brute Force module, so at level 1 it doesn't go past 5%, but at level 10, it can go up to 50% ... if you can get enough melee kills in quick succession! :)
can you make Antlion Worker callable?
soryy about my english anyway greate job!
We will be adding an antlion worker minion, if that is what you mean. :)
I found out about it around september last year. Just browseing, looks intresting.
this mod kicks ass. great job mod fidelity!
Thanks for your support!