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Half-Life: Source Anthology

(for lack of a better name, it's a working title)
Half-Life: Source Anthology includes the following titles in one complete package.

  • Half-Life: Uplink
  • Half-Life: Source
  • Half-Life: Blue Shift
  • Half-Life: Opposing Force
  • Half-Life: Decay

Half-Life: Source

Valve's Half-Life: Source was a mere tech demo showing off what the Source Engine was capable of doing back in 2004. Unfortunately it was a straight port taking little to no advantage of the technology the Source Engine had to offer.

My project sheds new light on the long forgotten title in regards to higher quality level design and geometry, better usage of the physics engine, and countless other features the Source Engine has to offer.

Half-Life: Uplink

Half-Life's demo will see the light of day once again, brand new level geometry and features, along side with compressing it all down into one map file!

Half-Life: Blue Shift

Blue Shift will finally get to see the Source Engine as Half-Life once did and it will receive a similar treatment in higher quality map design and possible features.

Half-Life: Opposing Force

Opposing Force will also fit comfortably within the roster of titles to be ported over. It too will get new polished level geometry.

Half-Life: Decay

Only seen once on the PC as an unofficial release, Decay will also be included in the Source Anthology. Ending this package with a proper Co-Op experience playing as Colette Green and Gina Cross, with the potential of being able to play through ALL the other titles in the package as a barebones Co-Op compatible experience.

Half-Life: Multiplayer

There will be three multiplayer modes.

  • Deathmatch
  • Team Deathmatch
  • Capture the Flag

These three modes will be fully customizeable, they will include all the original Goldsrc multiplayer maps, with possibility of user submissions. You'll also be able to enable or disable Half-Life: Opposing Force weapons and related content.

In Conclusion:

If you're interested in helping out in any way shape or form feel free to contact me via:

Thank you all, and I look forward to working with some of you.

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Half-Life 25th Anniversary Update is here.

Going through this and seeing all the changes that have been made, plus watching the new documentary has granted me another opportunity of contemplation.

I keep falling back to questions like "What am I really doing here with this project?" or "What real purpose does any of this actually serve?".

This game is 25 years old. The fanbase is a conglomeration of people twice or half that age. At some point you'd figure we'd give it a rest after all this time.

I have since completed most of the campaigns for each Half-Life expansion. Opposing Force is the last one on the chopping block, and I'm more or less halfway through the first development phase for that.

There's still an enormous amount of work that needs to be done for the backend since everything has been restarted from the ground up not too long ago. I still haven't touched cooperative or deathmatch modes since I've established extremely rudimentary functionality over 5 years ago.

With the rise of Source 2's availability I've been itching to get the proper licensing to move the entire project over, but I'm sure that there are others out there that have already had months if not years of a head start, S&box being one example. I no longer have the equipment or necessary experience to even work within Source 2 currently, Source 1 has been very kind and extremely stable to work with in almost every system environment I've thrown at it, Source 2 demands a more modern workflow approach that I do not think I'm capable of integrating with.

I really want to ship this mod/game; but the more and more time I spend on it, the more I realize that it's not mine. Half-Life isn't my game. What gives me the right to declare a "better" version or iteration of a game that was developed in less than 2 years back in the late 90s, and the developers themselves don't really take time to reflect or think about it all to often.

I can launch this new 25th anniversary "update" to lay witness to bugs that have existed ever since it was ported to Steam, along side a plethora of new bugs and issues, some that even cause all sorts of compatibility problems especially with the decades of custom content that have existed.

Not only does this re-inspire me to want to ship this project more than ever, it also leaves a huge internal conflict within myself. If the company that made the game that I'm currently working to port to their newer engines (once again; one of many to do so) hasn't spend the time to fix 20 year old bugs, and instead modify things that weren't really that important or game changing in the first place; why should I even bother or waste my own time like I have been for years.

I've been stuck in the past for a very, very, long time. People have since moved on, buddies I used to stay up all night playing deathmatch on dial up have passed away; and my borderline obsessive behavior with this project is just simply nonsensical. My vision for what I want will surely never come to fruition. Half-Life will always be there, in the way that it was intended to be played, and it always has been; no matter what engine it exists on.

At this current moment I've decided to halt all development for Half-Life: Source Anthology.
This decision isn't final.

I plan to, at the very least, release all the raw map files after I get a chance to go through everything. Once I've compiled these assets together, I'll evaluate whether or not I truly want to call it quits and give these away.



News 4 comments

I promise that work is still being done... okay? No new media to showcase.

Comments  (0 - 10 of 266)

I don't know why there is so much support here... The mod page was constantly being cleared. I remember the times when there were screenshots from Hammer Editor. Later, an improved map C1A0, and only 1/4 of it... Progress is minimal, if there is any at all.

Regarding the gamemenu you made, such details generally need to be done at the end of development! It would be better if you thought about the game itself, maps and other things.

A loud project and loud words, one of the fans made Blue Shift: Source in less time than all existence of this mod, what did you succeed in here?

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if there was a way I could pin your comment here permanently I would love to do that.

If I wanted to simply have a ****** port of all the games to accompany the now de-listed Half-Life: Source I would've been done probably 6 years ago, and I'm glad Half-Life: Source is gone because that ultimately means none of my original ports can really work anymore.

The most incredibly hilarious and most certainly ridiculous thing that still baffles me to this day is how NO ONE ELSE has bothered to even port any of these games until relatively recently and honestly good for them. I'm glad that there's people actually making their own versions after all this time, there was seriously no reason not to.

The easiest and most pathetic aspect of this entirely project was porting the original assets to then prepare them to be REMADE FROM SCRATCH. You can literally create a batch process that converts the entire GoldSrc game directory to be used in Source in a matter of hours. Congratulations all 11 games done! I did this literally 10 years ago and I'm most certainly not the only one to have done that and it's so painfully easy and simple to do and yet no ones really ******* cares? If you want Nikolay Aulov ports go download the 30 or so mirrors that are still floating around.

You want these games on the Source Engine so ******* bad? How about you go a head and download those links you posted, or better yet go ******* make them yourself.

I hope you realize that you are among the vast majority of people that really killed this project for me. The years of beratement by the most ungrateful and inconsiderate people that sit at a ******* computer desk all day long being spoon fed all this FREE content to make your miserable life a little less miserable. It's awesome how I was not only doing all of this for FREE, but I also have a LIFE and a career and a FAMILY. What do you have? Looks like you have a ******* fetish for Valve games and and anything Half-Life. A ******* disease.

I originally wanted to do the right thing and finish this out but honestly the continual existence of ****** people like you in the Half-Life community has truly pushed me past my limit.

If it's any consolation: it appears that Tripmine Studios is still working harder than ever to eventually release Operation: Black Mesa and Guard Duty.

To answer your question: what did I succeed here?

I succeeded at absolutely nothing, this project has been a thorn in my ******* side for so incredibly long and has caused me so many problems in life and in health. I've done nothing but slave away on something so incredibly stupid and pointless for the likes of you. I've restarted this project at least five times and have had at least a dozen team members bail on me without explanation or resignation. I've offered paid positions and roles to help expedite the project with almost ZERO follow through from anyone who applied. I've invested at least $8,000 USD into this project and yet I continually get reminded how undeserving most people are of something of this caliber.

This game includes EVERY expansion rebuilt slightly updated to better take advantage of the Source Engine. EACH expansion is co-op compatible. Deathmatch, Team Deathmatch, Capture the Flag are all present.

I'm sorry that I didn't want to release unfinished cobbled together garbage, but now I really don't want to ******* release anything at all.

If I could delete this mod page and erase the last 8 years of this I would and I'd be done with it forever.

Best Regards

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please tell me is that still alive? we need it

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I do hope you continue working on this. I’ve been watching this project since 2019/2020 and I loved the little updates you’ve given, to see the changes you’ve made and to imagine how the final product would be like. I’ve always wanted a good way to play Half-Life but with Source Engine touchups and whatnot, to see that you were actually trying to tweak maps to have them fit the vibe of Source while trying to tackle the expansions felt phenomenal. But ultimately, I understand if you’re unable to continue with the project, especially with how you’re feeling about it.

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Same here, I've been waiting for this for a long while

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It's a bit disheartening to see that the anniversary would see such an impact on your view to your own project, turning its future into a rather sizable question mark.. when I read the update post for the 25th anniversary I was thinking if anything, it'd be more inspiration-if for no other reason than the fact Valve is hiding Half Life Source from the store search, making the store page only accessible by link from either the library, or elsewhere like SteamDB.
After all I thought that was the point of the Anthology was a better way to experience the game on the source engine specifically without being a completely overhauled remake the way Black Mesa is. Not to mention all the expansions

Wanted to believe in this, and I still do. Though I can't fault the reflection, after all who can legitimately have motivation to work on something they're struggling to justify to themselves? And attempting to just force through it would only risk a less than ideal result.
Whatever decision you come to when the time comes is your own, my only hope is; at the least for the expansions to eventually see the Source engine, under their classic visual style. The odds feel rather slim of that though since there's seeming to be getting such a bad reputation for ports for the most part since hardly anyone puts any care and attention into it.. if they're actually bothering to at all.
But, it also might just not be meant to be. Only time will tell.

Anyways... don't have to pay this comment any mind. I'm probably just rambling with very little making sense- being bad as always at conveying my thoughts.
But, be well, stranger. Whatever happens next for HLS Anthology, I hope whatever you might do after it comes with less strife.

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I have a question. As I understand it, your project is aimed at not only transferring the original half life to the new engine, but also improving it, so I wanted to ask if there will be at least minimal improvements in terms of gameplay, such as enemies from the opposing forse? In particular, I'm interested in the presence of security zombies and military zombies in the original half life, blue shift and decay? Also about decay, will there be a secret room from the PC port in the "Domestic Violence" chapter where you can find a displacer cannon? And finally, I wanted to offer you the idea of including the "uplink" chapter in the main plot between the "forget about Freeman" and "lambda core" chapters (yes, there are a lot of letters, but I'm just very interested in this project and I'm interested)

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I’d be happy to potentially help especially with Level Design. You mentioned paid positions?

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Yes. Unfortunately, all environment and interior level design positions are currently filled a small select few are partially booked for a future potential partnership.

Feel free to email me for more information.

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Do you plan to get more people to help you create Half-Life: Source Anthology in the future?

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competent volunteers don't grow on trees. I've had positions open for hire this entire time, some of which paid.

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