First of all, thank you for all the support. This mod began as a quick map made in a couple days, and is now on it's way to becoming a full mod. It was the most popular mod on moddb for a short time, and even got articles in popular news sites like PCGamer and Kotaku. So again, thank you.
Now, we present to you the first of hopefully many updates, where we'll show what we've been working on and what our plans for the future are.
(Also known as the reason that so many people lose online games.)
The mapping team has been hard at work porting the original Half-Life 2 to our slightly modified GoldSRC engine.
Below are some screenshots of their work.
VALVe’s fantastic job of guiding the player through the game without intrusive tutorials is renowned for being well - fantastic. And one important goal of the Level Design team is to build a world that honors VALVe’s original concept.
One way they are honoring said concept is by directly porting most of the original game’s geometry from Half-Life 2 and texturing with the appropriate equivalent.
As of right now the introduction is mostly complete, and Canals 1, 1a and 2 are completely playable. Two maps (town01 and town03) of the infamous Ravenholm section of the game are works in progress at the moment. As a result of this, we can only provide images of them in their current design stages.
Also, to stay true to the goldsrc engine, we've make a version of the intro that allows you to walk around freely, similar to the ending of Half-Life 1. You can view it in the video we made for this update.
(We spend more time nonsensically rotating models than modeling.)
The modeling team is hard at work porting and remixing what hasn’t already been ported by them and other contributors previously. Subsequently we've also been working on a technique to make weapon models. Due to the shocking difference between the original Half Life and Half Life 2 shotguns, the team has prototyped this:
You can actually tell us your opinion of this shotgun here, if you so wish.
Feedback is welcome!
As always, we’re accepting new members to join our team. If you’re interested we now have a form you can fill out to apply: Google Forms
Right now we mainly need Programmers, Texture Artists, and Modelers.
We plan to do these kind of updates monthly from now on, and we have a lot planned for the future. We will see you up ahead.
After watching the trailer and viewing the screenshots, i now have this strange urge to play HL2 on the lowest graphic settings.
great job but I don't understand the objective of that MOD, better playing hl2 that's all.
It's fine if this mod isn't for you, but many enjoy the look and feel of the goldsrc engine either due to nostalgia or just being used to it. It's also interesting to see how things could be done without the physics, animation, and graphics of the source engine.
It'll only really work if the combine and civs are REMADE to the look and feel of a classic GoldSrc game. Right now....its looks like Source on Low...still cool but for those of us that LOVE the lok and feel of the goldsrc engine, it'd be cool to see even more Demaking going on. :)
Yep, most of the models in the demo are placeholders. Now that we have a few modelers on the team our hope is to make our own custom models/textures that fit the style of HL1.
Thanks for the update, keep it up!
My only question is, why. Why would you make a mod for a game that was originally reliant on physics mechanics and port it to an engine which has the exact opposite. Goldsrc wasn't meant for this, this is why they made a new engine. You are wasting your time.
maybe some people cant run HL2 on their PCs. maybe some people like Goldsrc better than Source. maybe some people just wanna see what HL2 would look like on HL1's engine. that is why. and if people like it, it ain't a waste of time.
Hey guys, why don't you use Xash? It's like GoldSrc but has way larger limits. Anyway can't wait for this!
There's already a mod doing this in the Xash engine! (https://www.moddb.com/mods/xash-life)
We're sticking to goldsrc to keep within it's limitations. We want to keep this feeling as vanilla as possible.