Killzone Source Started as a project for me to learn how the Source engine worked. I've been a advent Game modder throughout the gaming world for over 20 Years this is the first time i learned how to code animate & Rig. In all it's been about 6 years to learn design and release this mod never thought i would be releasing this to the public. This is not the full KILLZONE game just a recreation of the Strange Company Mission from the game this is not a exact copy of the game play models and textures. but my vision of the KILLZONE world. In no way should i or anyone else who downloads this file sell or profit from the file or files contained in the download. If anyone has any problems running the game leave a post and i'll try my best to help you out
I've Noticed a lot of people have been ripping models textures & sounds out of my mod Which is 100% Fine but! Your not Giving the right credits please read the credits page and add it to the stuff you rip and post on the internet just saying the killzone team is not correct a lot of stuff was taken from GAMEBANANA mostly weapon parts arms, sleeves, watch, gps, gun sights all the proper credits are in the credits file in the main folder of the mod. this helps to keep things free.
Killzone Source Update Ver.0.2 Fixed Quick Reload on the M82 Assault Riffle. Fixed ADS jump sprint Bug. Fixed ADS Reload Bug on the 2 Helghast Riffles...
Wait no more! It's time to Kill Helghast on the pc. You will need a Steam Account and the Source SDK Base 2013 Singleplayer -upcoming Beta tool installed...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Why do the bodies disappear?
The ragdolls usually stay in Half-life 2 or any source mods
Even in Killzone 1 I think they stay for a while
Can I somehow make them stay?
This comment is currently awaiting admin approval, join now to view.
It supposed to be full Killzone port for Source.
There's must be absolutely same as the original game for PS2.
Any news about this mod? Don't let it die man...
Another Killzone mod for HL2 dead... Wish the author would release the assets but I did read the FB post. Oh well, maybe someone will try to make their own. I liked what I played and can understand that real life get's in the way, hope the guy just does release all of his WIP stuff so that anyone who wants to give it a go can have a base to work off of.
This looks really good. Did you ever resume work on this?
I did But have Stopped. I have my own Business and I've been Swamped with work. no time for modding at the moment.
Facebook.com
Hello from Russia! The author, you are a great fellow. We implore you do not forget the project.
Just played and was blown away by this. Very nicely done! Here are my two cents:
I like your level design but I would say that they grey you use for the outside isn't blueisch to fieldgreyish (yeah, german fieldgray baby)enough. It's just to white. Also the lightling is often abdundant. More shady tones would often benefit the level. Try dimmed lightning instead of flickering, you dont want a horror vibe to this after all.
Maybe the patch didnt install right or anything, but the Helghan AR has zero recoil and backdrop for me. I isnt super accurate but its not breaking out if you know what I mean. Same with the pistol. These are harder to control than a rifle from my (limited) expirience.
I had one bug so far, after shooting a volley of Helghan AR rounds, I used the alt fire and then fired the rest the of the mag - game crashed due to some Audiowave thing. Hope that helps.
Also when you go down the staircase, where you can turn around and find 3 supply boxes beneath it, put a health pack in one of these.
For the weapons, The Helghan Pistal in 3 did shot a little bit faster and that Silenced Version is very op from its range and Damage. You can kill easaly kill a 4 man squad just by the Headshots. Maybe a nerf of the weapon damage in generell and for Headshoots would better balance it with the higher firerate as a sidearm? It's a small caliber also. Altfire could be a quick 2 shot burst.
For the shotgun - would you consider a second firemode like a punch with the weapon - if you miss your shot you can knock an enemy of balanced before he can unload onto you. Or maybe a very widespread 2 or 3 shell burst.
Biggest impovment would be the Helghan seek and actually use cover. I know the Source AI isn't pretty clever, but the guys in the games all was sticked to the cover, covering theri buddys and shooting from behind it. There guy just go one after the other into a death train. Making Rifleman cover the Assault guy would be a nice finesse. Also the sound design for more grunting and death noises when shot and killed. Maybe a bit lower pitched if you can do that, as the voices are grasped sounds that rasp through the filters of the Helghan gasmasks.
So I don't require Half Life 2? Cool.
I started the mod through Steam, however when I got to the main menu where it says loading in the bottom right corner of the screen it crashes to the desktop. I'm trying to download the update right now to see if that'll fix it.
You need to go to the 'tools' tab in your library, then download the Source SKD Base 2013 Singleplayer. Once you've done that, right click it, open 'properties', go to 'BETAS' and there, switch it to 'upcoming -'. After that, it should download a few files and you're ready to go. then restart steam.
The update didn't fix it.