Developed and ported by Aulov Nikolay

Originally developed by VALVE and Gearbox Software
Originally published by Sierra Entertainment

The main purpose of this modification is to create a port version of Half-Life: Blue Shift. Which means that the whole game will be ported over to the Source Engine. I will port all sounds, models, effects, materials etc. And configure them to work with the the Source Engine. If what i have just stated still is a bit confusing to you then basically what i am doing is creating a Half-Life: Source version of Half-Life: Blue Shift. So that Half-Life: Blue Shift will will get the updated features such as updated water, shaders, models, textures and much more.

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Download link's.

Half-Life: Blue Shift: Source -

Drive.Google.Com

How To Install.

1.)Firstly, you need to have Steam installed on your computer. Here you can get it:

Store.steampowered.com

2.)Then install Half-Life 2 in Steam.

3.)Then install Source SDK Base 2013 Singleplayer from Tools.

4.)Once it finished downloading, right click on this tool, select Properties.

5.)You will see BETAS. Select it.

6.)Set "Select the beta you would like to opt into" to upcoming.

7.)Quit Steam.

8.)Download FakeFactory Cinematic Mod 2013 from this website:

Cinematicmod.com

9.)Extract the installation files from archives to the Desktop.

10.)You will see the file, called CM_installer.

11.)Double left-click on it.

12.)You must select the "common" folder for installation, for example:

C:\Program Files\Steam\steamapps\common

13.)Install FakeFactory Cinematic Mod 2013.

14.)Once all have been installed. download my mod files.

15.)It is "CM2013.rar"

16.)Open it and you will see "CM2013" folder in this rar archive.

17.)Extract it where you have installed the FakeFactory Cinematic Mod 2013, for example:

C:\Program Files\Steam\steamapps\common

18.)It will ask you to replace the files, press Yes To All.

19.)Then, open installed replaced "CM2013" folder.

20.)You will see the file, called Configurator.EXE.

21.)Double left-click on it.

22.)Change the settings you would like to have.

23.)Then, double left-click on Launcher_EP0.EXE.

24.)Play.

Half-Life: Blue Shift: Source - "Train Yard" Demo Release

Half-Life: Blue Shift: Source - "Train Yard" Demo Release

News

Hello again, it is me, Nikolay Aulov. Today i would like present to you a demo version of Half-Life: Blue Shift "Train Yard" maps, ported from GoldSRC...

Half-Life: Blue Shift: Source - GoldSRC To Source Engine Maps - "Train Yard"

Half-Life: Blue Shift: Source - GoldSRC To Source Engine Maps - "Train Yard"

News

Hello again, it is me, Nikolay Aulov. Today i would like present to you video and screenshots about the ported maps, i mean "Train Yard" maps.

Half-Life: Blue Shift: Source - Beta Release #3

Half-Life: Blue Shift: Source - Beta Release #3

News

Hello. It is me, Nikolay Aulov. Today i would like to publish my third beta of the straight port of Half-Life: Blue Shift to the Source Engine, called...

Half-Life: Blue Shift: Source - Beta Release #2

Half-Life: Blue Shift: Source - Beta Release #2

News

Hello. It is me, Nikolay Aulov. Today i would like to publish my second beta of the straight port of Half-Life: Blue Shift to the Source Engine, called...

RSS Files
Half-Life: Blue Shift: Source - "Train Yard" - FakeFactory Cinematic Mod 2013

Half-Life: Blue Shift: Source - "Train Yard" - FakeFactory Cinematic Mod 2013

Full Version 2 comments

Hello again, it is me, Nikolay Aulov. Today i would like present to you a demo version of Half-Life: Blue Shift "Train Yard" maps, ported from GoldSRC...

Half-Life: Blue Shift: Source - "Train Yard"

Half-Life: Blue Shift: Source - "Train Yard"

Full Version

Hello again, it is me, Nikolay Aulov. Today i would like present to you a demo version of Half-Life: Blue Shift "Train Yard" maps, ported from GoldSRC...

Half-Life: Blue Shift: Source - Beta Release #3

Half-Life: Blue Shift: Source - Beta Release #3

Full Version 3 comments

Hello. It is me, Nikolay Aulov. Today i would like to publish my third beta of the straight port of Half-Life: Blue Shift to the Source Engine, called...

Half-Life: Blue Shift: Source - Beta Release #2

Half-Life: Blue Shift: Source - Beta Release #2

Full Version 3 comments

Hello. It is me, Nikolay Aulov. Today i would like to publish my second beta of the straight port of Half-Life: Blue Shift to the Source Engine, called...

Half-Life: Blue Shift: Source - Cinematic Mod 2013

Half-Life: Blue Shift: Source - Cinematic Mod 2013

Full Version 1 comment

Hello. It is me, Nikolay Aulov. Today I would like to show you my work on Half-Life: Blue Shift: Source, based on FakeFactory Cinematic Mod 2013 Final.

Half-Life: Blue Shift: Source - Beta Release #1

Half-Life: Blue Shift: Source - Beta Release #1

Full Version 1 comment

Hello. It is me, Nikolay Aulov. Today i would like to publish my first beta of the straight port of Half-Life: Blue Shift to the Source Engine, called...

Comments  (0 - 10 of 26)
spedos22
spedos22

Great if you didn't do this same mod 5 separate times.

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JASONakaBOURNE Creator
JASONakaBOURNE

In need of help. Who is good in porting GoldSRC map's to the Source Engine? Please, leave a comment.

Reply Good karma+1 vote
Sebyoungrooster
Sebyoungrooster

I think I remember seeing a program called goldsrctosource or something. It might help.
Edit: Found it. Moddb.com

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DefyGraphics
DefyGraphics

the player model should be barney, shouldn't it?

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Johnnylew
Johnnylew

technically not, because in the goldsource blue shift the playermodel used is actually the same gordon model used for half-life

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Dr.pper
Dr.pper

Gearbox could have at least used Barney's multiplayer model though.

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CnicK125
CnicK125

do the full map like that I can test them again

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chris_coma
chris_coma

This is great. You should port Opposing Force and Decay too. And then go ask Valve to allow you to put those on steam for free for all HLS owners.

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Bargle
Bargle

crashes after the valve intro

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TryHardGamer
TryHardGamer

How difficult is it to port GoldSource maps to Source maps? If so, when can you do some more? I really don't want this project to be left like Half-Life: Opposing Force Source :)

Reply Good karma Bad karma0 votes
chris_coma
chris_coma

It's pretty simple to make original HL map to work in HLS. It takes a lot of time due to lack of VMFs - you need to decompile maps before fixing them (and decompiling often brings a bunch of bugs). And complex scripting is the main problem. You can port even Quake maps into latest Source branches (like Black Mesa or CSGO) like in 15 mins, but making them work outside of simple spectatoring is real pain.

Gearbox themselves could do it in mere week. But they never did.

Reply Good karma Bad karma+2 votes
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