!!!!!All rights belong to OF2 Team. Everything shown by us is the desire to finish existing content. This release of the modification is a subjective vision of NH and may not coincide with the original idea.!!!!!
Opposing Force 2 is an ambitious Half-Life 2 modification that focuses on making an unnofficial sequel to Gearbox Software's award winning game: Opposing Force. As many gamers think of Opposing Force as one of the greatest FPS games ever, modders making a sequel is an obvious possibility. Although many have tried and failed this project has come further than anyone else's and seems to have a bright future.
The game takes place in the Seven Hours War aftermath. Fighting against blood shedding synths and frightening aliens, Adrian Shephard has to struggle his way with his fellow comrades from the Phoenix Command, with the main objective of stopping the teleporyation of a Combine Citadel.
Credits: OF2 Team (materials, models, sound, music, mapping), NH-Team (coding, mapping, sound, materials), FakeFactory (materials, models, coding).
We are fixing technical and logical mistakes, improving the detailing, and adding new scripts, scenes and map parts.
The mod is being developed on Crow Engine (a heavily modified version of Source Engine 2013) to surpass a reasonable amount of engine limits, improve the environment detailing to the maximum, add dynamic shadows, new effects, new dynamic particles, post-processing, detailed grass and even more. This improved engine also allowed us to expand our control over soundtrack and artificial intelligence.
Indeed, this mod makes no use of OF2 code. At some point, while being reviewed by testers, we've felt our mod looking quite dated and rough-cut, and also noticed some unwanted moments ourselves - for example, the fact that players tend not to use all the weapons provided in place of a couple of selected guns - therefore, why do we need all this remaining useless scrap metal? We've cut down the weapon significantly, leaving only the most necessary for the player, adding the crosshair aiming on our way. Later, we've moved to another engine, and then replaced the source code to gain a lot of opportunities previously impossible to reach.
After the open beta test we've started to get the feedback of disappointment, with the reasons being the reduced set of weapons and the lack of some enemies. People sincerely wanted us to discard all changes and move back to old code, or even to the version of engine from 2007. That is truly ridiculous. For some people, mobs and guns mean more than refined gameplay, environment (lighting, details and so on), scripts and appropriate timing of walkthrough - that is, all the work needed for the game not to be boring, monotonous and look like it's year 2003 in all its low-polygon glory. Also, we need to notice no one actually promised to cut down the weapon set. We hope that all the people expecting less than a set of 30 smoking barrels will be having fun playing this.
This mod is mostly made up of OF2 content, but also contains a bit of our models and code. All rights still belong to OF2 Team.
Some of you would like it, and some of you would not. You can't please everyone. But we really wouldn't want to leave it in the state it once was.
Thank you for your attention.
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