Post news RSS Pushed Back Into 2012... And We Have a Trailer!

Half-Life 2: Retaliation's release date has been moved to 2012. But, there is some good news too =D

Posted by on


Hello everyone! We are here to bring you another glorious news post on behalf of the Half-Life 2: Episode Two singleplayer modification, Half-Life 2: Retaliation. In this news post, we'll just be updating you on the situation on whats going on here at Agent Red Productions, and what our plans are for the mod. Some topics that will be covered are:

  • The brand new Half-Life 2: Retaliation official trailer
  • A change to the game's release date
  • A possible new enemy and new area for the mod
  • We're still looking for level designers!

So, lets begin!

The Mod's Official Trailer

Well, here it is. The actual, official trailer for Half-Life 2: Retaliation. Go crazy.

Beautiful. Epic. All these words come together to describe this mod and its trailer. Naw, I'm joking, I'm not that self-centered. You may have noticed that at the end it said "retaliate Q2 2012". Well, that'll be explained right now.

A Change of Plans

Look, I will be fair and straight with you fine folks and supporters of our mod. A 2011 release date is just not enough time to fine tune, map, and make it a mesmerizing and impressive mod that we wish it to be. That shit ain't happening. But no worries! We are positive that on the release day of next year, Half-Life 2: Retaliation will be one of the finest, longest if not THE longest singleplayer Source mod ever released, and also one of the most mesmerizing and entertaining Half-Life 2 experiences ever.

It is not such a bad thing for a mod to take a long time. For example:

  • Mission Improbable Parts 1 and 2 took nine months each to finish and release.
  • MINERVA: Metastasis took over a year to complete.
  • Operation Black Mesa, Black Mesa, and Gaurd Duty have all been in development since Half-Life 2's release.

And when the day comes for their release, the foundation of Source singleplayer modifications will be shattered. We hope that with our mod, we stand high and proud among those mods as some of the most incredible singleplayer modifications ever, not just in terms of the quality of the levels or the design of the game, but for your enjoyment, and for you have another stunning and breath-taking adventure to play through!

A New Enemy, A New Area

My team and I are contemplating adding a brand new area to the mod to be seen in the City 17 chapters, and this new area is called "The Shipyards". The Shipyards are the docks and maintenance facilities for naval vessels in City 17, as the city was once a vibrant oceanic trading center.

The Shipyards are now the field headquarters of the feared Civil Protection branch of the Combine Trans-Human Arm of the Overwatch. Just as how the City 17 Nexus was the headquarters for the Overwatch, The Shipyards are the core and central hub for all Civil Protection activities. As you enter City 17 and ignite the Uprising, you will first-handedly assault and destroy the Civil Protection headquarters in The Shipyards, disrupting all Civil Protection forces and requiring the intervention of Overwatch infantry and armor support.

A concept screenshot of what they could look like.

You and what you do will result in the collapse of the Civil Protection, but their headquarters won't go down easy. You will face a new type of enemy, a more lethal version of the Civil Protection Officer, the Civil Protection Shocktrooper. Deployed only in the up-most important areas under Civil Protection jurisdiction, the Shocktrooper has as much health as a Combine soldier, and often travel in squads lead by their fellow Shocktroopers. They are not to be underestimated.

The Shocktroopers wear the same colors of the standard CP Officer uniform, but they have a long, lightly-armored trenchcoat which is the reason they are harder to kill. It also is important to note that they almost always travel in squads of 3 or more, and one member of a squad almost always has a deployable manhack available for use and a Pistol.

CP Shocktroopers in action.

We Are Still Hiring

We are still looking for veteran and highly-experienced Source level designers to aid in the development of the mod. Apply by emailing us at

Our Farewell

Well everyone, we've said what has needed to be said, and it is time for me to go. I hope you continue to support the mod, and we'll see you very very soon =)

- Adrian "The Joker" Lopez

Follow Us On:

Waring_Wolves - - 15 comments

The halo music in the trailer brings back memories of first meeting the flood *shivers*
Otherwise looks good cant wait for the finished project!

Reply Good karma Bad karma+1 vote
bassetfilms - - 96 comments

Will it be longer than Get A Life?

Reply Good karma Bad karma+1 vote
AdrianL1996 Author
AdrianL1996 - - 467 comments

Yes. That has 26 maps, while this mod will have 37 maps. This mod should run to the length of Half-Life 2: Episode Two, which on the first playthrough could take up to 5-6 hours.

Reply Good karma+3 votes
Velancious - - 1,978 comments

Right now, the first few chapters are nearly done in the Mod, but the newer ones I can't say as I haven't seen them yet. They will expand out to newer areas that will cover newer ground.

Stay tuned guys!

On a personal note: This mod just keeps looking better and better! I remember when it was just a few maps!

Reply Good karma Bad karma+1 vote
deadrawkstar - - 396 comments

Way to hype yourself up Adrian. :P
I was expecting a far better trailer actually. After Effects has so much more potential than that. Nevertheless, this will be in the mod news update.

Reply Good karma Bad karma+1 vote
SolidFake - - 1,200 comments

the trailer was a bit meh
also comparing the delay of your mod to the development time of other mods makes you look kinda helpless, sorry

anyway, the concept and the new enemy type look pretty interesting
but let's see if this will be the longest mod, I needed 8 hours for Strider Mountain at last :D

Reply Good karma Bad karma0 votes
AdrianL1996 Author
AdrianL1996 - - 467 comments

8 Hours for Strider Mountain? Hehe.

"also comparing the delay of your mod to the development time of other mods makes you look kinda helpless, sorry"


Reply Good karma+2 votes
agent00kevin - - 1,276 comments

I didnt really see it as making him appear helpless, though maybe unneccesary to make such comparasins. It takes what it takes to release a polished product, and that depends on how many people are on the team and how much time they have to spend developing a free product. My own project should run about 6-9 hours of gameplay, and I fully expect to take 18 months or more on it. Of course, its a total conversion with 100% custom models and textures, Im alone doing it, and I have a full time job and a family. Time taken is not important, quality is what matters!

Reply Good karma Bad karma+2 votes
SolidFake - - 1,200 comments

I have no problem with a delay, I only think that comparing a delay to the delay of other games/mods doesn't make oneself look that much better beneath.

Reply Good karma Bad karma+1 vote
AdrianL1996 Author
AdrianL1996 - - 467 comments

That's not the point. A delay allows for more quality or more immersion to be put into the mod, while other mods/games take the time just to get it finished. We could be done by the end of the year if we rushed through it and just got it done, but that **** ain't happening because what I want is a polished and extremely fun mod that you'll love.

And if you compare mods to ours when its done, there is a different face on each one. You'll see.

Reply Good karma+2 votes
agent00kevin - - 1,276 comments

Hey, have I seen those shocktrooper models somewhere before? I would swear they look familiar from somewhere, but the mask is whats throwing me off...I havent downloaded many Mods here, just 1week, Dissolution, and that joke mod Mystery Combat Man (to see just how 'funny' it really was - Battlewars was better IMO) I know I havent seen them in Dissolution, and 1week was a MP scifi Mod so I dont think it would have been there, leaving just MCM. (which was a mashup of stolen assets) I may have simply lost my mind though. :P It doesnt really matter, but its been one of those little things I obsess over until I figure it out.

Reply Good karma Bad karma+1 vote
AdrianL1996 Author
AdrianL1996 - - 467 comments

You probably have. We are working with the creator of them to implement them into the mod. =D

Reply Good karma+1 vote
mxtomek - - 142 comments

this can be a good mod

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.