HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
Half-Life: Enriched - Alpha version 0.20 This build contains the following chapters:0: Black Mesa Inbound1: Anomalous Materials2: Unforseen Consequences3: Office Complex
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Half-Life: Enriched
Version alpha 0.20
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Description:
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HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
This build contains the following chapters:
0: Black Mesa Inbound
1: Anomalous Materials
2: Unforseen Consequences
3: Office Complex
More chapters are being converted. Check the MODDB page for new files!
Installation:
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Copy the 'enriched' folder into your Half-Life folder (../Steam/steamapps/common/Half-Life/). Restart Steam and Half-Life: Enriched should be visible in your list.
Copyright:
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Maps, models and textures by Hezus
You are free to use textures, sounds and models from this MOD for your own (non-commercial) work but I'd like to be credited for it. You are NOT allowed to release these maps for any other game or MOD.
Changelog:
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Version 0.20 (7th March 2022)
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- New chapter: Office Complex
+ chapter is now 2 BSPs (was 5)
+ completely retextured
+ completely redone lighting
+ removed many weapon_handgrenades for balance (replaced with other ammo types)
+ replaced nearly all ventilation shafts to be uniform in size and shape
+ replaced all breakable vents with the transparant texture variant for more uniformity
C3A:
+ elevator lights now toggle when elevator is in motion
+ flickering lights/events now start when elevator doors open
+ simplified the killer beam entity setup
+ barnacles now have small delay before breaking ceiling
+ double doors can now open individually
+ hallway door can now be opened to bring along two scientists
+ all cabins in flooded lab can now be opened
+ dead scientist hanging in the ceiling nolonger screams when shot
+ remove one headcrab from vent (now 2 instead of 3)
+ zombie behind the gate trigger now has slight delay
+ zombie sequence can be interrupted now
+ remade broken duct fan area to fit the rest of the map
+ less headcrabs now spawn to fall into the fan
+ headcrabs falling from the ceiling now have small delay
+ removed one headcrab from the celing area above the hallway
+ removed some headcrabs behind the running sci in turret area
+ ceiling headcrabs in upper office area triggers on small random delay now
+ reworked the sequence with two scientist going into vent and getting killed
+ moved health charger to room with lightswitch scientist
+ added eating zombie to office area (sequences were in the original game but not the monster)
+ repositioned alien_slaves around the office
+ extended hallway in the back of the offices so slave isn't visible around the corner right away
+ barnacle in office area is now conceiled in the ceiling
+ added some extra detail to office area and individual offices
+ maintenance area to the turret now has an arrow sign to make it more obvious
+ some slaves in the office area now use sequences to move around before the player is the direct area
+ 'overhear transmission' scientist now hides behind the trash can
+ headcrabs in the turret area now use sequences to reinforce the position
+ zombie in last corridor now has a eat sequence
+ alien_slaves in last corridor now reinforce the position
C3B:
+ moved barney and trigger closer to the door so his sentence plays directly when he sees the player
+ bullsquid behind boxes now plays animations
+ bullsquid and alien slaves trigger now has a small delay
+ added more detail to keycard office
+ removed health charger from keycard office
+ headcrab breaking through wall now happens on small delay, another headcrab comes on sequence
+ made a new room for the break-wall-headcrabs for IMMERSION!
+ added more detail to the cafetaria room
+ headcrabs falling in cafetaria are now on small random delay
+ new ice effect around the freezer door
+ freezer door has extra lever on the inside now, so you can go back out (removed a rack to make room)
+ zombies at the freezer door now react faster to player presence
+ some freezer doors now start closed to create more interaction with the world
+ hallway and vent crawl from and to the freezer area are now a bit different (they didn't match up before)
+ removed headcrab from freezer area so the bullsquid attacks player first
+ bullsquid in freezer now zplays animation to smash the boxes
+ boxes on the freight elevator now spawn 1 battery and 9mm ammo for better balance (was 3 battery before)
+ remade the circular freezer
+ bullsquid in circular freezer now reacts to scientist running away
+ redesigned the vent room so there is a little more jump/crawl puzzle
+ added medkit next to dying barney (and some blood!)
+ scientist opening the door now plays an animation
+ scienist jumping through window now screams
+ added more details to Van Buuren office and supply room
+ made elevator shaft deeper so scientist doesn't fall through the visible floor
+ added BLACK_HIDDEN to elevator shaft for proper lighting on player and scientist danglingz
Changes to older maps:
C0A:
+ Fixed missing tram announcement and credits
+ Reinstated original red lights on helipad
C1B:
+ Red cage lights now lower too
+ Beam does damage to players now
+ Teleport sound is now set to play globally (to fix silence on Xen part)
+ Fixed bullsquid animations
+ Alien_slave sequence takes slightly longer now
Known issues:
C0A:
+ helicopter sound doesn't play (probably a code issue because of the larger grid size)
Jesus! how come I haven't found this mod until now? I will ask do I install it into half-life? or do I copy the half-life assets into the mod, either way it looks pretty sick!
So, for some reason it can't initiate the client, I use Xash so I'm not sure if this is an issue with it or something else.
You'll have to use the Steam HL version for it now. I'm planning full compatibility for other HL versions at a later stage.
Oh, Alrighty.