Half-Life 2 Alone Mod takes place in the usual City 17 that we're used to, but with a twist: everyone, and I mean everyone, is gone. No Combine, no citizens, nothing—just all gone without a trace, leaving a dark and eerie atmosphere. It is also nighttime, Adding to the eerie vibes. Please note that this doesn't have any gunplay in it

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Half Life 2 Alone Mod Demo 5 With Coast Section

Half Life 2 Alone Mod Demo 5 With Coast Section

Demo

This version adds -new new game panel (cause the old one can only take upto 32 chapters) -the entire coast section -bug fixes -other stuff if there are...

Half Life 2 Alone Mod Demo 4

Half Life 2 Alone Mod Demo 4

Demo 2 comments

this version adds -ravenholm chapter -bug patches

Half Life 2 Alone Mod Demo 3

Half Life 2 Alone Mod Demo 3

Demo 2 comments

This Version Adds -3 new panels including main menu panel, song panel and background select panel -the entire water hazard and eli's lab chapters -patches...

Half Life 2 Alone Mod Demo With Canals

Half Life 2 Alone Mod Demo With Canals

Demo 4 comments

Half-Life 2 Alone Mod takes place in the usual City 17 that we're used to, but with a twist: everyone, and I mean everyone, is gone. No Combine, no citizens...

Half Life 2 Alone Mod

Half Life 2 Alone Mod

Demo 13 comments

Half-Life 2 Alone Mod takes place in the usual City 17 that we're used to, but with a twist: everyone, and I mean everyone, is gone. No Combine, no citizens...

Post comment Comments  (0 - 10 of 13)
I_Jedi
I_Jedi - - 99 comments

To follow up, I've made a playlist of Demo 5: Youtube.com
Some extra notes:
1. You've got some bizarre invisible walls in the Water Hazard APC Garage.
2. I've got a clip of the impossibility of the first buggy jump in the last vid. I can just barely make the second jump with GG assistance.

I've also put some thought into the circumstances of how the various weapons can be found.
1. Crowbar and GG were covered in a previous comment.
2. I feel the pistol's best spot would be that one area in trainstation map 2, in the downstairs area before the "pick up the can" section. I feel that some vanished person would try to shoot off the padlock, and then vanish shortly after entering the area. The stairs could have a tripwire or two set by a paranoid vanished person, requiring the pistol to progress.
3. The SMG can be found along the catwalk that leads to the airboat, angled toward where the airboat is in HL2. However, the barrier protecting the airboat dock can be visibly damaged by a SMG grenade, with the airboat a short distance away from the barrier. It can be assumed that someone tried to escape with the airboat, but that someone was killed by someone else launching a SMG grenade. Both people ultimately vanished shortly afterwards.
4. The revolver can be moved ahead to BME. Perhaps the person with the revolver is the one responsible for opening all the gates and similar along the way in Water Hazard to BME. Then, the revolver user discovered that the elevator is missing, but tripped and fell while trying to scale the shaft. The revolver and some ammo can then be found at the bottom of the elevator shaft.
4a. Speaking of elevator shafts, it would be appreciated if the shaft at the end of Point Insertion and the one in BME can have a few of its beams removed, in order to make scaling them easier. I was able to just fall down the shaft and be fine due to having Godmode, but that won't be possible with Godmode's removal.
5. The Shotgun can be found attempting to prop up what would be the gate leading out of Ravenholm cemetery, although the gate has long since disappeared now. Presumably, two people decided to sacrifice their shotgun so that they can crawl under the gate.
6. The Crossbow can be found just outside the secret exit from Lighthouse Point. Presumably, the crossbow user managed to open the secret exit before vanishing.
7. The RPG user broke into Nova Prospekt and used the various turrets and tripwires to his advantage. However, even though he was able to start it up, he disappeared before he could use the teleporter in Entanglement.
8. The AR2 user is responsible for reactivating the Suppressor generators in Follow Freeman, but the Suppressor itself has vanished. The AR2 user fortified the roof of the Suppressor building, filling it with many supplies, which is also where the AR2 can be found.

Finally, the verticality of Nova Prospekt (and especially the Citadel) may be difficult to do without elevators. Maybe you can introduce some particle effect teleporters to get the player to places without needing an elevator/podride? This might be very necessary if you plan to expand to Episode 1.

Also, it's up to you, but I may be open to a sky that's completely pitch black with no stars. At the moment, you've got a sky that seems to be around dawn or dusk. But if it's pitch black, then it's like even the heavens jumped ship on whatever's going on. Only question about this is whether a pitch black sky will be compatible with the proto-superportal in Episode 1.

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Yt_WadDelz0949 Creator
Yt_WadDelz0949 - - 18 comments

thank you for the follow up and uploading videos of my mod to toutube i really appreciate it.

After watching the video i see what you mean by you cant get over the bridge. In the base hl2 map there is an invisible ramp that activates when the jeeps velocity is going over something like 200. But when making the map for alone mod the velocity checker wasnt working so i had to make the gap in the bridge smaller. I will have to make it smaller now so you can just make the jump

I like and have read the new ideas and will try to implement them in the future when i have the time. Thanks for the comment again

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I_Jedi
I_Jedi - - 99 comments

Maybe I just suck but I can't use the turbo to jump the first gap with the car on the Coast :/ I skipped ahead to a later map, but I then discovered that my immortality was gone.

I also agree with the other commenter - some wind sounds would help with the ambience.

Some areas where things silently change locations or randomly roll would be cool. Or to fit the theme of the mod, an object that was there, but no longer is when you go back to it later. I dunno if it was because of you, but I noticed a barrel rolling around for no apparent reason on one of the C17 maps.

Some environmental storytelling would help a lot. For example:
1. In BME, the door to Ravenholm is shut like the base game, but when you come back with the Gravity Gun in hand, it's gone.
2. In BME, there is evidence that someone tried to escape with the Gravity Gun, with the GG lying in a different position, in front of some stacked up items. It would be like the guy using the GG vanished while stacking things up.
3. Encountering a room where everything is tossed around. Someone started to freak out and vanished in the middle of it.
4. Encountering a heavily barricaded area, where someone hoarded all the nearby supplies before vanishing.
5. Encountering some items arranged in ways intended to spell out words, like SOS or HELP.
6. Encountering some new Combine tripwires/hoppers/turrets someone placed in an effort to defend their stash. Maybe some primitive traps, too.
7. The invisible wall on the Nova Prospekt train line on the 1st map can get some barricades.
8. The path to Kleiner's Lab showing evidence of forced entry. Maybe this is where the Crowbar can be acquired, wedged into the vending machine?
9. Encountering a chopper crashed at the end of Water Hazard, due to the pilots vanishing long ago. The chopper then disappears as the player goes to open the gate to BME.
10. Some new areas being available due to some vanished people opening them up with explosives or other weaponry.

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Yt_WadDelz0949 Creator
Yt_WadDelz0949 - - 18 comments

thank you for the comment

the reason the god stops working when you load a new level is because i just coded a simple functionality for the god mode where it stops working when you load a new level and hoped no one would notice so i will fix that now. also thanks for the suggestions i will see where and how i can add most of these into the mod!

also i added the wind sound effects to the coast section and i am planning to add them to other levels aswell

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funnyperson
funnyperson - - 105 comments

seems cool. maybe add some extra areas or enviromental storytelling on how exactly everyone dissapeared

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Yt_WadDelz0949 Creator
Yt_WadDelz0949 - - 18 comments

ill try and do that, thanks for the suggestion

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Guest
Guest - - 694,654 comments

I have source sdk 2013 singleplayer installed and versions past the demo with canals don't work, i do have half life 2 and it's episodes if anyone asks

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Yt_WadDelz0949 Creator
Yt_WadDelz0949 - - 18 comments

Did you downlosd source sdk 2013 with the betas set to upcoming. Can you tell me what happens when you load the mod because it works for me so idk

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SplatLue19
SplatLue19 - - 17 comments

Hmm... in general, I like the game, it's super easy, but it actually feels like a liminal version of Half Life, although I miss some ambient wind, muffled wind (when you're in a building), maybe magpies in Ravenholm, etc. which would do an even better job of giving the thrill in my opinion :>

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Yt_WadDelz0949 Creator
Yt_WadDelz0949 - - 18 comments

I can do that if you want me to

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Yt_WadDelz0949 Creator
Yt_WadDelz0949 - - 18 comments

Yeah i was thinking about adding some soundscapes to the game after soon so i might add that to the next update

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