Post news Report RSS Half Life 2: Raising the Bar REDUX: Division 2.1 Full Release

The Division 2.1 release, featuring fixes, improvements, and continued reworks to Division 1!

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Hey all! Welcome to another update vid and another release – Division 2.1! We've been hard at work patching, fixing, and implementing a lot of additions that didn't make it into the Division 2 release, including some further reworks to Division 1! Far more has been done than we'll be talking about today, but let's lead with some of the most notably improved maps!



Trainstation

Division 2.1 Release - Trainstation Reworks


Division 2.1 Release - Trainstation Reworks


Trainstation has received visual, narrative, and scripting reworks – so basically, just about everything that makes a map tick! Notable highlights are a few additional scripted sequences throughout the map, a totally revised skybox, and a new Combine contraption for moving trains to and from the rails.

Industrial

Division 2.1 Release - Industrial Reworks


Division 2.1 Release - Industrial Reworks


Division 2.1 Release - Industrial Reworks


Division 2.1 Release - Barney Choreography Refinement


CW3D took Industrial by the hand and led it into a dark and gloomy atmosphere, far removed from the warmer tones of before. Polluted skies, foreboding ambience, and revised visuals make this map very different – in an appropriate way – to how it felt before. In addition, Barney received a choreography overhaul in this map featuring new and rewritten lines, new interactions with his 'fellow' metropolice, and the incredibly expressive facial animation which was first pioneered in Lab02's Division 2 release.

Consulplaza01

Division 2.1 Release - Consulplaza01


The consul plaza maps have historically been some of the roughest in the Division 1 line-up, but they're now leagues above their predecessors thanks to the changes made during Division 2, but also reworks spearheaded by RzDat post-Division 2. The streets beget far more tactical gameplay in Consulplaza01, and the chopper's added spotlight shines a grim light on the Combine's transgressions. Additional citizen interactions breathe additional life into the trouble in City 17.

Consulplaza02

Division 2.1 Release - Consulplaza02


Division 2.1 Release - Consulplaza02


Consulplaza02 similarly received scripting improvements, including narrative sequences that show a different side to those living in City 17, combat reworks (both high-octane and nuanced), and across both maps a totally revised skybox. These maps really are about just staving off the Combine long enough to continue your escape from the city, and the atmosphere now serves that purpose far better.

Quarrytown_Vista

Division 2.1 Release - Quarrytown Vista


Division 2.1 Release - Quarrytown Vista


Flash's art passing could barely be contained in Division 2 in all of its magnificence, but he's had a few pet peeves to clear up and in Vista, he's improved some of the barriers throughout the map to make it clear Ravenholm is a place you really don't want to be.

Quarrytown01

Division 2.1 Release - Quarrytown01


Division 2.1 Release - Quarrytown01


Quarrytown01, as the first elaborated gameplay map of the Ravenholm trek, was another environment rife with details. Many areas were adjusted for gameplay during final testing, and Flash has smoothed over some of the modifications that had been made to level layout.

Grigori Refinements

Division 2.1 Release - Grigori Refinements


Meanwhile, Amicus – that's me – took charge of further amending Grigori's character model, making his clothing less shiny and using a combination of hand-collaging and AI techniques to make his face more convincing.

Antlion Hives

Division 2.1 Release - Antlion Hives


Division 3 and the Wasteland is just around the corner, and so the antlions made a cheeky debut at the very end of Division 2's minetown map. All the antlions and hives you'll see here are dead or dying, but to help inform our art direction with the antlion environments going forwards, new hives have been modelled as a template for future assets. They also strobe in and out of brightness thanks to a texture proxy in the material.

Antlion Eggs

Division 2.1 Release - Antlion Eggs


Division 2.1 Release - Antlion Eggs


The last asset addition of note is another from the antlion roster – in Division 2 we simply use the beta's antlion egg, which was a reskinned watermelon. Once again, Amicus took it into his own hands and canonised this design in a more natural way, complete with glowing gibs much like those dropped by the antlion grubs.

Division 2.1 Issue Changelog

So many improvements were made beyond this and whilst it would be challenging for us to put together a conclusive changelog, we've setup a document containing many issues we fixed across all maps in Division 1 and 2. It's not comprehensive, but it's large enough to give you a pretty good idea of what to expect going into Division 2.1! Take a look!

Finishing Up

Division 2.1 Release - Recruitment


And that's that! With Division 2.1 out the door, and barring any necessary hotfixes for a critical issue slipping through the cracks, the whole team will now be moving on to Division 3 and beyond. We can't wait to show you what the wasteland chapter of RTBR has to offer – and maybe you'll get a glimpse sooner than you think! Before finishing up, a note on positions available on the team:

  • Competent level designers – We’re still open to having both additional support in the art pass and blockout departments

  • Facial flex/sculptor – We’re still in need of someone comfortable with sculpting head meshes in the context of Source (so creation of VTAs as well)

  • Captain Vance – We're still looking for a voice actor for Captain Jaxon Vance! Please take a look at our Casting Call Club and submit your audition there if you're interested

If any of these roles look good to you, please add me on Discord at Kralich/David#0901. Thanks everyone, and enjoy the Division 2.1 release of Raising the Bar: Redux!

Post comment Comments
NiiRubra
NiiRubra - - 471 comments

I've just played Div 2 recently (last weekend, in fact), but I'm looking forward to catching up with all of these awesome refinements when Div 3 comes around!

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Vrabo
Vrabo - - 47 comments

Industrial looks incredible now! And Division 1 combat feels much harder than Division 2 with these changes in 2.1

Only real wish I have is that the gravity gun also utilizes the draw frames system your other weapons use. It's a bit annoying that when you take it out, Freeman has a war flashback before he snaps out of it and remembers to use the gravity gun.

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FlippedOutKyrii
FlippedOutKyrii - - 3,505 comments

Hoping to wait until Division 3 before giving the enhancements a look, don't want to spoil myself on TOO much RtB:R! ;D

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neophus
neophus - - 575 comments

Impressive ! I have to test it I didn't play it yet !

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Romeevan
Romeevan - - 12 comments

Thanks for changing the skybox on the Trainstation (and other improovments as well). IMHO previous one was too dark.

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Guest
Guest - - 690,455 comments

In Ravenholm, there's a large gear which I need to pick up and fix to a mechanism on the level below. But when I press "E" it will not pick up the gear. trying to move it any other way also does not work...game-breaker....

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jlyric2015
jlyric2015 - - 17 comments

Try using the physgun?

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Guest
Guest - - 690,455 comments

The game is not lauching!

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kingdruiduk.AKA.DJ
kingdruiduk.AKA.DJ - - 777 comments

What a game, not MOD. I'm playiong it again. the first time I was exploring a lot, I couldn't help it, the levels and lighting, EVERYTHING is awesome. i go back to the days of doom on my win 95 pc, when half life 2 came out the beta versions I've seen ther changes over the years.
Start charging, you deserve it guy's.
Regards

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Guest
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