A challenging mod attempting to do some things a little differently with enemy and weapon design.

Post news RSS Chapter's 1 and 2 have been released!

Abandon is finally playable and it's exactly what you needed in your life. Or not I mean whatever it's not like I'm your therapist, man.

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Finally at long last I can put out the first two chapters of Abandon. For those new to the project, I've been working on this for a good amount of time, editing weapons and enemy behavior, demonstrated in a couple videos I've posted. If you're looking for a mod that's actually trying to, you know, mod Half life 2, this might be your thing!

If you enjoy these first two chapters, rest easy knowing more is coming. I'm extremely dedicated to working on this project as I'm basically working on stuff like this to become a full time dev instead of spending time and money on school. There's gonna be new enemies and at least one new level, probably 2 to get the most out of the new additions.

Now after playing this you might be thinking to yourself "Wow Comfort Jones this is absolutely terrible and here's a list of problems!" Well, first off let me personally thank you for your kind words, and secondly do know I actually read every comment I see posted and take stuff into consideration so if you've got something to say just drop a comment on the main page. I'm also definitely going to comb through the map myself to find little issues with small details, possible changes to enemy behaviors, and even possibly changes to level structure later down the road.

Thanks a lot to anyone who gives this mod a try, its been quite an experience working on it and I cant wait to get even more done.

Edit- Be sure to get the more recent version that I've posted: Moddb.com



Comments
bigsav69
bigsav69

Alas, this doesnt work fo rme.

I have the sdk2013 installed, but when i try to load map i get a overhead pic of an alleyway and then it stops loading with no error message or audio and drops back to desktop.

Any ideas?

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TCHORGO
TCHORGO

Try to use the "upcoming" update in the beta tab.

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ComfortJones Author
ComfortJones

Yeah try that, if that doesn't work honestly I have no idea.

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ComfortJones Author
ComfortJones

Did you switch to the upcoming beta?

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bigsav69
bigsav69

Thanks to all. This was fixed by a reverify cache of source2013 files.

C.

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HUNTER2K4
HUNTER2K4

Pretty well make mod , the A.I very good and challenge , the sound and impact of weapon and the sound of Combine very realistic . Even i spawn some citizen to help me , but those Combine use every tatic to take us down very well too , make the combine become not a joke anymore , the animation of normal zombie look good too even it just look alike combine zombie movement .
At first , i think the level design pretty poor but now i can say good job
I`ve been stuck in the house in chapter 2 not because of bug but it very hard ( there are a gunship with full combine inside and maybe 3 stalker...) i spawn 8 citizen to help me , but those stalker really a pain in the a**.....with the tatic of combine ( throw grenade and man hacks and some pulse rifle ) those citizen now become a joke @_@

Could you make the mekit`s using change to "H" button ? It`s very difficult to me to switch to CROWBAR to use it everytime , and the crouch button too...could you make everytime i release the CTRL button , i`m not crouch anymore ?

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TimeCrab
TimeCrab

Just played the mod and I got to say I really enjoyed it. I consider myself to be a veteran HL2 Mod player by now but the tweaks you made to the gameplay and the AI really threw me and made the level much much more challenging.

Some constructive criticism I have is that I feel like the aesthetic of the maps are a little TOO sparse (particularly early in the game). I know you are going for a bleak and abandoned feel, but sometimes there were large rooms or open spaces that seemed unrealistically empty, I found myself wondering how the town ever functioned. I liked that you put in details like barricaded windows and doors, but perhaps more props littering the ground and more evidence of what actually happened when the town got abandoned would go a long way to improving this. (ie blood stains, impact marks on walls with dislodged bricks, broken pipes that drip, looted kitchens and bedrooms, even some minor additions like painted parking lines and arrows on the pavement in some of the open spaces behind one of the factory floors.) Also, some vegetation early on, like grass growing through the cracks in pavement or vines growing up the side of a building would probably add to the "abandoned" feel of the town. Also, the levels are very very flat, which is something else that makes the town seem a little 'fake'. Roads that go up or down or curve around slight inclines, even a hill or two beyond the boundaries of the play area, would make it seem much more real. Finally, a more detailed skybox that gives the player more of a sense of the overall layout of the town would add a lot to the atmosphere too.

As far as gameplay is concerned, I found myself thrown by the combine barriers. When they are de-activated I noticed that you did indicated this often through red/green status lights and the absence of the moving "lines" effect across the barrier; however the blue like flame is still emitted from the actual barrier brackets themselves. This made me think that the barrier was still turned on, and after the first hunter battle I turned left instead of right after killing the manhack-thrower and ended up back-tracking through the whole level as I hadn't noticed that the barrier on the right was now deactivated. (of course, this could be largely in part to my stupidity and not the level design lol)

Overall I really enjoyed it though. I look forward to following your progress with this mod, and to see if you develop a plot or back-story into it in subsequent updates.

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Half-Life 2: Episode Two
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