You wake up to find yourself on a wasteland train, heading to City 17. Last you remember, you were herded on there by Civil Protection, under the guise of your block being ‘relocated’ for some perceived slight or another. Or, at least you think you were. What did they say about the water? It makes you forget? Or does it? Where is your suitcase? Did they take that too? Wasn’t there a man in a suit? A blue suit? He said something about you ‘being more than you think you are’. Or, at least you think he did…? As the light breaks through and your eyes adjust, you ponder these questions and more, as the train pulls into your new ‘home’. For how long though, that is another question you don’t have answers for right now, but you will have that answer very soon…
Play as unnamed citizen, arriving somewhere on the outskirts of City 17. Arriving at the train station, explore a new side story based in the world of Half-Life 2. Shortly after arriving, you’ll find yourself attempting to escape the city, through set pieces such as a quarantined zone, the industrial outlands of the city and into the wastes, in your attempt to escape from the grip of the Combine, with the G-Man watching over your progress along the way.
Currently working as a ‘one man team’, the mod began back around 2012 before being shelved due to Life™ but has since been revived, given an injection of spirit and currently active at around 15% completion so far.
Planned features [subject to change]:
Currently planned for release Q4 2023 / Q1 2024 with regular updates as progress is made.
First, the good stuff:
Taking cues from Half-Life: Alyx
Nearing the end of Map 3 brings us to a subway dressed with inspirations from The Matrix.
New glowing textures for Combine Soldiers using ported Half-Life: Alyx models, originally made for a citizen replacement, now a Nova Prospekt soldier [courtesy of Ima Goodgirl, Rezhel and Cultist_Kun's work - Gamebanana.com
Second, the 'boring' stuff:
Tracking has now reached 20% as map 3 comes to a finish and maps 1 and 2 get tweaked and completed enough to call them finalised and finished.
MOD size has been the biggest sticking point for most people so far. While the beta demo was able to be slimmed down, by a large margin at that, the size is still a feedback point. Thankfully, it looks like the size won’t be getting much larger from here on out and there is work going on with regards to textures that can be slimmed down. Unfortunately, there won’t be much slimming going on, as there is a large amount of custom assets in use. You can include 100 maps and 50 chapters with base assets, but adding custom assets is where the battle of the bulk begins. While there is no real compression in the Source toolset, I will be implementing VPK files for faster loading and improved performance. Hopefully, the end result will be worth the download, but in the end, you can’t make all of the people happy, all of the time.
A slower week this week, mainly focusing on working on tweaking the first three maps in regards to bug squashing, light tweaking, and minor graphical fixes, most of which are small changes, but were enough to bug me enough to change them. All three had some minor fixes for both compiling times and background tweaks, meaning they should see a slight improvement in performance on lower-end systems.
Work on map 3 continued with a lot of small tweaks to lighting sprites, a few minor texture changes, and a whole lot of frustrating tweaking with enemy placements. Combine Soldiers tend to have an issue when encountering Barnacles, in that they freeze up, aim at them, and then…do nothing most of the time. This means working around the issue with placements between these two, so there will be a lot of testing and prototyping going on to ensure fights work correctly in the upcoming maps.
There are a bunch of new ideas swirling around that I would love to implement, but I’m still in need of a Source 3D modeller to help create a few models and a programmer to help with some effects, to make them happen. While the MOD won’t suffer without them, it could bring some huge new setpieces and even extra sets of maps if they can be pulled off! Feel free to shoot a message if you’d like to join on!
For inspiration, lately, I’ve been scouring over various movies, games, and even music that have jolted my creativity in the past. Returning to the STALKER series of games, alongside the film, Сталкер [an absolute cinematic masterpiece and in my top 5 of all time] has helped stir the imagination, alongside helping inspire building and setpiece designs that fit into the Half-Life 2 theme. The music of both the game and the film has also helped give life to the new soundtrack, alongside replaying Kelly Bailey’s awesome original Half-Life 2 score. Expect some new snippets soon!
All likely places for inspiration, sure, but unlikely places have included being lost in shower thoughts until a loud dirt bike passed down the street, giving a sudden light bulb moment while another was nothing more than driving along and suddenly noticing a building I had passed by thousands of times before, only to suddenly be struck with how fitting it would look in-game.
Enough rambling for now. There are exciting times ahead, as I push on into map 4 and beyond and I can’t wait to share them with you! Until next time!
-AA-
Show and tell - Another week, another update. More show, less tell. Many new screenshots show the improved lighting, new HUD, and even more small details...
Down the slippery slope of detailing Detail passes are almost complete for map 1, while map 2 is slowly coming together. Map 3 is almost finished now...
Ramblings of an amateur modder 04.09.23 - The things you learn when mapping in Source.
No major changes from v1.1 apart from removing some problematic folders that absolutely had no place being there in the first place and have since been...
Playthrough:
I really really absolutely love how It mixes Retail Hl2, Retail Alyx, and HL2 Beta concepts.
it's very nice mod like so much have Beta stuff
Extremly good ****.
Full Walkthrough:
Glad you enjoyed it! Also got a good giggle at the jump scare doing its thing!
Following just for that Airport line.
Fascinating, and a hell of a first impression! While the detail is very nice the level geometry and architecture itself could use some work.
Otherwise, I've got my eye on this!
Thank you! Very early WIP shots with a lot more work done already. Plenty more to be done and coming!
Definetly seems like an interesting mod.