Can't wait for the end? Then click that button!
Or stay and talk about a giant baby! Let's dive into the last two chapters of Half-Life.
The observant amongst you have probably noticed that I've included the last map of 'Interloper' in this build. I felt it made more sense to add it to the 'Nihilanth' chapter, since the large red glowing portal is an ominous beacon of what is to come. It also is a great resting point for players jumping in from the new chapter menu.
The fight with the Nihilanth in the original Half-Life is cool but also rather flawed. Once you know how to handle yourself you can beat the entire encounter within 30 seconds. I've tried to rectify this by adding some new elements to the boss battle. The 3 crystals now have force fields that will briefly disable when the Nihilanth charges from them. This way you only have a small window to destroy them. The arena has also become more hostile. More aliens will teleport in to keep you on your feet, and the big pillars are breakable and will only give you temporary cover.
Making the fight longer will also increase the odds of the player being teleported to one of the three areas around the boss chamber. I've enriched two of those and completely redesigned that largest chamber.
Defeating the Nihilanth will lead you to the final chapter: Endgame. This is where the G-Man finally confronts you and offers you the job.. yours to take or decline.
Many of these areas were remade from scratch, such as the Grunt graveyard above. Others were part of my 2019's MOD Half-Life: Anti-Climax. In this MOD you can experience the 'battle you have no chance of winning'. Be sure to check it out if you haven't played it already.
You might have noticed the G-Man and the Nihilanth looking extra crisp in those screenshots, as they have been updated with more polies and new textures!
Further additions are the HEV suit, the long jump module and a new view model for the handgrenade.
So, this is it? Is the MOD done?
Certainly not. Right after this I'm putting all my efforts into enriching the Hazard Course, which will return to the main menu. Further more, there are still a dozen or so model to be reworked.
Once those are done, we're heading into the beta stage where I'll be thoroughly testing every aspect of the game. There are still plenty of tweaks to be made to the maps, the difficulty and the balance. There are still bugs to be fixed and there is still room for more detail and frills. If you like to be part of the test team, there will be an update soon on how to apply!
Thanks for reading and see you all soon in the Hazard Course!
Looking aweosome as always
The original story is finally done
That force field thing is pretty cool!
Looks like after a decade I'll be playing the entire campaign once again xD