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This demo has been archived by the uploader because it is out of date and no longer supported.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 Version alpha 0.3. 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 4: We've got Hostiles 5: Blast Pit
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Half-Life: Enriched
Version alpha 0.3
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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
4: We've got Hostiles
5: Blast Pit
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 0.3 (9th April 2022)
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- New chapter: "Blast Pit"
+ chapter is now 5 BSPs (was 9)
C5A:
+ restyled the first tunnel with a door and tram endpoint
+ completely remade the curved tunnel using Map2Curve!
+ train is now at the correct height off the ground
+ added button for the lift at the top so you can go back
+ added pipe to get to the secret goodies in the big toxic area
C5B:
+ completely reworked the inside of the silo
+ added the hatch light panel back in
+ added broken ladder to barnacle secret area (so it makes more sense)
+ changed chargers to items in barnacle secret area (also makes more sense)
+ completely remade the fallen debris sequence inside the silo
+ railings can be fired through now
+ zombie and houndeye on walkways can now move again
+ crates at oxy/fuel start now spawn only 1 healthkit
+ extended hallway for better transition into C5D
C5C:
+ railings can be shot through now
+ removed 1 ladder ambush zombie
+ completely remade the sewer area
+ big fan has 2 sec delay now to give players a better chance to get out
+ completely remade the vent area after the big fan
+ changed all big brush-based vents for better consistency
+ swapped the position of fuel/oxy buttons (so the pipes match the rest of the world)
+ zombies in control room have sequences now
C5D:
+ extended the walkways so you can get onto the ladder
+ removed one wallcharger
+ completely remade the hallway below for a more uniform look
+ dial-watching scientist now refuses to follow gordon (instead of being blocked by monsterclip)
+ added sequence to appearing zombie
+ leaking pipe has a puddle of goo now for better consistency
+ hiding scientist will react to player sooner now
+ made hurt triggers smaller on probes
+ added some more feedback to starting generator
+ moved the button for spinning elevator backwards to stop players getting stuck
C5E:
+ removed one segment from the winding tunnel
+ added more pipes instead of black texture
+ removed the toxic barrel loop until I figure something out that's less prone to fail
+ pipe breaks a little later, giving you better chance of hitting the table
+ added extra light to the turn wheel
Changes to old maps:
C0B:
+ Made signs thicker to fix z-fighting on older videocards
+ Fix bars and gears not working on backside of airlock doors
+ [WON ISSUE] Reduced amount of dripping radioactive sprites to stop entity overflow
+ [WON ISSUE] Fixed audio bug when swapping trams at the final stop
C1A:
+ made certain signs thicker to fix z-fighting on older videocards
+ added embedded light map to suit glass
C1B:
+ made certain signs thicker to fix z-fighting on older videocards
C2A:
+ [WON ISSUE] Fix audio bug with func_train door
+ Gave headcrabs in glass containers have more room
+ Moved ammo in locker to be easier to pick up
C2B:
+ made certain signs thicker to fix z-fighting on older videocards
+ scientist/headcrab sequence starts a little earlier now
+ breaking flickering laptop will now always set the light to OFF
C2C:
+ Added transparent layer to TRN_LIT lights
C3A:
+ moved headcrab in vent so he's not blocked by walls anymore
+ made certain signs thicker to fix z-fighting on older videocards
+ minor texture fixes
+ added HINTs for better performance
+ moved medkit in scientist light switch room a bit lower
C3B:
+ moved buckshot ammo to align with ammo box
+ fixed ceiling going into duct in the freezer area
+ removed stray light entity from duct area
+ moved wall-blocked monsters around
+ medkit near dying barney is now unrendered too at start
+ added CLIP brush to elevator shaft to make final jump easier
C4A:
+ made certain signs thicker to fix z-fighting on older videocards
+ changed texture of slippery spillage (and added toppled barrels)
+ added idle animations to grunts in area before surface freight elevator
C4B:
+ increased the viewable distance limit so Osprey is always visible
Known issues:
C0A:
+ helicopter sound doesn't play (probably a code issue because of the larger grid size)
C5E:
+ removed the toxic barrel loop until I figure something out that's less prone to fail