Fast multiplayer action set in the Half-Life 2 universe! HL2's physics adds a new dimension to deathmatch play. Play straight deathmatch or try Combine vs. Resistance teamplay. Toss a toilet at your friend today!
HHHHHHHHHHHHHi. It’s time for another monthly(ish) update! Only slightly late! There’s an absolute ton of info to go over, so llllllllets dive in.
Rara, along with several others (noted below), helped add a ton more player models
CS 1.6 GIGN, GSG9, SAS, ST6
CS:S Guerilla, CSGO FBI (Chanoc), CS:S Phoenix
Cinematic Scientist (Originally by AlphaGarg), Bank Heister - CS:GO Balkan
CSCZDS School Girl (Thx Ellis), HL2 Combine Elite, HL1OP4 BlackOps (Thx Kraken), HL1OP4 Drill Sergeant (Thx Gazyi)
Obrez - By UprightBlue
HOW’S THAT FOR A PLACEHOLDER
The Mosin is finally gone. It was oldest weapon model UprightBlue contributed to this mod, being very nearly a decade old at this point, so it was long overdue for an overhaul. Upright settled on making a horribly modified Obrez as the new replacement. It is truly a magical sight that is sure to infuriate gun connoisseurs the world over. God bless him.
Sinkfest also animated it, can check that out here.
Hammer - Animations by Sinkfest, model by MagnumPi
Lovingly re-created based upon the hammer from the ancient Half-life 1 mod, Scientist Hunt.
Scientist Shotgun - Animations by Sinkfest, model by Dav0r
You’ve already seen this before, but here it is at long last, finally animated and fully implemented in game. You reload it with tiny scientists!
Turok Pulse Rifle - Modeled, textured, and animated by Chanoc
It’s the Pulse Rifle seen in Turok from the Nintendo 64! If you don’t remember what that looked like, here’s the original model, along with the base concept for remaking it:
We aimed to stay as faithful as possible while also having to basically fill in some of the extremely blurred details cause by super low resolution. The first step naturally was to examine the source materials… This proved surprisingly complicated tho, because every iteration of the pulse rifle seemed to be wildly different
So we used the viewmodel as the final say on all visible details, while other aspects like the stock and grip being taken from other sources. Deciping the texture on the view model would still prove to be quite the fun challenge, though. The side panel, for instance, can be seen to have some small shapes of some sort on it. We ran with this and opted to turn it into an analog interface for what is otherwise a total scifi trope of a gun, to act as a sorta goofy contradiction in styles. Likewise, we interpreted the horribly low-poly scope on the original gun literally, and kept it as the bizarre periscope it more closely resembled in the original game rather than the scope every other version portrayed it as. Because why the fu*k not put a periscope on top of a gun!
Umbrella - It’s… it’s just the umbrella from TFC…
Well Hunted mode wouldn’t be complete without that extremely important umbrella, so we ripped it and added it here, as well. Doesn’t do anything fancy (Yet, at least)
Turrets - Zero’s been hard at work bringing over the TFC spawn protection turrets, as another solution for mappers seeking to keep pricks out of player respawns. It’s proven quite effective to say the least.
FMOD - Zero also started work on a simple FMOD implementation. It’s still early, but it should allow for a lot of neat stuff. We'll have more to say on it later once it's further along.
More weapon CVAR’s - Zero allllso added some more weapon CVAR’s to help keep things interesting. Like one particular command that changes up the C.A.T. mine explosion in an interesting way
NPC stuff - While most of this will have to be saved for next update, Jill has been working on pimping out the NPC’s that can be found in several of our maps. One feature that stands out in particular, is that now on the They Hunger maps, all zombies will attempt to get to the safe zone at the end of rounds. It makes for some absolutely chaotic matches.
They Hunger: Station - By Matto, with base layout by postal
Thanks again to the Sven Coop team for hooking us up with the source files for the original They Hunger mod. For our next They Hunger map, I opted to design a map that used maps from all 3 episodes - the ending scene of They Hunger 1 featuring the iconic radio station, the opening scene of They Hunger 2 featuring the iconic police station (yes, half of it is in TH1, but we merged in the rest of it from TH2), and the bull farm from They Hunger 3. I picked the areas, figured out how best to fit them together, and Matto went to work, even going the extra mile and adding in some new rooftops areas to allow for some more explorative fun.
And of course, we also filled the map with Zombies. As a reminder, different zombies have different traits based on their model. Some drop health or ammo, some are faster, and some, like the farmer, can knock you across the map with their weapons. It’s a map that aims to keep you on your toes at all times, essentially.
??? - By Ott
Taking the func_vehicle concept to new heights, Ott designed a map where players control flying cars, and basically drive around shooting each other. It’s simple in concept, but pretty ridiculous in action.
Akina - By Ott
And finally, taking the func_vehicle concept to its logical conclusion, OTT next designed a massive racing map, complete with different categories of weapon pick-ups scattered along the path for drivers to snag. Which will certainly come in handy since you won’t be spawning with any guns on this map. The only safe zone to be found exists at the end of the course, so you better hurry. Also, careful not to drive too far off the road, or your car will EXPLODE. A video of this in action can be found at the end of the article.
Avanti - By CabooseJr
A loving 1:1 remake of the TFC classic, Avanti was the absolute king of control point maps on TFC way back when, and to this day still has a loyal following of people that play it. Our version features an important change tho - the rooftops are all ACCESSIBLE now. It really changes how things play out. A video of this in action can be found at the end of the article.
Merry - By LordDz
Certainly a creative map, Merry features a randomly selected level load out on each spawn, currently featuring such sights as a forest or a series of floating pirate ships. It makes for a pretty memorable experience to say the least.
Nexus - By Chanoc
Taken from the HL2 campaign, Nexus lets players duke it out in one of the Combine’s strongholds.
Payload - By Chanoc
Originally created as a test map for a new WIP gamemode that I bet you can’t guess the name of, Payload is also a fun DM map on it’s own. Featuring lots of buildings to explore and tons of cover, Payload makes for good fun at any player count.
Hunted - By MissingNoGuy
Based off the classic TFC map of the same name, which itself is based on a campaign map from HL1. This map was made for a new gamemode of ours, which once again, I bet you can’t guess the name of… It's Hunted
Vertigo - Ported and edited by Rara
With a whole new area opened up, minor and major layout changes all over the place, and some lighting changes for added aesthetic, this enhanced port of the sky-high battlefield Vertigo from Counter-Strike: Global Offensive proves to be another great addition to the map pool.
Chalkyard - By Stabmaster
An in progress edit of the classic HL1DM map, Stalkyard, Chalkyard features the classic layout but with a Mayan spin on it. It’s def got a lot of promise, and is sure to be a great homage to one of the absolute best maps from HL1DM.
Rara’s been hard at work bringing all our 3rd person weapon animations up to snuff, and with help from Chanoc we also finally got 3rd person animations for Kicking! It’s a MIRACLE
DM and TDM:
Some of the first gamemodes we added, these just never really felt quite fun. They originally featured a set weapon load-out, with weapon pick-ups scattered around the map. But JB is just too chaotic and fast paced that everyone just wanted to rush and kill each other, so firefights always consisted of the same starting weapon load-out. So we ditched that system and, with the help of the extremely talented programmer Thirteen, we instead gave players a random melee weapon, and a random base weapon on every spawn. They can also steal the gun a player was holding when he dies, and ammo boxes will instead spawn around the map at random locations for players to grab.
But the real highlight is the mutators. DM/TDM is round based, and focused on whichever person/team can get the most kills by the end of a round. But things can still get somewhat stale in a match, so to help alleviate this, we added randomly selected mutators. They kick in every 30 seconds, and last for 20 seconds. Since the rounds are at default 3 minutes long, it means you get 3 mutators per round. They can be various gameplay altering events, from big head mode, to low friction, to extreme wall damage where people have to be careful not to touch any walls. It’s proven a ludicrous amount of fun, and finally helped make our DM/TDM gamemodes shine like they ought to. A video of this in action can be found at the end of the article.
It’s no secret I played (and still do play!) an insane amount of TFC back in the day. The gamemodes that game had were brilliant, and one of my favorites was Hunted. SO we decided to bring it over. The gamemode has 3 teams: The body guards, the hunted, and the assassins. The Hunted gets a melee weapon (umbrella), a stealth box, a hand gun, and some defensive grenades (flash and smoke), and with the aid of the bodyguards, must reach the safe zone at the end of the map. The assassins are armed with the same Sniper Rifle they had in TFC (currently even uses the same model, but we’ll remake it eventually), a charge rifle that becomes more powerful the longer it’s held at cost of movement penalty. They also get a silenced pistol and a knife as well, for close range encounters. It’s also proven a blast to play, and should make a fine addition to our already massive gamemode list. A video of this in action can be found at the end of the article.
I can’t wait to show what’s coming next update. At least 3 new game modes should be ready by then, and they are all shaping up to be some of the most impressive undertakings we’ve done yet. They all revolve around staples of online FPS, but with our own unique spin on them (especially in the case of 2 of them, both of which are both linked together through a new gimmick that i absolutely can’t wait to reveal). Looking forward to hearing more about this new month for our undoubtedly punctual update!
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Not much changed this time around. LordDz is trying his hand at making a map for us, and that’s about it.
As always, if you’re interested in contributing to the mod (outside of voice acting), please join our Discord and @ me on there. We’d love the help! Though as far as maps go, at this point we’re going to be quite selective. But feel free to stop by anyways.
Looooots of progress once again, and a ton of really awesome stuff still in development that’ll hopefully be ready to show next update. As always, feel free to pop into our discord if you want to chat or offer any help with the mod. And finally, here’s a montage of the new content we’ve prepared.
But hey, before I go, I’ll leave you with two random screenshots of some future content, with absolutely zero context or explanation.
See you next month(ish)! If all goes well, we should have some pretty big announcements by then :)))
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A new pre-pre-pre alpha build of this mod thing. Try it if you wanna.
THIS MOD REQUIRES SOURCE 2013 MULTIPLAYER UNDER THE "beta_test" VERSION. IT ALSO MAY REQUIRE HL2:DM BUT I'M NOT SURE. This is a very in-alpha version...
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