Escape the confines of City 17 and strike a blow for the resistance!

As Dr. Gordon Freeman, you were last seen exiting City 17 with Alyx Vance as the Citadel erupted amidst a storm of unknown proportions. Now, in Episode Two, you must battle and race against Combine forces as you traverse the White Forest to deliver a crucial information packet stolen from the Citadel to an enclave of fellow resistance scientists.

Episode Two is the second of a planned trilogy of games that extends the award-winning and best-selling Half-Life adventure. Unique weapons, vehicles, and new creatures, friends, and enemies all make an appearance.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Related Articles

Progress Report Banner

Welcome to our third Progress Report.

Hi again!

Right off the bat, I'd just like to say that a few things have come up for me in life, and I've been quite busy in these past few months and I'll most likely continue to be busy until the end of May / start of June at the very least.

So I'd just like to apologize in advance if I can't get as much work done on the mod in the future.

Anyhow, let's get into this month's Progress Report.


Now that we're in Water Hazard I figured I should try making the first "detour" of the mod. One of the ideas I've had for a while was that I could try implementing some of the "original" Half-Life 2: Deathmatch maps into the campaign itself. They're real locations in the world of Half-Life: 2 after all, why not try to "slot them in" to where they'd be logically in the main game.

So that's exactly what I've set out to do.

Now, what map would fit the Water Hazard aesthetic? dm_runoff, of course.

But before getting to work, I quickly went and threw together a top-down map of Water Hazard, just to get an idea of where to place dm_runoff and where to create this detour, as well as where it should end, and I've decided on starting from d1_canals_06 and ending at d1_canals_08.

Rough map of Water Hazard

So with that figured out I've went ahead and made a tunnel starting in the city-outskirts portion of d1_canals_06.

Runoff-detour tunnel entrance

Runoff tunnel interior

Runoff tunnel interior

And this tunnel leads all the way to the Alternis version of dm_runoff, that being al_runoff.


Here it is, the modified version of dm_runoff, made to fit the rest of Water Hazard.

Runoff tunnel exit


Now, obviously the changes aren't too drastic but there's a fair number of them.

For starters, there's quite clearly water here now instead of it being bone dry, and that's for easier navigation with the airboat of course. There are quite a number of metrocops as well, since I'd imagine this to be some sort of base of theirs. They'll engage you as soon as you enter the main canal area, and they'll also call in the signature headcrab canister strike from the original dm_runoff on you.

The base will also go into full alert as soon as you enter the premises, causing the blast doors to close, which you'll have to override later on to enter the facility.

Headcrab canister attack

Metrocops firing at headcrabs from the canisters

Now these aren't the only changes obviously, but these were the most significant ones. The smaller changes would include fixing several exploits where you could break out of the playable area, adding supply boxes / pickups everywhere, and revamping certain aspects of the map to fit Alternis' gameplay better.

But besides all that, this is the dm_runoff you all know at its core.

To leave, you'll have to open a gate that will let you access the river behind it, leading you to d1_canals_08. The controls for that are however inside the building, so you'll have to fight your way there one way or the other.

Gate control room

Gate leading out of al_runoff

That's all for al_runoff for now, although I'm still planning on making a few changes to it in the future.


So here came having to actually connect the other end of al_runoff to d1_canals_08, so it could be a proper detour.

The small river I've added at the end of al_runoff now leads to a few fairly long industrial canals section meant for shipping. You'll have to make your way down these in order to get back on track.

Industrial canals

Industrial canals

After a while you'll eventually come to a set of large water gates blocking your path, and a control room nearby, which you'll be able to access after climbing aboard an abandoned ship.

Control room & beached ship

You'll find the gate controls inside the control room, which'll let you open the gates and finally get back on track.

Control room interior

After opening the gates, a familiar sight should greet you and you'll be able to continue on like nothing ever happened.

Open gates

And that's pretty much it for this detour. I didn't want to do anything too ambitious for the first one since this mainly served as a test to see what implementing something like this would entail and how I should go about doing it.

That also wraps up all the maps I've had for this report, since as I've said most of the work went towards making this detour happen.


I'll be honest, I've never been very comfortable with having taken a few ideas from Freeman's Mind: 2 without permission and implementing them in Alternis. Yes, they were among the very first map changes I made when Alternis was just a prototype. However, porting them forward and updating them in this current version, essentially having them sit there as if stolen, just felt wrong to me.

So I've decided to contact Ross Scott about whether he's okay with any of this and if he'd like to see them removed.

Surprisingly, Ross got back to me quite fast and not only was he okay with these ideas being implemented, he got me in touch with the brilliant mapper behind all the original FM2 changes who was also completely okay with all of this. So an absolutely huge thank you is in order to them for allowing me to do this!

Now, this doesn't mean I'll be actively seeking to copy FM2. That would be the last thing I'd ever want. However, if our map changes happen to overlap, or if I draw inspiration from FM2 in a general sense, it's good to know that it shouldn't pose a problem to anyone.

Thanks for reading!

Well, that's all I've had for this Progress Report. As I've said due to me being quite busy at the moment I might not be able to get as much work done on Alternis in the following 2 months, but I'll certainly try to.

In any case, thanks for reading this Progress Report, I'll see you in 2 months and have a nice rest of your day!

Entropy : Zero - Uprising - 4 YEAR ANNIVERSARY!

Entropy : Zero - Uprising - 4 YEAR ANNIVERSARY!

Entropy : Zero - Uprising 6 comments

Uprising has been in development for four years now and released its first episode one year ago!

DDishonourable Devlog - April 2024 Edition!

DDishonourable Devlog - April 2024 Edition!

Dishonourable DIscharge 1 comment

We're not dead! And neither is 5810. Yet. Feast your eyes on these development screenshots.

Dev Blog - Showing some progress

Dev Blog - Showing some progress

The Silent Vanguard 1 comment

In this article I am going to share my plans and activities over the past two weeks.

The Burton Equation - Update Four: The Last Call

The Burton Equation - Update Four: The Last Call

The Burton Equation 5 comments

The fourth and final content update for The Burton Equation is now here!

Add file RSS Related Files
Swelter Greek language pack

Swelter Greek language pack

Swelter Patch

Swelter - Greek language pack

Overawe - Background Fixed

Overawe - Background Fixed

Patch 2 comments

this one is caused by background01. Instructions: Drop into "Overawe" Folder, then launch the game mod and should work!



City Nine Demo 2 comments

Basically the files of the unfinished original. Im moving the mod to mapbase so go ham with this stuff lol.




My first map so don't expect much.



Full Version 2 comments

This is my first HL2 mod! This mod is a sandbox like HCsandbox or old gmod.

Joutomaa Patch - English Subtitles

Joutomaa Patch - English Subtitles

Joutomaa Patch 3 comments

Adds English subtitles to the mod that were otherwise missing.

Comments  (0 - 10 of 98)
doitall - - 478 comments

Hello from 2021 : D
Did you know that an unpatched copy of The Orange Box for the PlayStation 3 is a completely unique experience to that of any other version? Half-Life 2 Episode 2 has never been so broken. Want to see what I'm talking about? Check here:

And yes... Half-Life 2 is the most broken experience out if the 3 base games... From swimming APC's to a complete loss of audio due to an airboat crash, there's so much to be experienced. Check out my Half-Life 2 UNPATCHED playlist for more information. Or, stick around for my 240+ episode Half-Life Mods series? Ooorrr, how about a Half-Life 2 Permadeath Run series? All this and more on my YouTube page ✌️😎

Reply Good karma Bad karma+5 votes
DaFreeDude - - 24 comments

Best base for mods lmao

Reply Good karma Bad karma+5 votes
hvo87675 - - 18 comments


Reply Good karma Bad karma-5 votes
Joshuaortiz698 - - 229 comments

It has one now

Reply Good karma Bad karma+2 votes
TheRealApaul27 - - 60 comments


For those who want Valve to release Half-Life 2: Episode 3, don't worry there mods that try to recreate Episode 3


Reply Good karma Bad karma-6 votes
whorecrown - - 20 comments

it's not the same

Reply Good karma Bad karma+6 votes
TheRealApaul27 - - 60 comments

We want Half-life 3! We want Half-life 3!

Reply Good karma Bad karma-4 votes
Dune_Jumper - - 1,585 comments

Mark Laidlaw just released the plot summary of Half-Life 3. Franchise over boyos

Reply Good karma Bad karma+3 votes
KazzyVCC - - 28 comments


Reply Good karma Bad karma+4 votes
CyborgParrot - - 1,733 comments


Why did Arctic Adventure get Deleted?

Reply Good karma Bad karma-5 votes
Addy_SRB - - 163 comments

Never ):

Reply Good karma Bad karma0 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.