===================Half-Life: Enriched Version alpha 0.75===================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 0.75
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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
12: 'Forget About Freeman'
13: Lambda Core
14: Xen
More chapters are being converted. Check the MODDB page for new files!
Moddb.com
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.
WON Installation: Copy the contents from the WON folder into the ../Half-Life/enriched folder.
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:
==========
Version 0.75 (28th November 2022)
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- New Chapter: "Xen"
+ chapter is now 1 BSPs (was 1)
C14A:
- Completely remade islands
- Plant lasers can now hit players under them
- Halved the health of plant lasers
- End teleporter is faster now
- Removed late spawning headcrab from puzzle room
- Changes to older maps:
C1A:
- Lunchroom table is now solid
C1B:
- Big computers in hallway are now solid
- Fixed some visible NULLed faces
- Fixed no model lighting above the carrier hatch
- Minor texture fixes on big computers
- alien slave area is larger now
- fixed missing beam effects in test chamber
C2A:
- Minor texture fixes on big computers
- Fixed double door disappearing
- Improved broken glass
C4A:
- First firedoor can now be opened by button
C6A:
- Train track power indicator cannot be toggled by player anymore
- Fixed textures on top of the train power console
- Moved light fixture that got stuck in the collapsing walkways
- Set walkway to only break on trigger
- fixed corrupt face on concrete block
C6B:
- Fixed overbright lights around the level change point
- Updated tarp crates
- fixed plenty of texture issues
- fixed floating pipe at pump
- zombie in water area is now zombie_soldier
C11A:
- Recentered map to stay within the 8192 world limit
C11B:
- Set sky to desert
C11D:
- Set sky to desert
C11E:
- Set sky to desert
C11F:
- Set sky to desert
C11G:
- Set sky to desert
C12A:
- Destroying snark eggs now unrenders the beams
C12B:
- Tank fire now breaks bay doors
C13A:
- Added missing chapter title
C13C:
- Gman now teleports somewhere else
Chapter:
- Added gauss to load-out for chapters 10+
- Added rpg to load-out for chapters 11+
- Added hornethand to load-out for chapters 11+
Models:
- new human grunt model
- new barney zombie model
- new grunt zombie model
- updated mp5 model
- updated barney model
Code:
- Custom barney heads now support voice pitch
- Corrected shell case ejection on shotguns
- ported over the env_warpball entity from Blue Shift
- added item_longjump to impulse 101 cheat
Misc:
- added support for detail textures for C6A & C6B
- Removed c10c from build (obsolete map)
Known issues:
C0A:
- helicopter sound doesn't play (probably a code issue because of the larger grid size)
Sweet!
perhaps, but it would be worth expanding the chapter in the manner of a black mesa but in a classic style
Feels outside the scope of this mod. And I pray to God there's no plug puzzles in plans.
It gives me garbage update error.
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can you fix snipers and ladders in surface tension and blast pit?
i advise you guys to just disable hd models before stepping in
why?