Legend of Gordon is a modification for Half-Life 2 in which you set off on an adventure through the secluded world of the Highlands in search of a purpose. Your adventure begins with your escape from the inevitable crumble of your home city. You leave with nothing but the clothes on your back and a hope for survival.
Puzzle shooters already exist of course, so LoG is certainly not breaking any boundaries there. However, I feel there are so many new features that will be implemented into this mod that you will forget you are playing HL2. Here is just a list of some, some may or may not make it into the final release but I will try my best to implement as many as I can.
Cutscenes - These are present in several HL2 mods already, but I think they are a powerful tool for story telling, and they are used in Zelda as well!
Non-Linear gameplay - This is the one aspect of HL2 that people generally rag on. This mod will stray as far from linearity as possible by several means including:
Instances - Essentially, when you enter an area in Zelda, you are taken to a whole new map - an instance. I plan on executing a similar idea in my mod. This will accomplish three very important things:
Re-worked HP and Item system - I'll keep it brief here as I will discuss a lot about the details in the features: Your HP is no longer capped at 100. It is now dynamic. You start the game with 50HP and, through exploration and triumph this maximum can be increased beyond 100 - the sky's the limit (well it's 150 right now...)! Likewise, there will be upgrades for your weapons to find as well. Healing now comes in several different flavors. Literally - you will now find several food items scattered around the world which will be used to heal you for different amounts.
Puzzles - Self explanatory, puzzles that will make your brain hurt!
Basically I want this mod to feel like you are playing Legend of Zelda: Ocarina of Time, except with guns, better visuals, a new story, a First-Person perspective, and an ever-changing and expanding world.
As stated to the right, currently it's TBA. I've been working on this mod for several years. Currently there are 11 maps, and changing them takes a lot of work - I work alone on the entirety of this project. My tentative goal is August of 2016 but please take that with a grain of salt. It could take longer or it could be sooner, depends. I work full time and go to school full time so I'm very busy.
As for how far along I am, all 11 maps are fully laid out and have all puzzles implemented (not bug tested however). Several of the later maps are still in dev textures or just look heavily unfinished. The first 4-5 maps are pretty close to their final versions though.
As stated earlier, I work full time, and I need my job to pay the bills. If you want to help take the burden off of me financially, you can support me directly through paypal by going to my twitch page here:
...and follow the donation link. Every bit helps, with enough help I can take time off work to work on this mod. Thank you in advance!
If you want to support me but don't want to donate/can't donate then honestly, verbal feedback in the form of comments, chatting with me on stream, or hitting me up in my inbox make me very happy. I want to make you guys happy by producing a quality game, and I enjoy talking with the community! Your feedback motivates me to continue.
Press the "articles" link, that will take you to all of the weekly updates I have for this mod. In there are plenty of images. The screenshots are honestly pretty old as of writing this (11/19/2015) and I plan on adding some new ones soon. There are also some archaic videos of in-game footage... I plan on making some new videos soon. There's a lot of pictures in a video for you to enjoy!
Thank you so much for stopping by the mod page! Go click the links up top and enjoy some content, and don't forget to leave your feedback, it helps me a lot!
Thank you so much!
Hello everyone, I hope everyone is excited for Thanksgiving, and if you aren't in the US, then I hope you are excited for the week regardless! This week we are taking a look at the third map in the game - the Ruins. I wanted to discuss the state of this map, as well as future plans, and the concept of an overworld within this HL2 modification.
If you missed last week's update you can find it here:
Let's get started.
My philosophy with every map in this modification is that it should contain something new. Every map will include some new gameplay ideology or interesting mechanic so you can expect this map will be no different. Let's discuss how this map fits into the lore of the game first.
The ruins are of an ancient temple built very long ago, and eventually destroyed. The temple was actually the original Highland Temple and was the second location along the Pilgrimage to Ascension. Researchers spent years mining the location, destroying the rock surrounding the area in order to uncover the secrets entombed within. Eventually they came across something very peculiar within (no spoilers here though, sorry!) and the ruins were left as they are.
Later, the highland engineers, a group formed in the modern era to research the phenomenon known as the "Ascension," began building an underground railway system (as mentioned earlier). This location ended up being the central HUB for where all the trains were sent from. Here is an image taken directly outside this supply depot.
Because this is one of the only areas where the railway system is directly visible from outside, the Combine took notice. Because of how secluded this area is, only a small number of soldiers patrol this area, but this will be the first time in your adventure that you will encounter them.
You can see here some combine dropships. They are not concerned about you, as you are just one human, so don't expect to be hunted quite as much as those humans residing in City 17.
Here we can see our hero beginning to enter the ruins, we can see time has really taken a toll on this area.
The ruins are riddled with some very tricky jumps and great hazards. I don't want to spoil too much, but this map has a unique format that was never explored in the original Half Life 2 or episodes. Here are a few more screenshots of the interior of the ruins for you guys to enjoy!
Crossing a large ravine to get to a small part of the old temple.
A very challenging and risky jumping puzzle will get you to another portion of the ruins.
Be careful it might be a trap!
This map serves as the largest portion of the Overworld to be created. Before we discuss this let's discuss how the overworld is going to work ultimately, and the general flow of maps. I won't spoil much here I just want to show a general diagram of how things are going to play out.
You can see some of the maps previously mentioned as well as some we have yet to get to. Note both Depot I and Depot II are part of the Railway System discussed in Week 2. You can see that you are free to travel between the Forest, Depot I, Depot II, the Ruins and all the temples. Once you embark towards the settlement, there is no going back though (perhaps that will change in the future though, we will see).
As of right now the Ruins map is pretty much complete. I need to stylize the map a bit to incorporate the lore into it, as well as make some minor adjustments to the layout to incorporate it into the Overworld. Just so you guys know also, that the map updates in the future are going to look a bit more sparse as the maps beyond this one are much more rough!
I hope you guys enjoyed the content, once again, I won't be posting another update until next Thursday, so it will be a while until the next content update. I do plan on making a video for the next one though, so stay tuned. As mentioned before the next few weeks may not necessarily be map updates as some of the next maps are still pretty rough. Hope you guys like the content I presented this week. Leave a comment on what you think I really appreciate it. As always follow me on my twitch account as I will be streaming at least once a week.
Thanks again everyone.
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