Build: 2003 is a mod that aims to port the 2003 beta campaign from HL2 to source SDK 2013 with improved maps, NPC's and weapons, as well as serve as a base for those who want to make their own mods or maps

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New horizons

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Happy New Year, we thought that to start this new year it would be a great idea to publish an article, so....

Where have we been?
The main reason for this silence is that we were thinking about how to approach the mod and its goal.
As the months went by it became more evident that we were going to do more than just fix the 2003 beta maps.

So we talked about it and came to the conclusion that the mod would feature new content like enemies and maps that were not in the leak as well as an improvement of the content already present in the 2003 beta such as the maps.

We have made this decision in order to make a more coherent story,a more entertaining gameplay with some elements from previous eras and some completely new ones, that creates a visually more beautiful but dangerous world, with elements like the xenian flora and fauna among others.

A medium and small xen fungus in sewers.

What do we have right now?

Well, despite the amount of work that remains to be done, we have made great progress in some things and small progress in others, although in this article I will name the major signs of progress.

Maps :

With the exception of the streetwars map, the maps are being worked on in one way or another although the maps with more progress right now are the canals.

The beta canals have been fixed with new textures and geometry for a better visual appearance, they also need optimization but the important thing is that the changes are noticeable.

Regarding the other maps, right now we are focused on the train station maps.


Models :
In terms of models great progress has been made,many npcs have received a new look such as the lightstalk,bullsquid,houndeye among others.
All thanks to Agente P who has proven to be very hardworking and competent.

Programming:

Less progress has been made than in the previous two sections but it is also worth mentioning.

  • Thanks to MilkywayM16, creator of Coterminus, we have been able to create a functional menu to change certain options like the flashlight and view roll but we hope to give more options as time goes by.

  • The AI of many NPCs has been improved like the bullsquid or the Wasteland scanner.

  • Dynamic shadows have been implemented.

  • Bug fixes.

What can we expect in the future?

Certainly, the new goal is a bit more ambitious with the addition of new enemies and maps but I can also say that with time and effort we can achieve it.
When the game is complete you can expect to play these chapters in the following order: Trainstation-> Kleiner's lab->canals->airboat section ->Ravenholm->Coast->Black mesa east->Nova Prospekt->City 17-Citadel

Although we still don't know how we are going to face certain aspects such as the citadel this is our plan for the moment.

You can also expect to encounter never-before-seen enemies like the alien fauna or revisions of classic enemies and if all goes well who knows what kind of dangerous combine robot or nasty alien creature we could add in the future.

Extra: We are looking for an animator with experience in non-humanoid creatures, it is a paid job, so if you are interested, send me a private message here or to Marco198#5703 on Discord, co-leader of the mod.

Thank you very much for reading and best wishes for 2022.

A new begening

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Hello, welcome to another update.

First of all the mod is being redone since the old builds were just a mess with a lot of broken stuff

The flashlight indicator did not work for example, but now that we switched to the episodic version it does

The hud now looks like in the beta with everything from Weapon icons, flashlight indicator, the main menu.

We decided to scrap the static background and work with live backgrounds for now.

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The view now tilts a little bit when going left or right

The Metrocop elite is now added.

The gasmask citizen is now added

Muzzle flashes on the view models are now mostly fixed.

The roller mine is the same as in the beta

And you can drop weapons now.

The canals are completely done.

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We also hired a programmer to speed up the work

like said these are only the ported maps, the revamped maps will come later


See you in the next update!

-Regards

Regarding The release

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So too everyone's "surprise" it appears we are not able to release yet

In theory we can but at the current state it would be cyberpunk all over again

A lot of stuff happened, bad? no good stuff The mapping is going Marco Already did one map of ravenholm.

Check it out here: Youtu.be

And is now working on the canals.

I have added much more things:

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The AR2 Now has an grenade launcher and we are using the Beta model.

All weapons are now added

The wasteland scanner is now added, The Bullsquids got an upgrade and are now using the antlion worker spitball.

You can shoot when using suit zoom (Like beta)

The main menu now has the beta style look (Imgur)

Muzzle flashlighting has now been fixed

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Thats it folk's

Someone named Bruno is sort of helping mostly with the code

Bruno: AngelBruni - Mod DB

EDIT: Improving the beta is hard and time consuming. And we have our own life too so after a discussion for 10 minutes we have agreed that working like i originally intended to.

Fixing up the missing entities and porting over the 2003 maps on the 2013 source engine.

so you can play on an stable engine and create your own mods.

So to sum it all up

1 map pack is going to be the fixed 2003 maps so you can play like identically like in the 2003 beta

2 map pack coming later is going to be improved maps with new parts added to them and maybe a citadel too?


Stay tuned!

Help Is on the way

News

So someone named Marco198, contacted me if I needed help with the maps and well of course I said yes

so the project is a sped-up

Mostly it is now fixing the maps and bugs

Playtesting over and over, and making the gameplay balanced



Marco198 - Mod DB (An awesome dude who is helping with the maps and playtesting and giving feedback)

Update

News

So Only 1 day after and I already added all weapons in and 2 new NPC's :

The cremator and The combine guard

everything till the coast compiled (BUT THE BUGS AND SOFTLOCK ARE NOT FIXED YET!)

And since everything is going that fast I'm considering to maybe release it in one fullpart.

that's it for now