Lethal*Agents The Game To Sum It Up... A fast paced team strategy mod introducing new multiplayer elements that infuse an intensity and depth into already celebrated multiplayer game-types. In addition to the portentous multiplayer content, the single and coop modes will immerse all types of players and offer a new perspective on counter-terrorism. You'll be on the edge of your seat... Choose your Player Configuration & Get ready for Action! Game Modes Single-Coop-Multiplayer Single/Coop: (Play against AI Lone-Wolf style or with a team. One life per player per round) Terrorist Hunt: Simply that, grease all the baddies on the map. Terrorists are randomly placed every round to keep you from memorizing their locations. Killing all terrorists will win the round. Multiplayer: (Full Re-Spawn) Supremacy: Essentially Domination, where you have multiple satellites and your goal is to gain control of all of them by hacking its terminal which could take up to 10-15 seconds. The other team, of...

Report RSS Some Good & Bad News...

Over the past few months theres been both Good and Bad news developing. Here they are in a nutshell starting with the Good News first. Good News: Our base and multi-player code for Lethal*Agents is about 98% complete. A few various models have been completed and textured. And last, but not least...

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Over the past few months theres been both Good and Bad news developing. Here they are in a nutshell starting with the Good News first.

Good News:
Our base and multi-player code for Lethal*Agents is about 98% complete.
A few various models have been completed and textured.
And last, but not least... Omega, myself and a few other dev team members were picked up to produce a retail game which has been an awesome experience for us thus far.

Bad News:
Lethal*Agents has been put on hold indefinitely.

So there it is, but not the end of the world. I had a long talk with Omega and we discussed an option that may still work in getting Lethal*Agents completed. Let me ask you this... how many mods out there have tons of models and maps completed but hit a wall when it comes to having their code done? I'd say lots. Well, what we were thinking was... if those teams wanted to see their hard work actually used and wanted to take over Lethal*Agents and run the rest of the way for a touchdown... by all means! Run with it. The only catch would be that Omega and I still oversee the mod. We wouldn't want to see Lethal*Agents turn into some half-breed space zombie shooter now would we? Being that our code is very close to completion all that we would need are art assets. Omega even said he would finish up the rest of the code. Anyway, its just a thought, but if anyone is actually interested in doing it please feel free to
contact me by email. Other than that, we don't have any other way to complete Lethal*Agents in the foreseeable future.

I'd like to thank everyone that helped us along the way. I will keep in touch with you all. Check out our "Media" page for some images we were holding until we had another media release...

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Good Bye For Now!
JohnnyQwest & Staff
Lethal*Agents

Comments
angry_bot
angry_bot

Omega? Are you ******* nuts? Seriously, there's gotta be a better way. Anything but that.

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jayque Creator
jayque

Sup Fluffy... Long time no see. I haven't seen you in IRC in like forever. Do you still have your Fluffy Chan? #lethalagents is still up, but I'm not around nearly as much. I'm not sure what you have against Omega (I imagine its FLF related), but he is a great friend and has done lots to help us with this mod. Omega and I are just way too busy with this other project. I didn't want to drag people along waiting for updates that wont happen. We are not giving up on Lethal*Agents, but rather postponing it for a later date (unless someone wants to finish it up). I would appreciate it if in the future you would refrain from posting crap like that. Seriously, you know how to get a hold of me if you need to make comments. If you or any of your friends have a better idea please let us know...

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angry_bot
angry_bot

Understood, and yes it's FLF related. Should've contacted you directly instead of just posting a coimment on your news post, I apologize.

Don't mind me folks, I actually do have a lot of confidence in JQ. He will make this mod work and its release will be one of the few reasons I'd actually reinstall Half-Life 2. :)

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