Infinite Finality is a Half-Life 2: Episode Two modification that is attempting to faithfully adapt the storyline of Marc Laidlaw's Epistle 3. (Credits to npnc for website template).
Hello everyone! Welcome to update six of Infinite Finality. Before we get into the meat and potatoes of this article, we would like to take this opportunity to formally introduce ourselves, and give credit to all of the amazing people that are working on the project. Below is a list of the current team members, as well as their responsibilities.
wolfy411: Project Lead, Programmer, Writer, Concept Artist
env_wind: Lead Mapper and Project Manager
Bluu: Concept Artist and Graphic Designer
Chocofrolik: Mapper, Modeler, Texture Artist, Historian
LucaBuca2000: Modeler, Texture Artist, Concept Artist, Voice Actor, Composer
Alaa: Modeler, Mapper, Graphic Designer
KoolKat: Lead Writer, Project Manager, Composer, Video Editor, Public Relations, Level Design Artist
Nonamebadass: Modeler, Texture Artist
TSGPrestonEvans: Voice Actor
TubbyHill: Modeler, Texture Artist, Voice Actor, Concept Artist, Animator
Waffles: Mapper
1cetea: Concept Artist, Audio Designer
macdrown: Writer, Composer, Level Design Artist
Silas: Composer, Writer
Texas Steve: Weapon Animator
Collide: Writer
Rozkurwiacz_czaszek: Modeler
stefanebunik: Mapper
While the break between update articles has been long, we are proud to say we’ve been doing more than just sitting around. Our modeling and texture department have been hard at work making sure that we recapture the Xen from the original Half-Life and Half-Life: Alyx.

We want to make sure we get Xen right in our mod. While Black Mesa showed us what Xen could look like, we’ve decided to go in our own direction in order to ensure we stick closer to the source material. A major inspiration for our art team are the infestation zones from HL:A. Our mappers have been hard at work ensuring that these props are integrated into our more infested maps.

You might have noticed amongst the muck that there are some familiar flora contained within. Our programmer has ported over both the Xen Tree and the Light Stalk in order to add more ambience to the Xen sections. We even have plans to incorporate additional variants to spice up Xen, that much more.

It wouldn’t be a Half-Life game without its amazing sound direction. Our audio wizards have cooked up some walking sounds for both ice and the disgusting biomass that is Xen.
The team has also been hard at work on other maps, and we are proud to say that we are inching closer to a release this year.



As for the writing side of things, wolfy411 and KoolKat have just recently completed a second draft of our plot outline. They have reworked many sections that needed more love, and have fleshed out the details of important events. After completing this second draft, we are more confident than ever that we will deliver a story that is engaging, satisfying, and full of emotion. Our writers have also completed a dialogue rewrite of our chapter one demo script, and we are all much happier with the new dialogue we've come up with.

The last thing we can show you is something the team have worked hard to reintroduce, and that is the Houndeye, or as we are calling it, the Houndice. The model and animations are not finalized, but this fluffy puppy is now working. We have a YouTube video about these guys in the works. If all things go according to plan, expect the video on 2/10/24! (Addendum: this was in fact, "a few days off").

That wraps up this update and we hope it was worth the wait, but we still have one more thing to announce. The team has been looking for another displacement mapper, so if you or anyone you know thinks they could help us out, please email:
Thank you so very much for all of your support. The community that we've garnered is truly incredible and we're grateful to have all of you along for the ride. Stay tuned for more…
We take a slight detour from normal media updates to bring you this roadmap.
Infinite Finality is a Half-Life 2: Episode Two mod that attempts to faithfully adapt the storyline of Marc Laidlaw's Epistle 3.
Infinite Finality is a Half-Life 2: Episode Two mod that attempts to faithfully adapt the storyline of Marc Laidlaw's Epistle 3.
Infinite Finality is a Half-Life 2: Episode Two mod that attempts to faithfully adapt the storyline of Marc Laidlaw's Epistle 3.
Где сам мод то?
Это еще не закончено
Is XR-7 a TF2 reference? (Context: in tf2 practice mode one of the bot names is “Aperture science prototype XR-7”)
You guys should use this some of this Youtube.com Idk how you would incorporate it but it would add a lot and make it feel even more like a finale to half-life with all the lore it adds
keep it up lads! we'll be here to support you!!
Will the Alliance sniper rifle be in the mod?
I’m really glad that the team actually has realistic goals for this mod and has a clear vision that they’re sticking to. All the other Half-Life 3/Episode 3 recreations died because there was no clear vision with them CONSTANTLY changing the scope of the game, making weird alterations to the story (even though Epistle 3 quite literally set in stone what was going to happen. All they had to do was adapt that), they kept Duke Nukem Forevering the project by making plans to add all kinds of different tech features that never got implemented, a good chunk of the team didn’t know what they were doing and the people who did were held back by incompetent and indecisive leaders. I once talked to one of the map makers if he could post what he made, and the guy said that almost nothing got done for those reasons. I am SO HAPPY that this team actually seems to know what they’re doing. I’m also glad that if the thing falls through you have plans to release the various maps and assets for others to use. I hope that you’re doing the same thing various other mods are doing where the chapters will be released episodically so you can get feedback, and when you work on the next ones you’ll use said feedback to improve the game. They also go back and make touch up to the previous content to keep in line with the new standards. That also allows for people to stay invested in the mod and the people working on it won’t be overwhelmed. I think it’s safe to say that amazing mods like the Blue Shift remake, Raising the Bar Redux, and various others would be dead in the water if they didn’t use this approach. Thanks you so much for continuing to work on this and not succumbing to feature creep. I’m sure it will be great. Good luck👍
I really want to thank you for the hard development you're still following with this mod. The soundtrack as it is is purely goodest and even I cannot wait to play it.
I believe nobody asked it, but how will be the demo released? I mean, if I didn't said it correctly, the demo will be released when it's released?
If I understand the question correctly, if we release a demo, it will be on this page.
Speaking of the demo, how close is it to being finished/released?
These things, they take time. All I'll say is that good progress is being made on it.
Cool, I’m very excited