My very first mod!

Story:

You are a scientist, working in a team of scientists. You and your team are working on teleportation technology for the government.

This technology works by teleporting the user into a different universe, where different laws of physics apply and an Overlord exists which stabilises the teleportation technology and holds the bond between the two universes together. While testing the technology a soldier shot and killed one of the aliens, which maddend the Overlord. He then proceeds to send his aliens into the universe to take revenge and destroy the universe.

The governemnt is trying to cover all this up and sends soldiers to the labratories to destroy them. You and one other scientist get taken into custody, while you were working in the lab. The other two scientists were able to hide from the soldiers.

A while later one of the security guards tells you to meet up with the other two, in the teleportation lab and tries to break you and another scientist out of the jail cells, but while he's trying to break out the other scientist gets surprised by a soldier, who kills him. Now it's up to you to meet up with the other two scientists in the teleportation lab and get away from there and escape into another universe, that is similar to yours.

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Release!

News

So, that's it. I'm done. My mod is finally finished!

Here it is for you all to download an play. I hope you enjoy!

It took a lot of hard work and to be honest by the end I just wanted to release this damn thing already, but overall I had fun making this mod and I learned so much about creating maps for Half Life 1.

We'll see how my next mod will turn out, but it's definitely going to be even more ambitious than this mod. Guaranteed.

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Universal Disaster Release

Universal Disaster Release

Full Version

Here it is! Half Life: Universal Disaster release version 1.0.

Comments  (0 - 10 of 21)
Ravensholm
Ravensholm

This is pretty decent for a first attempt. Much better than I could of done. Although I will say what others have already, it was a bit blocky in some areas. There was way too much ammo and way too many breakable crates all stacked together. They needed to be spaced out more.

I hate that the dead Marines had guns in their hands, but you could not collect the ammo from it. Like it was just a place holder for an already dead Marine. I was running low on pistol ammo for a while and that would of elevated that problem. Also unless I missed something, I was gaining quite a bit of shotgun ammo, even before I ever got the shotgun.

And some enemies wont attack you if they are too far away. They will not even attempt. Like the Marines across the bridge that you have to make extend. I sniped them all with the pistol without even a fight. That may be a HL1 limitation, unless you can code, but you could of possibly placed them in closer proximity or possibly given them different weapons or set up a pill box.

Some places were a little too dark, but nothing the flash light could not handle. I hate the jarring of some of the level transitions though. The step into the elevator (Actually not even into the elevator, just towards it...) and then BAM!, I believe you are already on a different floor and in the cafeteria. O_o And then a couple more, but not so jarring, although I hate fake walls to stop the player from going back if they want. We did not even see it come down, like the earth shaking or anything, with rocks crumbling, just a blocked path.

Lastly and this is a more serious note, the level where the aforementioned elevator is at, there is a generator you need to turn on in order to get the pump working in the next room. When you turn it on overlords appear. Regardless of that, you can use the lower pipe to jump over the higher one, but you can not go back. If you saved right before then it is no big deal. If you did not, then you have to start over. Not that big of a deal either as the game mod was a relatively quick one. But it is still a danger for the player to get stuck with no way out. I think if anything, that needs to be addressed first.

Finally, good job like I said before. Have you ever thought of mapping for Sven Co-op?

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Jongmeister Creator
Jongmeister

Thank you for playing and thank you even more for giving me good feedback!

All your points are valid and I'll keep them in mind for my other projects.

I have thought about mapping for Sven Coop and I've played the game quite a bit. It's definitely an interesting challenge, because there can be/are so many players. Maybe I'll improve this mod someday and port it to Sven Coop. We'll see.

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DeanAmythe
DeanAmythe

Fun mod, I liked the combat.
The one part I didn't like was the end, it's basically enemy-spam, and you have little to no cover.

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2muchvideogames
2muchvideogames

Short mod. Blocky and basic design but it's alright. Difficulty curves up exponentially, very interesting. Mod is very generous with items/ammo. I liked it.

Here's a playthru--> youtu.be/YGa2pFR1Gt4

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FrostBeast
FrostBeast

Excellent mod! I'll be watching for your next upload.

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Jongmeister Creator
Jongmeister

Thank you for playing. I'm already planning my next mod!

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PsyWarVeteran
PsyWarVeteran

For a beginner's mod this was pretty good, for me, outdoor areas were better than indoor areas, mapping wise. Do not forget HL's strength lies in the scripted sequences though, which is underused in this mod. Do not limit them to just enemy spawns, once you get the hang of it the sky is the limit!

I also liked the idea of showing portal's progress with lights but without an audio cue or distinct lighting it was a bit hard to see.
You may also consider creating an icon and a splash screen for your mod, not a necessity but a must have for a mod to be unique.

Regarding the story, it is always better to show it instead of make the player read about it, instead of simply starting the mod maybe create a little cutscene or a text to familiarize the player to the mod's story. But, for a first mod it was okay.

Overall it was decent, definitely expecting more from you.

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Jongmeister Creator
Jongmeister

Thanks! I'll put more scripted sequences in my next mod.

Thinking about Half Lifes' strengths is an interesting thought, I'll keep that in mind.

If you don't mind telling me, what did you not like about the indoor areas, how could I improve them?

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PsyWarVeteran
PsyWarVeteran

They were too blocky and empty compared to the outdoor maps, sometimes water you created was animated, sometimes it wasn't, some parts were also too dark.

Mess hall part was pretty good though, but when I tried to shoot the houndeyes through the railings bullets just hit an invisible wall, you may consider making them solid for player and NPCs but non-solid for bullets.

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IAmAgustinAriel
IAmAgustinAriel

I have just tried it. I played it on hard difficulty and it took me 35-40 min to complete it. I enjoyed it, it wasn't too hard or too easy. Mapping was decent, you should use a bit more the func_wall/illusionary entity when making signs and other little details otherwise you get some seams on walls that can be seen when playing. Also take more time when making rocks, it is possible to make them look good only with the clipping tool. Besides of that, I can see the effort in your maps. The mapping was like a 7/10 while the gameplay/balance was 10/10. As you can see we are done with those mess up mods, serious maps are always welcome, so I hope to see more from you!

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Jongmeister Creator
Jongmeister

Thank you for the feedback and the advice, I will put that to good use!
There will definitely be more mods and maps from me in the future.

Reply Good karma+2 votes
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