Half-Life: Anti-Climax is my take on the "battle you have no chance of winning" the G-Man offers you once you decline his job offer at the end of the Half-Life campaign. Is there truely no chance to win or can you lead Gordon to victory and freedom?

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Welcome back to another update of Anti-Climax! I hope you all had a good start of 2019. Today I'll be talking some more about new features in the MOD and of course some in-game screenshots!

In my previous update, I talked about the similarities and differences between Half-Life and Anti-Climax, mostly about the gameplay progression being for less linear. This got me thinking about more ways in which Half-Life is quite linear. One of these things are the encounters: If you enter a fight and die, you'll simply load up the game again and now perfectly know where the enemies are going to be. And if you like to go in for a replay a little later on, chances are that you still remember the details of each encounter.

This is something I wanted to take a swing at. So certain areas in Anti-Climax will now have random environments. What this means, is that, before you enter a new area, the game will roll the dice and pick one of the pre-programmed variants of the area.

Let's take a look at how this works. Here is a shot of the maintenance area for the coolant pumps.

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Right before entering this area, a trigger determines which of the 3 different environments will be displayed, which could be a flooded area with headcrabs and barnacles:

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Or maybe a houndeye nest infestation?

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Or for the faint of heart: lights blown out and creeping zombies around the corner!

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So this is a rather simple example of what is possible. As you can see, next to different enemies, you can also swap brushes and toggle lights. You could take this to the extreme and swap everything within that room for something else, if you want. I will probably keep to simpler random environments like in the example above or else I'll have to build each room three or even more times. But the system will definatly give the player some suprises and it adds some replay value to the MOD.

Now, for the people interested, the hardest part of making this work was setting up a random target entity. Simply put: Half-Life doesn't have one, so you'll have to get creative. Behind the scenes, there is a system of beams and buttons determing the random outcomes. I've written a tutorial on how to set that up here.

Thanks for reading and comments are always appreciated!

Half-Life: Anti-Climax Update #4

Half-Life: Anti-Climax Update #4

News 11 comments

A look at gameplay progression, a new Lambda Lab and a very merry Xen-mas!

Half-Life: Anti-Climax Update #3

Half-Life: Anti-Climax Update #3

News 6 comments

Another peek at the development of Anti-Climax. And in this update we'll talk about light!

Half-Life: Anti-Climax Update #2

Half-Life: Anti-Climax Update #2

News 5 comments

A look at some of the new areas and.. eh.. a pink Pod? What?

Half-Life: Anti-Climax Update #1

Half-Life: Anti-Climax Update #1

News 3 comments

Today a look at the new areas and some more insight into the development of the MOD. Also: 20 years of Half-Life!

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Random Trigger Example RMF

Random Trigger Example RMF

Tutorials 2 comments

Example map file for the random trigger entity setup. Please refer to the tutorial thread for in-depth explanation.

Comments  (0 - 10 of 22)
PowerMind
PowerMind

I always wondered what battle Gordon Freeman will be up against if he didn't choose the offer. This should be interesting.

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ripman-39
ripman-39

Have you seen the actual "grunts" from the bad ending? First few rows are npcs but then the other 20 rows are bidimentional sprites, looks a lot like Doom, very fun to see

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Hezus Creator
Hezus

Yeah, and they are even animated! It was a clever trick to cope with all those epolies back in 1998.

E908c74d-a-62cb3a1a-s-sites.googlegroups.com

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ripman-39
ripman-39

Damn, I thought about this same idea since the first time I started modding.

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SkaarjElite
SkaarjElite

So you litteraly made a way to create roguelikes in Half Life? Damn impressive.

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Hezus Creator
Hezus

Well, it's not that the rooms are procedurally generated with some algorithm. Pretty much all assets are already inside the rooms and I've assigned set numbers to them. Then one of these sets gets switched on and the others are switched off with a random trigger.

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Super1Hawk
Super1Hawk

Is this mod takes place after Half Life's bad ending?

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ToTac
ToTac

Ok watching now. Looks very very solid! Good luck with this project.

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Suparsonik
Suparsonik

Making Xen look pretty good.

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__charlie
__charlie

this actually sounds pretty cool, looking forward to see how it turns out. there's not many original mods like these nowadays, they're very few and far between. most of them are just ****** "High Definition" packs and this is a breath of fresh air, and its nice to see that. good luck!

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Hezus Creator
Hezus

Thanks! I'm actually trying to stay away from HD packs and work with the orignal HL materials as much as possible. It feels a bit like a challenge to make it look good with those old assets.

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__charlie
__charlie

you're going to be using vanilla assets throughout? man, now i'm even more excited to see this! once again, good luck!

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