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This demo has been archived by the uploader because it is out of date and no longer supported.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 0.60===================Description:============HL:Enriched is a HL mod that strives to polish and improve the Half-Life experience within the original engine limits.
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Half-Life: Enriched
Version alpha 0.60
===================
Description:
============
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
6: Power Up
7: On A Rail
8: Apprehension
9: Residue Processing
10: Questionable Ethics
11: Surface Tension
More chapters are being converted. Check the MODDB page for new files!
Installation:
=============
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, sprites, sounds and textures by Hezus
You are free to use textures, sounds, sprites 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 0.60 (8th September 2022)
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- New Chapter: "Surface Tension"
+ chapter is now 7 BSPs (was 11)
C11A:
- Added C10C (end of Questionable Ethics) to C11A
- Completely remade all terrain
- Remade the eploding barrels to have way less entities
- added monsterclips to help apache navigation
- added extra breakable to turret position (for critical hit inside)
C11B:
- Completely remade all terrain
- Reworked the mine logic to have less entities
- Made several changes to the loot (contents and locations)
- Removed apache
C11C:
- Completely remade all terrain
- Made several changes to the loot (contents and locations)
- Added more breaking rocks when you touch edges
- new room for the rpg
- restored cd music playing in the starting pipe
- added trigger_hurt for headcrab jumping off the cliff
- jetplane now flies further before being unrendered
C11D:
- mirrored the starting area so player to fit the previous map orientation
- added patrolling grunts
- Swapped one medkit charger in the garage for a HEV charger
- restored cd music playing in the area around the warehouse
- swapped one dead barney for a dead scientist
- added dead alien grunt near the hivehand
- chased barney now uses his scream as dialogue rather than ambient_generic
- chased Barney uses dialogue after all grunts are dead (that was close!)
- can nolonger see jetplane getting unrendered
- added button to the bottom of the lift
- fixed flashing lift button
C11E:
- moved barney standing next to the motherload room to ruins
- fixed barney doing push button animation again in secret room
- added unused barney dialogue to motherload room
- osprey now drops 3 grunts (was 2)
- added RPG ammo to garage area
C11F:
- reworked jumppad logic
- moved the barney exit door to the side of the building
- removed one medkit charger from furnace room
C11G:
- recalibrated the mortar table
- remade all debris falling in tunnel
Changes to older maps:
C3A:
- many texture improvements
- added many extra details
- fixed floating table
- removed one ammo_buckshot from barney vault
- added extra light to hiding sci room
- NPCs can no longer open closed doors
- storage door can't be destroyed by player any more (zombie must do)
C3B:
- added many extra details
- many texture improvements
- added CLIP to duct entrance to stop blocking player
- added extra light in duct room to guide player
- removed barnacle that can grab player inside the duct from below
C7A:
- added chapter title
C8A:
- added chapter title
C9A:
- added chapter title
C10A:
- fixed headcrab cage doors open on damage
- added chapter title
- last changelevel now goes to C11A
C10C:
- merged this map into C11A, so it's now part of 'Surface Tension'
Chapter:
- instruction's now in texture instead of sprites
- removed shotgun from chapter 3 loadout
Models:
- new crowbar model
- new pistol (glock 17) model
- new shotgun (spas 12) model
- upgraded alien_grunt model
- new alien_grunt_dead model
- added new animations to osprey model
Code:
- added barney and grunt zombie
Misc:
- added support for detail textures for C3A & C3B
- default_fov is now 100 on default (was 90)
looks cool, but there are TOO many bugs... You should walk through the whole mod, through every chapter and find them by yourself, because I would become crazy if I wrote every bug I've found. You see, some bugs are preventing basic game walkthrough!
But your new features like detailed textures, some maps fixes and upgrades are very nice!
I do walk through the chapters by myself several times to fix everything I encounter. However, as every creator knows, you will not see your own mistakes after a while. Plus, each player approaches situations in their own way, so I often don't find a bug because I do not take the same approach.
To fix those bugs I need to gather a focused test team and that will take a lot of additional time and effort. At this stage I just really want to move forwards and get everything in a playable state. I'm doing all of this work on my own, so unless I really want to kill any motivation I have to make sure I do not get bogged down in endless cycles of finding and fixing small bugs.
This is why I clearly label my work as ALPHA VERSION. You can still expect the occasional bugs or missing features but it's fully playable from start to finish.
Alternatively, I could just hold everything to myself and only release it when it's 100% done but then no-one gets to play it for a long time or it might never get released at all because I run out of motivation because I have no milestones to share.
Especially a lot of weird alignment textures, it's strange that no one said it
I've gone through a lot of remasters So I'll be looking forward to this one.
Just a reminder, when making Alpha and Beta versions they are for testing and demo is for demonstration. Keep up the good work.
one notable bug apart of one texture bug at blast pit Imgur.com
and a missing door at unforeseen consequences Imgur.com
is the barney that shoots at the tentacles things at the rocket test thing in blast pit doesnt die when attacked by the tentacles and nor the flames kills him
btw i just played up to power up start
also the elevator from the start of blast pit when you use it to go down where the first usable train is. goes like sideways instead of down requireing you to use cheats like noclip to bypass it without dying due to fall damage
There are a lot of weird alignment textures, especially in Surface tension where some textures are big and just above smaller but creating "a cut line effect" like cliffs and floor, is it on purpose ?
When you beat the chapter "Questionable Ethics"
the next chapter is bugs
Question: is the enriched version of FAF going to add the Comm center elements from the alpha & Uplink?