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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 construction of a Combine Citadel. In his journey he will find what has happened to the world, six months after the Seven Hour War.

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MenteR Author
MenteR Apr 18 2011, 2:58pm says:

btw they only follow enemies atm, chris is working on making them moving in circles around enemies, which is p cool.

+14 votes   reply to comment
Velancious Apr 18 2011, 6:38pm replied:

Always loved the Mortar Synth and wondered why Valve never kept them to begin with...

Their one of my favorite Combine NPC's that were cut from HL2 and didn't make it in. My absolute favorite though was the Combine Assassin, then the Combine Guard, and finally the Crab Synth.

It's great to know you guys are looking back to move forward, sometimes that does help.

+5 votes     reply to comment
EricFong Apr 19 2011, 2:30am replied:

Turn out I as wrong.

+2 votes     reply to comment
griefmaster_00x1 Apr 20 2011, 1:43pm replied:

Crab and mortar are in hl2

+1 vote     reply to comment
MisterMan123456789 Jun 25 2012, 3:04am replied:

True, but you dont get to fight them.

+1 vote     reply to comment
Gunship_Mark_II Apr 18 2011, 3:17pm says:

Awesome, you feel it? I feel it - awesome!

i wish i could help with particles

+9 votes     reply to comment
PurpleGaga27 Apr 18 2011, 3:30pm says:

Cool indeed.

+3 votes     reply to comment
Xen-28 Apr 18 2011, 3:42pm says:

ОF2 you the best ^_^

+2 votes     reply to comment
DangerousCat Apr 18 2011, 4:42pm says:

Very unusual!!

+1 vote     reply to comment
MARiN3 Apr 18 2011, 4:49pm says:

everytime i think this mod cant get better, the opposite is true.

Real good work MenteR :-)

+2 votes     reply to comment
Nihillo Apr 18 2011, 4:52pm says:

I think it would be nice if their projectiles arced over to the target.

Nice work!

+3 votes     reply to comment
AlekZanDer Apr 18 2011, 5:07pm says:

They don't look like the first thing to worry about (judging by the damage). But so far looks like they can be easily avoided when there are zombies, antlions, headcrabs e.t.c. around.

+2 votes     reply to comment
MenteR Author
MenteR Apr 18 2011, 5:13pm replied:

you're supposed to meet them in pack of 3-4s, they are only dangerous when they're on numbers. i think that's on easy defficulty anyway, considering it took them 3 rounds to kill a zombie. on normal they kill a zombie with 2.

also, each plasma round deals like 25 damage to the player on the hard difficulty, they really are something to worry about. they're like houndeyes; only dangerous in packs or when you've got a small amount of health.

finally, they're also literally one of the first creatures you ever see on the game, hence why they can't be so dangerous. maybe near the ending we add a different type of mortar synth that uses incinerary bolts, that would be awesome.

+5 votes   reply to comment
warbrand2 Apr 18 2011, 6:09pm replied:

How about giving them a beam attack along with there standard one. the beam would deal more damage and only be used in latter levels.

+1 vote     reply to comment
MenteR Author
MenteR Apr 18 2011, 6:10pm replied:

that sounds nice!

+2 votes   reply to comment
Gunship_Mark_II Apr 19 2011, 1:31am replied:

nononon, leave this weapon for now.

+3 votes     reply to comment
MenteR Author
MenteR Apr 20 2011, 11:12am replied:

yeah, but we might add an attack variation to them.

+1 vote   reply to comment
DracoDraconis1000 Sep 7 2012, 6:55am replied:

also like the poison Headcrab, they're more dangerous when other enemies are present, like combine synth soldiers, striders, or gunships... right?

+1 vote     reply to comment
CuervoSp Apr 18 2011, 5:30pm says:

I only can say: "GOOD WORK!"

+3 votes     reply to comment
MrSaturdayKnight Apr 18 2011, 7:31pm says:

How much damage does the mortar synth do against the player?

+2 votes     reply to comment
MenteR Author
MenteR Apr 18 2011, 9:08pm replied:

right now on easy 8-10, on normal 15-18 and on hard 25.

+2 votes   reply to comment
Lazypro Apr 18 2011, 8:36pm says:

Oh how I wish gibs would be in this so these badass machines could blow the zombies to pieces...

+2 votes     reply to comment
zonbie Apr 18 2011, 11:01pm says:

so the sounds dont feel right. these things should at least echo, echo, echo their beeping sound through the air and off buildings or something. and the death explosion should sound/look like a huge splatter IMO

+2 votes     reply to comment
MenteR Author
MenteR Apr 19 2011, 3:52pm replied:

woooork in progress. we still didn't add the death particles.

+1 vote   reply to comment
climber68 Apr 18 2011, 11:15pm says:

Looks,great!I like Warbrand2's idea for a beam attack.

+1 vote     reply to comment
sasasa Apr 19 2011, 1:06am says:

Can you make those Gibs less spinnging, and make each of them has different spining style?

+2 votes     reply to comment
MenteR Author
MenteR Apr 19 2011, 3:51pm replied:

read the description. they're placeholders.

+1 vote   reply to comment
EricFong Apr 19 2011, 2:52am says:


+2 votes     reply to comment
AmaroqDricaldari Apr 19 2011, 3:26am says:

Just don't use the rocket launcher in close quarters, even if you are firing out through a window, the backblast will fill your lungs with blood and make you deaf, not to mention kill you.

-1 votes     reply to comment
MenteR Author
MenteR Apr 19 2011, 3:51pm replied:

guess what: it's a game, and it's half-life! it's not meant to be realistic!

plus it dies with common weapons too.

+1 vote   reply to comment
EricFong Apr 20 2011, 4:40am replied:

Maybe that rocket launcher is AT-4 CS, the improved RL with weakened back blast.

+2 votes     reply to comment
SPY-maps Apr 19 2011, 6:49am says:

looking great, i am very interested though how you did get this one to work?!?!

because i tried it ones myself for my last sp-mod, but all i could get out of them was animations when i placed them as prop_dynamics, otherwise they didn't do anything when i placed them as npc's. seems Valve did not add a script for it.
did you write the script yourself??

great work!

+2 votes     reply to comment
MenteR Author
MenteR Apr 19 2011, 3:50pm replied:

yeah chris reworked a lot of valve's original code for the mortar synth.

+1 vote   reply to comment
Mirellanmal Apr 19 2011, 5:05pm says:

wow O.O above my expectations <3

+1 vote     reply to comment
ThrillerProd Apr 19 2011, 5:18pm says:

Awesome !

+1 vote     reply to comment
meazum Apr 19 2011, 7:49pm says:

It's kind of odd how they seem to do a detection signal before firing every shot. It might be a reload sound, but it makes timing their shots completely unessecary as they tell you a second in advance always. It might be more interesting if they make the sound on detection, but not between every shot.

+1 vote     reply to comment
chris0528 Apr 19 2011, 7:58pm replied:

Actually its the warmup sound. I should probably add some random charge sounds to the sound script to change it up a little.

+3 votes     reply to comment
Lancelot_59 Apr 19 2011, 10:06pm says:

Looks great. I love the sound effects.

+1 vote     reply to comment
AndreaZzZ Apr 20 2011, 5:12am says:

Leaked! The code of this synthetic were posted along with the source code of the project Lost Story: Episode One.
Proof -
Translated quote from their website:
The project has long time closed, the source code is already on the internet.

-1 votes     reply to comment
MenteR Author
MenteR Apr 20 2011, 11:09am replied:

chris worked on the beta source code's synth, not that. we don't use other people's resources.

+3 votes   reply to comment
DragoBro Apr 20 2011, 4:53pm says:

Hmmm, I was thinking about more destructing weaponry that Mortars would have... I mean... like a zombie for about 2-3 shots.

+2 votes     reply to comment
MenteR Author
MenteR Apr 21 2011, 7:14pm replied:

read comments from the devs (me, steve-o or chris528) so i don't have to type the obvious again

+1 vote   reply to comment
ChuckNrs Apr 21 2011, 3:59am says:

I think they should be more damaging, just my opinion.

+2 votes     reply to comment
MenteR Author
MenteR Apr 21 2011, 7:13pm replied:

is it THAT hard to read comments by the devs?

+1 vote   reply to comment
climber68 Apr 22 2011, 12:37am says:

I agree that they should be more damaging,but MenteR said they're one of the first enemies you fight.

+2 votes     reply to comment
geoffegg May 6 2011, 2:48pm says:

The mortar synth looks great. :D But I think it's attack should be more energy beam like.

+1 vote     reply to comment
Dr.Doozer May 8 2011, 11:05pm says:

Immediately I notice you don't have the proper firing animation for it.

0 votes     reply to comment
CrumbleShake May 28 2011, 10:47am says:

I reckon the mortars should be more powerful. It doesn't give them such a cool feel to see that big explosion on the zombies but they still walk on normally.

+2 votes     reply to comment
~Mapster(WFc) Mar 26 2012, 5:50pm says:

I like how they explode to pieces when they die. :)

+1 vote     reply to comment
sleepingobama Nov 23 2012, 12:53am says:

are you gonna add crabs synth's and other cut combine material? btw the mortars shoot from the back too so make them shoot out a bigger blast from back there please.

+1 vote     reply to comment
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Just a quick test video to show you the NPC. The gibs are placeholders by the way.

Code by Chris, he used a bit of Valve's code if I'm correct. Particles by Ghor.

Video Details
Apr 18th, 2011
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