Experience Half-Life 2 like never before. Return to City 17, held within the iron grip of the Combine and the Consul. Reunite with old friends, and enemies, and some of them brand new. Immerse yourself in a revitalised combat system featuring old arsenals made new again, with added features to raise the bar in gameplay. You've been waiting for quite some time, now. It's time to climb aboard.

CREDITS

RTBR Team


Kralich/David Driver-Gomm: Lead Developer, Mapping, Programming, 3D Modelling
Sl0th/Mikael Karlsen: Sound Design, Level Design, Programming, Co-Lead
AmbientNoise/Kyle Mullen: Sound Design, Graphics Design, Writing, Co-Lead
Wildchee: Animation/3D Modelling
18dawsonasd/Andy Dawson: 3D Modelling
Caleb West/CW3D: Voice Acting, Music Composition
Entity/Sam Warren: Voice Acting, Music Composition
Fodderstompf/Van Eynde Jeroen: Level Design
Lena/Taliesin Charles: Level Design
Robert Zagyi: Concept Art
Half Peeps: Animation
Green_Alexander: 3D Modelling
Blixibon: Programming
1upD: Programming
Eric Stark/Gameboy555: Web Design, Graphics Design
Saatvik Dube: 3D Modelling
aemanuelli42/Alessandro Emanuelli: Concept Art
Rocky: Level Design
Clatronix: Playtesting
Stabard Meat: Playtesting
Skeezix: Voice Acting, Level Design
FlAsHi0Z: Voice Acting, Level Design
H0SEKII: Voice Acting
Silent: Animations
Beren Franklin / EgonHoustuvk: 3D Modelling/Texturing
Lisa Ortega: 3D Modelling
Iridium77: Level Design, Programming
SordidSpectacle: Voice Acting
Name: Music Composer
grav cat: Level Designer
Fearell_Val/Valerios Tsoumpas: 3D Modelling
Kalimando: 3D Modelling/Animation
Randomcatdude: Particle Effects
Lassi: Level Design
Obsolete Wolf: Level Design
Doom_Pope: Level Design
MarkZer0: Playtesting
Amicus/Jack McDade: Voice Acting, Sound Design
SCP Gaming/Bogdan Barantiev: Level Design

EX-RTBR Team


GameSmert/Owen Allison: Level Design
Joshua Weber/Actionstorm: Level Design
Kajetan Krawczyk/Kajtek: Programming
brendaymn/Peardon Peace: Animation
VaxPax: Level Design
Jasper Carmack: 3D Modelling, Level Design
scart: Programming
Spirrel: Programming
Trevor Mackenzie Baker: Level Design
MilkywayM16: Programming
Henri Dan: 3D Modelling
Borja Tarazona: 3D Modelling
Jared Mills: 3D Modelling
woody/Jonah Woodside: Level Design
Harry Hutchinson: Concept Art
Jean Knapp/XBLAH: Level Design
Nbc66: Level Design
ayra_c3: Music Composition
Moolbni: Level Design
alex_mmc/Aleksandr Lavrinovitš: Level Design
Hesyr/Cosme Eduardo: 3D Modelling
Big_SG21: Level Design
Spoops: Playtesting
Sutty: 3D Modelling
FloppyFins: Zero-Testing
Omi: Particle Creation, 3D Modelling
Olezen: 3D Modelling
Honza/Jan Kropacek: Level Design
ThatsRidonkulous: Level Design
Antonie Ooms/Skorly: Level Design
ReezeTheVampire: Level Design
Mohamed Essam Farouk: 3D Modelling
Max Brando: Playtesting
TwoTime: Public Relations
CrazyEyedMustafa: Public Relations
Retro Boy: 3D Modelling
Demian Turcan/Freeman: 3D Modelling
Dev: Level Design

CONTRIBUTORS


Old RTB team: Some revised content from their repository

Travis Brady: T-Bot Interview and continued encouragement
Sergeant Stacker: Combine Guard NPC
Leo Ratner/The Ratner: 3D/Animation work
iriseto: Model work
Douglas Hoogland: Water textures
TophattWaffle: Water textures
MaxsOf2D: Hand model
Sage J. Fox: Steambow
Terminus Team: Code Snippets

SPECIAL THANKS


Vlad, For sticking by me and setting me straight - Kralich
Eleanor, For encouraging me and emboldening me - Kralich
My wife, family and friends for their wisdom - Fearell_Val
Ashlyn, for keeping me sane - Iridium77
Karl, for helping me keep a sense of humor - Iridium77

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RSS Articles

Half Life 2: Raising the Entity: REDUX: April 2021 Update

Nametity: Hi all! Welcome to the next update of RTBR! We know this is hot off the heels of the March 2021 update, but we felt it’d be a great opportunity to inform people on a few extra additions since then!

info_player_end

Gametity: Hello everybody, my name is Entity, and today I’m talking to you about the info_player_end. We felt we’d enhance the options available to mappers by creating this new entity, one that, when loaded in, will immediately terminate the player! The options this presents us in the narrative really does put a smile on my face.

Sometimesdraw

Amictity: Hello everybody, my name is Entity, and today I’m talking to you about Sometimesdraw. When you build a map, you might ask yourself, what if I want a randomized brush that will help replayability in a map? Thus, we created Sometimesdraw. As you can see, sometimes it’s there, sometimes it isn’t. This’ll lead to a great new gameplay experience, combined with allowing us to test player luck metrics. The positive effect on gameplay this has really does put a smile on my face.

AR4

Entity: Hey! Oh, sorry, my alarm went off - currently outside getting about 30 minutes of sunlight...ah...yeah, hey everybody, my name's entity, and uh...just wanted to talk to you guys today about the AR4, a new weapon in the RTBR arsenal. Its, uh, pretty exciting stuff, it'll knock your socks off. Um, but, yeah so when it uh when it comes to uh (cough) excuse me when it comes to designing new weapons within the boundaries of half-life lore we really have to consider many different factors to make it fit into the world. and you know, just to also help the player, you see, personify, key word personify, the weapon, and feel a real deep, passionate, uh, sensual, feeling, to it, to the weapon, to the AR4. So, you know, how do we solve this, uh, core developmental, uh, functional problem here, how - how do we solve it, how the hell do we solve this problem? Lemme tell you, this'll knock your socks off. So look, this is what we decided. We decided, personalised stickers, via microtransactions, and increased capabilities of the scope, which is also microtransaction, for juking enemies would be effective. Now, your socks should be off your feet by this point, because if they aren't, this will really knock your socks off this time. We have also made a functional decision, right, to add a 100% aim assist to ensure the player hits the enemy. Every. Single. Time. And we're really excited to, uh, get your feedback on this weapon, we're really excited for that, and we're really, uh, really hyped to get this weapon settled, you know, really settled into your hands, and just have it melt your your your heart, your your your, uh, your heart, your little heart there, and we're we're we're excited, we just want you to tell us your feedback on this weapon, and your socks should be off, there should be no socks involved at this point in the video. And, you know, the impact this has on the arsenal really does put a smile on my face. Yep, alright that's it everybody. See ya.

Thiccrabs

Skeezity: Hello everybody, my name is Entity, and today I’m talking to you about Thiccrabs. For RTBR’s headcrabs we had a few main complaints – one being that they don’t draw enough from HL2 and HL1, and another being that they can be a bit creepier than HL2’s crabs at times. As a result, we sought to fix both by taking a page out of the HL1 Alpha’s book and “enhancing” the rear of our headcrabs! The psychological effect this will have on the player really does put a smile on my face.

Misplacements

Flashtity: Hello everybody, my name is Entity, and today I’m talking to you about Misplacements. When creating a landscape, you might end up with it looking a little too realistic – creating feelings of existential fear and dread from the literally uncanny valley. Misplacements will offset this effect, reassuring the player that they are, in fact, playing a video game. The unrealistic effect this will have on landscapes in the mod really does put a smile on my face.

BETA Debug Model

CWTity: Hello everybody, my name is Entity, and today I’m talking to you about our new BETA debug model. Simple addition this – if something is missing, that means it’s in beta, right? And of course, the beta was full of ERRORS from missing models. Now, in RTBR, you’ll be assured that whenever you run into an error, it’s just WIP, not a bug! The change to our development schedule this presents really does put a smile on my face.

Re-voiced Weapon Effects

Kraltity: Hello everybody, my name is Entity, and today I’m talking to you about our re-voiced weapon effects. We felt there wasn’t enough personality in our weapon firing sounds, and in light of this, adding a more individual touch will, we feel, really enhance things. Take a listen! The effect this’ll have on how the SMG feels to use really does put a smile on my face.

Wrapping Up

Nametity: That concludes our April 2021 Update! Thanks to Entity, Entity, Entity, Entity, Entity, Entity, and Entity for helping to voice this update. We do have one opening on the team still:

-Entity: Entity

And

-Joe Mama. If you’re interested, please call me.

Thanks for listening, and tune in...wait...tune in? RTBR isn't a radio broadcast - this man Kralich really do be writing "tune in" like RTBR is a radio program. Can't believe this got past testing. Anyway, thanks for watching.

Half Life 2: Raising the Bar REDUX: March 2021 Update

Half Life 2: Raising the Bar REDUX: March 2021 Update

News 18 comments

Half Life 2: Raising the Bar REDUX: March 2021 (Division 2 Content) Update.

Players Choice - Mod of the Year 2020

Players Choice - Mod of the Year 2020

Feature 44 comments

The voting period for the Top 100 mods has closed, and it's now time to announce the winners of the 2020 Mod of the Year Awards, as chosen by you!

Half Life 2: Raising the Bar REDUX: Division 1.2 Release Article

Half Life 2: Raising the Bar REDUX: Division 1.2 Release Article

News 8 comments

Half Life 2: Raising the Bar REDUX: Division 1.2 Release Article.

Half Life 2: Raising the Bar REDUX: Division 1.2 Content Update

Half Life 2: Raising the Bar REDUX: Division 1.2 Content Update

News 34 comments

Half Life 2: Raising the Bar REDUX: Division 1.2 Content Update.

RSS Files
DIV 2 Background Map Competition Entrants

DIV 2 Background Map Competition Entrants

Singleplayer Map 3 comments

DIV 2 Background Map Competition Entrants, plus a bonus map

Raising the Bar: Redux: Division 1.2 Release

Raising the Bar: Redux: Division 1.2 Release

Full Version 54 comments

Raising the Bar: Redux: Division 1.2 Release - here at last!

Raising the Bar: Redux: Division 1.1 Update - OBSOLETE

Raising the Bar: Redux: Division 1.1 Update - OBSOLETE

Full Version 12 comments

Raising the Bar: Redux: Division 1.1 Update - HERE AGAIN

Raising the Bar: Redux: Division One Release - OBSOLETE

Raising the Bar: Redux: Division One Release - OBSOLETE

Full Version 54 comments

Raising the Bar: Redux: Chapter One Release - OBSOLETE

Comments  (0 - 10 of 650)
Wιŋtεr0Whιtε
Wιŋtεr0Whιtε

Hello, you just have a wonderful release of Division 1.2. I really liked everything, it's very interesting what wakes up next. But, there are questions about some design decisions that I would like to clarify with you.

1. You use a lot of assets from retail, namely computers, mechanisms and electronics of combines that have blue elements. Are these models just placeholders or will they be replaced in the future with analogs stylized in the color scheme of old concept art? At first glance, orange would look better than blue for the old feel.

2. Do you have plans to repair the faces of the main characters, such as the consul or Elena, who still do not look like their concepts?

3 A small note, in my opinion, the mask of an ordinary metrocop looks rough, it would be better if it returned to a slightly more classic release version.

But this is all nitpicking.
sorry for the crooked English.

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Kralich/Gonzo Creator
Kralich/Gonzo

Glad you enjoyed. Some answers:

1. There's no way in hell we could remodel every retail asset - we'd like to touch-up important ones and spruce up others, but for the most part we will be adapting generic retail assets, not remaking them

2. We're making some moves to do facial modelling but it's very complicated and takes a lot of work to also adapt the facial flexes for them. As a result retextures are the plan for the foreseeable future

3. Redesigns of any enemy model, including the cop, that we have already modelled are not planned. We've settled upon the new models we like and they're here to stay now.

Thanks for the kind words, I hope these help you out.

Reply Good karma+4 votes
Wιŋtεr0Whιtε
Wιŋtεr0Whιtε

thank you for your answer!

Reply Good karma Bad karma+4 votes
kehar
kehar

but what about the l4d assets?

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Wιŋtεr0Whιtε
Wιŋtεr0Whιtε

the idea is to recolor the textures of the combine assets from gray-blue to gray-orange. I don't mind using assets from retail.

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kehar
kehar

i dont think the force fields where suppost to be orange hell i dont even think they where considerd until after the leak

Reply Good karma Bad karma+1 vote
Cvoxalury
Cvoxalury

But there are orange in E3 2003 official footage, they look like orange wavy energy-based gelatin slabs. That's why they're orange in RTBR (or Coterminus too for that matter).

Reply Good karma Bad karma+2 votes
kehar
kehar

yeah that wasnt the same kind of forcefield

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Cvoxalury
Cvoxalury

Or it was. Who's to say?

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kehar
kehar

thats a good point

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Highest Rated (19 agree) 8/10

The hefty demo was... interesting. First of all, I went into it trying to stay open-minded, positive. What helped [me] is thinking how this is a beta mod that had been in development for 2 years and released a demo. How many can say the same? About the mod. There's drama and different views on it. How it was gonna be a redux, how it isn't. How people dropped in and out. Should I be taking sides in it? Should I... care? What I want first and foremost is to welcome, congratulate the people who spent…

May 20 2020 by Cvoxalury

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