Obsidian Conflict is a cooperative multiplayer modification set in the Half-Life 2 universe. It features a large amount of new gameplay features on all-new maps specially designed for the mod with focus on cooperative gameplay, as well as over hundred user-made maps following the same formula. In addition to that, You're able to play through vanilla Half-Life 2 all the way up to Episode 2, as well as experimental support for cooperative Half-Life: Source play.

Post news Report content 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.

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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

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

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FJS
FJS

Awsome!! =) keep it up!!

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freredarme
freredarme

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

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Keychain
Keychain

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

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Jesternz08
Jesternz08

Looking damn sweet! cant wait :D

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Danboe
Danboe

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

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Nokiaman
Nokiaman

You are awesome guys!

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CoHach
CoHach

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

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killkill85
killkill85

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.

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dill1233
dill1233

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.

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FlameOfHeaven Author
FlameOfHeaven

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.

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Daystranger
Daystranger

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

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FlameOfHeaven Author
FlameOfHeaven

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

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Dr.Sean
Dr.Sean

WIll I need HL1:Source in order to play?

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FlameOfHeaven Author
FlameOfHeaven

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

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Theon
Theon

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

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

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FlameOfHeaven Author
FlameOfHeaven

Wrong, they are not.

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Dra6o0n
Dra6o0n

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

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