Half Life 2: After-Math (follow up to Deep Down) (HL2:EP2)

Reveal what you have made so far and get feedback on development.

Half Life 2: After-Math (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Mon Nov 25, 2013 8:04 am

Hi All

I'll be using this thread to post screenshots and track progress on my new project HL2: Rise.

For the moment, if anyone is interested, I did a bunch of map makers commentaries on Deep Down over at my YouTube Channel. http://www.youtube.com/channel/UCj1dELH5E6dm_gm89bR2rDQ

Will have screenshots of my current work up shortly...
Last edited by Jim_Partridge on Tue Feb 04, 2014 12:03 am, edited 1 time in total.
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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Mon Nov 25, 2013 9:24 am

Currently still in heavy design phase so very little detailing.
Whacked a strider into the mine town map and it worked so well. Really hunts for you, crouches to see through window etc as the player scurries about.

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I'm also planning to return the player to the rebel base after its been taken by the combine and overrun with Headcrabs. Here's a shot from that:
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Prob going for another 5 map mod here. 3 maps I still have no idea what I'm going to do yet.

Dog will appear and play a large (possibly combat assisting) role and Alyx will be back for some of the mod too.
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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Tue Nov 26, 2013 12:40 am

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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Black_Stormy on Tue Nov 26, 2013 4:38 am

Looking good so far man, keep it up. I'd like to see how a hunter plays in that map with the strider, although It would likely be too much for a player to handle having both.
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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Sat Nov 30, 2013 4:27 am

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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Mon Dec 02, 2013 8:17 am

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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Tue Dec 03, 2013 4:12 pm

Because I am a lazy fucker i have recruited assistance in detailing the areas in my maps for this mod. Stirling work by Fodderstomp coming to this thread soon.
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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Tue Dec 03, 2013 5:48 pm

I asked Ed Vincent if I could use his fantastic crane model in my mod and he said yes...
Here it is looking all skyboxy (its actually in the map right now)

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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Tue Dec 17, 2013 12:35 pm

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Last edited by Jim_Partridge on Mon Dec 30, 2013 1:59 pm, edited 1 time in total.
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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Mon Dec 30, 2013 1:57 pm

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A nod to the man...
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Re: Half Life 2: Rise (follow up to Deep Down) (HL2:EP2)

Postby Jim_Partridge on Mon Jan 20, 2014 9:54 am

Here's a few shots of the interior of the town of Phillipsville...

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The concept is that the town is created from ex-industrial buildings converted as accomodation for the mine workers.
lots of detailing to be done but the overall vibe is coming together nicely...
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Re: Half Life 2: After-Math (follow up to Deep Down) (HL2:EP

Postby Jim_Partridge on Tue Feb 04, 2014 12:07 am

Changed the name of the mod to Half Life 2: After-Math
Here's a few elements I've been working on:
new outfits for 3 civ mine workers
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Built the town map further...
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The mod will begin directly where Deep Down left us...
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Re: Half Life 2: After-Math (follow up to Deep Down) (HL2:EP

Postby cz_squishy on Tue Feb 04, 2014 4:52 am

Looking good!
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Re: Half Life 2: After-Math (follow up to Deep Down) (HL2:EP

Postby Jim_Partridge on Wed Feb 05, 2014 2:01 am

Map 2 is pretty much done now. Needs a bit more on the horizon around the tops of the cliffs to sell it. Give the world a bit of depth.

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Re: Half Life 2: After-Math (follow up to Deep Down) (HL2:EP

Postby Spas12 on Fri Feb 07, 2014 8:17 pm

How did you fix the ep2 sdk?
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