Ever wanted to just blast through your favorite Half-Life story while cooperating with friends online? Well with Obsidian Conflict, you can! You can also find a large assortment of custom maps that bring many new things into the Half-Life universe, such as new enemies and weapons! Many maps are provided by both the Dev team and community for YOUR enjoyment! Obsidian Conflict Features: - Customizable Hud and Flashlight - New NPCs - New Weapons - Cloaking Module and Shield Module - Over 20 team created maps! - Advanced Customizability for Mappers. - Custom per map Sound scripts, Configuration Files and Soundscapes. - Out of Hammer map modification via mapadd scripts. - Gamemode possibilities Including Team Coop, Coop Lives, NPC Team Deathmatch, and Fort. - Customizable Weapon scripts. Put the weapons 'you' want into your maps! - Re-Live Half-Life 1 in Source and play with your friends. - Player Coop Half-Life 2, Episode 1 and Episode 2!

Report article RSS Feed Happy third birthday OC, 1.35 heads up!

Well this post is a few days late, but 3 years ago, on Tuesday, July 22, 2006 - 5:34PM PST, the first public beta version of Obsidian Conflict was released to the public. It only came with 6 maps and no support for Half-Life 2; though it was possible to play the maps, but without any fixes to make the maps work for multiplayer, so it was more or less unplayable.

Posted by W0rf0x on Jul 25th, 2009

Well this post is a few days late, but 3 years ago, on Tuesday, July 22, 2006 - 5:34PM PST, the first public beta version of Obsidian Conflict was released to the public. It only came with 6 maps and no support for Half-Life 2; though it was possible to play the maps, but without any fixes to make the maps work for multiplayer, so it was more or less unplayable.

It also had a lot less features than our current version, though there was one pretty cool feature which got removed later on:

The Hopwire.

This was a pretty cool weapon, you threw it, after a few seconds it jumped up and wires came out of it and attached them self to the walls, the floor or whatever else they could reach. When an enemy tripped one of the wires, the hopwire would explode.

Reason for its removal is mainly that it glitched out a lot when it tried to attach itself to certain special surfaces, like the skybox, which lagged the server or even crashed it, people abused it a lot.

We may be adding this one back in, but don't count on it, it depends on how hard it is to fix and if it is worth the trouble.


Now to the main subject: Version 1.35.


This version is to only be looked at as a content update before our next major release, 1.4. It will focus on map updates/additions and fixes for some annoying bugs we noticed in 1.34, a few new features will also be thrown in.

We don't have a full changelog we can show you just yet, as some stuff still has to be decided on, but we can tell you about the new maps we plan on adding in this update.

Broken Escape: Part 2

The full set of Broken Escape Part 2 will be included in this release, which will contain of three maps:

*ep2_oc_broken_escape_02a

*ep2_oc_broken_escape_02b

*ep2_oc_broken_escape_02c

This continues the escape out of City 17, players who played the prequel ep2_oc_broken_escape_02a will finally find out what awaits them behind that big door after the elevator ride.

Screenshots: (Some are still WIP)

Starship Troopers:

Based on the 1997 movie "Starship Troopers," defend the base against several attack waves and don't let the lieutenant die!

Screenshots:

Return to City 17:

Make your way back to City 17 to bring Dr. Kleiner the crystal he needs for his teleportation experiments. A big map series containing 6 maps, and another 5 maps are still being worked on!

Screenshots:

Dust:

Two pretty cool mapadds by 'fug4life' for de_dust and de_dust2. Your mission is to destroy an enemy ammo cache. These are a lot of fun and require cooperation to succeed and to not run out of lives.

Screenshots:

That's it for the new maps, some of our old maps will also receive updates to fix some bugs, optimization or general gameplay enhancement.

Keep checking back here or join our forums for more information about 1.35, Thank you for your continued support!

p.s. If you want to support us even more, we have added the possibility to donate using paypal. If you donate now, your donor status will get added to 1.35, so you gain access to the exclusive donor features.
Obsidianconflict.net

Comments
turkey72
turkey72 Jul 25 2009, 11:09pm says:

woot, can't wait for release :3. and too bad the hopwire was removed fairly early :*(.

+3 votes     reply to comment
FJS
FJS Jul 26 2009, 12:08am says:

Awsome!! =) keep it up!!

+2 votes     reply to comment
freredarme
freredarme Jul 26 2009, 12:20am says:

Cool, it's the animation of dr zodberg for pistol ?

0 votes     reply to comment
Keychain
Keychain Jul 26 2009, 1:01am replied:

No, it's just the skin he was using. Has nothing to do with the update.

+2 votes     reply to comment
Jesternz08
Jesternz08 Jul 26 2009, 1:07am says:

Looking damn sweet! cant wait :D

+2 votes     reply to comment
Danboe
Danboe Jul 26 2009, 4:33am says:

The antlions is perfect for a Starship Troopers scenario! :3

+1 vote     reply to comment
Nokiaman
Nokiaman Jul 26 2009, 5:20am says:

You are awesome guys!

+1 vote     reply to comment
CoHach
CoHach Jul 26 2009, 5:41am says:

The hopwire looks like a really fun weapon, too bad about the glitches.

+1 vote     reply to comment
killkill85
killkill85 Jul 26 2009, 8:55am says:

Wow,first update in a looooong while.Nao we have two starship troopersish maps,antlion attack and an actual starship troopers map!It will be much nicer with that oicw and allied combine.I hope its gunna be good.

+1 vote     reply to comment
dill1233
dill1233 Jul 26 2009, 11:04am says:

And I'm guessing the de_dust and de_dust2 maps are supposed to be like Counter Strike since it has maps of the same name and feel. Either way, couldn't you add some simple code to the hopwire to see if it is going to attach itself to a skybox or some other item that's not supposed to be attached and stop it? Well, to me (even though I don't program for HL: 2) it seems pretty easy.

+1 vote     reply to comment
W0rf0x
W0rf0x Jul 26 2009, 11:29am replied:

Yes, they ARE from cs:s, they are modified using our mapadd system which allows you to modify and add entities to any existing maps without actually touching the map itself.

And yea hopwire actually seems to be pretty easy to fix, the old devs may just didtn want to bother about it anymore and just removed it , dont know.

+3 votes     reply to comment
KOLIAakaIL2
KOLIAakaIL2 Jul 26 2009, 12:48pm says:

Cool,new media release,looks nice)))

+1 vote     reply to comment
Daystranger
Daystranger Jul 26 2009, 2:53pm says:

Good news.
Looking forward to play your mod.
Do you have some kind of Steam Group so I could track your mod?

+1 vote     reply to comment
Keychain
Keychain Jul 26 2009, 3:10pm replied: +2 votes     reply to comment
W0rf0x
W0rf0x Jul 26 2009, 3:13pm replied:

yea, Steamcommunity.com
Edit: aw, key was faster :P

+3 votes     reply to comment
Dr.Sean
Dr.Sean Jul 26 2009, 3:33pm says:

WIll I need HL1:Source in order to play?

+1 vote     reply to comment
W0rf0x
W0rf0x Jul 26 2009, 3:42pm replied:

No, only if you want to play hl:s maps.

+1 vote     reply to comment
Theon
Theon Jul 27 2009, 12:24pm says:

Those are SMOD weapons! Give some cred to our japanese heroes!!

The mod looks EPIC, though! Keep up the good work!;D

+1 vote     reply to comment
W0rf0x
W0rf0x Jul 27 2009, 1:44pm replied:

Wrong, they are not.

+1 vote     reply to comment
Dra6o0n
Dra6o0n Jul 27 2009, 5:06pm says:

Electrical throwable traps is whats needed, so maybe change the hopper wires' exploding function into a electrocution one.

+1 vote     reply to comment
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Released Jul 9, 2008
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