Half-Life 2: Alternis aims to expand Half-Life: 2's world by introducing new paths and areas to existing levels, and adding some entirely new maps as well, which the player will be able to traverse throughout the game, instead of taking the usual route.

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Progress Report 04

News 2 comments

Welcome to the fourth Progress Report.

Hello there,

First of all, I'd like to apologize for this awfully late report, I severely underestimated just how busy I'd get in May & June, and I just wasn't able to allocate any significant amount of time to developing the mod.

However, many of the things that kept occupying my time have ceased, and since then I've been scrambling to get as much work done on the mod as I could. Despite this, I couldn't get as much done as I would have liked without having to delay the report even further, so apologies if the amount of content in this report isn't quite satisfactory.

That being said, let's get into this month's Progress Report.


d1_canals_06, again

As I've said in the last report, Ross has previously given me permission to take inspiration from Freeman's Mind 2. So with this I've decided to create my own take on the area behind Station 7.

I've kept the houses exactly where / how they were originally and tried to work not only on them, but their surroundings as well.

Both houses have interiors but the one that's elevated higher can only be accessed via its basement.

That's about it for this place though, it certainly isn't a huge area but it sure does add a bit more to the world of Half-Life: 2.


d1_canals_10

After being done with d1_canals_06, I've had to jump to d1_canals_10 because the previous maps were super straightforward and lacking in any logical places that I could alter without messing up the pacing or just being weird. (The maps in question being d1_canals_07 & d1_canals_09) so I've decided to leave them out for now.

d1_canals_10 on the other hand did present a nice opportunity for an alternate route.

Right near the start of the map you'll now be able to access a new area allowing you to take a completely new path through a part of the level.

Here you'll be able to use a few bent I-beams to jump onto a completely new abandoned section of the canals.

Which will lead you to an almost completely dried up, defunct waterway.

This waterway also features a bridge in the middle which has a small hideout beneath it which you'll have to make your way through.

After passing the bridge you'll eventually come to the part which rejoins with the rest of the level, and you'll be able to continue evading the chopper.


A few other things

So that's it for all the additions to the mod that I could get done for this report. However, there are a few other things that need to be addressed.

Firstly, I'd like to thank LambdaGeneration for covering Alternis and bringing attention to it. I honestly never expected them to cover something as small as this project, so you can probably imagine my sheer bewilderment when I saw their video appear on my feed. (And seeing my god-awful, quickly thrown together map of Water Hazard in the video was.. well.. quite an experience.)

However, this added attention does bring some problems with it. The main one being way higher expectations. You see, I never intended for this to be anything more than a tiny modding project that I work on in my free time, that maybe like a few hundred people will ever see. Since that video more than 1k people have looked up this Moddb page according to the statistics and that's already way beyond anything I've ever imagined.

So all I'm saying is, please moderate your expectations for this mod. It will never be on the same level as other actually great mods like Entropy : Zero 2 for example. It's not that I won't try my best, because I most certainly will, It's just that you shouldn't set your expectations too high for this or you1l definitely be disappointed.

With that being said, this added attention also brought a multitude of questions regarding the scope of the mod among other things, that I feel need to be addressed as they've been asked quite frequently, so It's time for a small FAQ.


FAQ

Q: Are the alternate routes/paths forced on the player, or can they choose between taking the original route and the new ones?

A: The option of which route to take will always be ultimately up to the player. So, yes in MOST cases you'll still be able to take the original route. However there might be a few places where you can't due to engine limitations and/or other factors, but I aim to leave the original routes as an option wherever possible.

Q: Are you going to add any new enemies (Houndeyes, Bullsquids ..etc) to the mod?

A: No. Way too many mods make the mistake of adding new elements to the game without any thought behind their implementation. Adding something for the sake of adding something is never a good idea. Bullsquids, Houndeyes and the like wouldn't bring anything necessarily new to the table. If Valve had a good reason for cutting them, then reintroducing them would be a mistake, especially in the context of this mod.

Q: Are you looking for people to help with the mod?

A: No. I'm not looking to assemble an entire development team for such a small and simple mod because It'd only complicate matters needlessly. Having to learn how to manage an entire team of people and all the potential issues that could bring is just not something I want to deal with.


Thanks for reading!

That's all for now, hopefully this FAQ provides adequate answers to anyone who had similar questions, and if not feel free to post a comment below and I'll try to get back to you as soon as I can.

Anyhow, thanks for reading this Progress Report, I'll see you towards the end of summer in the next report, and have a nice rest of your day!

Progress Report 03

Progress Report 03

News 2 comments

The Progress Report articles provide updates on the current state of development regarding Half-Life 2: Alternis, and are usually released every 2 months...

Progress Report 02

Progress Report 02

News 4 comments

The Progress Report articles provide updates on the current state of development regarding Half-Life 2: Alternis, and are usually released every 2 months...

Progress Report 01

Progress Report 01

News 2 comments

The Progress Report articles provide updates on the current state of development regarding Half-Life 2: Alternis, and are usually released every 2 months...

An Introduction To Half Life 2: Alternis

An Introduction To Half Life 2: Alternis

News 3 comments

A quick look into the mod's backstory, main premise, and what's planned for the future.

Post comment Comments  (30 - 37 of 37)
headledss-chicken
headledss-chicken - - 37 comments

I wished a mod like this existed for a good while now!

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Guest
Guest - - 699,611 comments

I like the idea of this, it makes the game more replayable! One thign that would be cool if there would be like enemies form ep2 (hunters, zombines ect...), and maybe even custom npc (but those are realy hard to make). You could even add xen infestation in some of the maps if you want (I'm just giving some suggestions). I feel this has a lot of potentional. This mod will be definitly on my radar from now on!

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Echo2056 Creator
Echo2056 - - 4 comments

These are some really good ideas actually, Implementing hunters in Highway 17 for example would actually make sense lore-wise as well, since the Combine tend to deploy them outside of urban environments. Zombines too, although they could be placed pretty much anywhere.

Regarding the Xen infestation and the custom npc however, I'm not entirely confident in my abilities to be able to create a custom npc as of yet, the Xen infestation however could definitely work in certain areas, such as on the new maps in Water Hazard or Nova Prospekt.

Anyhow, Thanks for the suggestions! I'm definitely implementing some of these, especially the hunters.

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Tyris_ICCR
Tyris_ICCR - - 28 comments

I think things like Bullsquids and Houndeyes could be perfectly integrated. I have ported them to HL2 and made them fully functional NPCs and they fit in perfectly with the campaign as is

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inimini23
inimini23 - - 4 comments

I'm glad that i was able to give you suggestions. As for custom npcs, they are hard to make as what i heard but you can colaborate with someone who knows how to make them. If you ever want to make custom npcs i think there should be the houndeye, bullsquid, mortar synth and the crab synth. If the synths that i said will ever going to make it Then i have a few suggestions were to put these. The mortar synths could apper at highway 17 as like an agrresive wasteland scanners. as for the synth carb, it could apper in "Entanglement", it could be like a replacement for the second turret defens section since that was the weakest, or could be in one of the many alternate path. They both could apper during the uprising maps. However these are just suggestions and they are hard to implement. I wish this mod succseds, since it would make HL2 more repleyable.

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luiscarlosgm
luiscarlosgm - - 241 comments

The idea looks promising as it may be. I didn't heard the Freeman's Mind series, but I hope the mod goes well. This comunity is fool (oopsy, full) of people that you could collaborate with, if you want you're mod's development to go as fast. Keep dooing your amazing and megalotious work you have in the future my amigo!

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Echo2056 Creator
Echo2056 - - 4 comments

Thanks! Although I'm not entirely sure about collaborating with other people yet, but depending on how things work out maybe in the future I'll consider bringing some other people onboard.

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