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  Earth's Special Forces: Simple Melee Update - Mod News
  Posted by: Skyrider on 03-08-2010 @ 14:56 - Source: ESForces.com
This News Item has been viewed 2542 times! Half-Life News


Welcome to the second melee update. Last time we have shown you what to expect of the new melee design with a couple of videos for better imagination of how it will work. This time we will be going though each of the subsystems one by one. Each subsystem will get its own update and the updates specific to melee will be made every couple of weeks with each of the updates done by a different development team member.

Short history of the Simple Melee system

ESF Beta 1.0:
-First introduction of Simple Melee
-Lock on required to swoop with only forward swoop possible
-Head-ons won by lower ping players
-Blow back length and speed enough to cover half of the map
-Chance for unlimited areal combos

ESF Beta 1.1:
-Head-ons won by player with more KI remaining

ESF Beta 1.2.X:
-Lock on removed in favor of the double tap swooping system
-Blow back speed and distance decreased drastically
-2 hit limit for areal combos implemented to cope with easier chaining of hits
-Head-ons changed to both players hitting each other and being blown apart

With that small history of the simple melee system behind us let me present the changes made for ESF:Final. The changes can easily be summed up into a few short paragraphs.

Damage and Blow back

In the past damage and blow back dealt from a melee hit was consistent no matter how the hit was done. In ESF: Final the blow back and damage dealt with simple melee will depend on 2 things. The first is speed, meaning that the faster you go the more damage blow back is done. The second is power, which can be considered the power level difference between the two players. Whether a player is stronger or weaker than an opponent will affect how much damage and blow back are dealt. Of course limits have been set as to how much damage may be dealt to players.

Continuous melee hits

The two hit limit has been reverted back to the infinite hits for simple melee.. To balance the system out each new hit you do will cause a bigger knock back to the opponent so it gets harder with each hit. Getting the second hit is relatively easy, but with the third one it'll become harder as knock back speed and distance increases with each hit.

Collisions

With the incorporation of head-ons in ESF Beta 1.2 players that simultaneously attack each other with the same attack would be knocked back from each other. The system was further updated to include improved visuals.



Bonus points

With the addition of special moves a system was added to allow players to earn bonus points and then use them to "buy" special attacks. Bonus points are earned by performing actions in the game, such as simple melee hits. The system is designed so that more advanced actions are given a greater reward. For example, a simple melee hit will give you 1 point; the second hit will give you an additional 2 points, third hit 4 points, fourth 8 points and so on. Of course this only counts for continuous hits. If the target recovers from his blow back your point multiplier also gets reset.



  Lethhal Stigma - Private Beta & Website Launched - Mod News
  Posted by: Skyrider on 02-28-2010 @ 03:47 - Source: MoDDB
This News Item has been viewed 7858 times! Half-Life 2 News


The developers of Lethal Stigma, Agent Red Productions, are now accepting private beta applications for the modification. If you are at all interested in testing Lethal Stigma before it is released to the rest of the public, have a look! Also, an official website for Lethal Stigma has been launched.

[WIP: 2/24/2010] ls_streets


That's right, private beta signups for Lethal Stigma are now open! We will only be accepting up to 30 testers at this time, so if you're at all interested in testing the modification, make an account on this website, login, and click the link below: Lethalstigma.com

Please read all of the terms before submitting your application and take the process seriously. Don't worry, everything can be found on that page.

You can see that a new website has been launched for Lethal Stigma. Over the next couple of weeks, I will be tricking out this website to make it the best it can be. I plan to make everything as user-friendly as possible and the registration process totally streamlined to ensure the Lethal Stigma community thrives as development on the modification continues. So please, register and have a look around when you get the chance. While this website is certainly still a work-in-progress, that doesn't mean you aren't allowed to have a peek at what I'm up to.

I greatly look forward to reading all of your applications. We expect a lot of volume in the coming days, so best of luck! More details regarding the experience and upgrade systems will be announced later this week, too, so stay tuned.

Visit our website @ Lethalstigma.com
Join the official Lethal Stigma Steam group @ Steamcommunity.com



  Prison Island - Progress Update No. 2-10 - Mod News
  Posted by: Skyrider on 02-28-2010 @ 03:39 - Source: MoDDB
This News Item has been viewed 7875 times! Half-Life 2 News


Hello again folks! It has a been a little while since our last update but we are still working hard to bring new life to this mod. We have some new pictures to show you today highlighting the prison, island, and concept art. First let's start with the prison update.

Updated pictures of Cell Block D8 by Pan Zwieracz:
Cell Block D8 Update3Cell Block D8 Update3
And a glimpse at an early cafeteria:
Cell Block D8 Update3


Now onto the inner Island. Neahc and Pfannkuchen_gesicht have updated the Island and added new content.

New High Path picture showcasing new props:
Island High Path Update2Island High Path Update2
Updated cave picture showing new details inside:
Island High Path Update2


Last but not least we had a new member join us in the past week or two, Talros. He has been working hard with new concept art and blowing us away.
First, the Soldier concepts:
Concept Art - Soldiers and Plasma Pistol

Next, a look at the Plasma Pistol:
Concept Art - Soldiers and Plasma Pistol


And now again, Ads...
The Prison Island Team is searching to fill two positions this week.
A Texture Artist to skin the weapons and an Animator to animate them.

Contact us here on ModDB or our Forums if you are interested.

Be sure to check out our Website and Forums for special updates.

That's it for today folks! Have a nice day and see you next time.

User Rating: 10 (1 Votes)
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  Overheid - February Update - Mod News
  Posted by: Skyrider on 02-21-2010 @ 08:44 - Source: ModDB
This News Item has been viewed 11730 times! Half-Life 2 News


I've been stuck for a long time on the intro to the mod. You might recall that there were some images posted a few months back of dubious quality that I've since removed. That was work from the intro sequence to the mod. I spent quite a while planning and building this large sequence that was to serve as a tutorial and intro to the game. It grew to two maps by itself. But none of it was working. I was trying to pack too much story into the game, and it wasn't any fun.

So I instead spent last month letting the intro simmer in the back of my mind while I focused on detailing the canals map that you see below. It's the first map in the water treatment plant portion of the mod that spans 2 individual maps. What's funny is that as the details (collapsed roof, wires, lights, windows, etc.) are being added they keep suggesting new details, puzzles, level elements, back-stories, etc. so the available tweaks and changes I could make to any particular area never seems to diminish.

In fact, after detailing, the map in the video is within probably 50 brushes of being too full to compile (I forget the error I was getting. Something like MAX_BRUSH_FACES.) I had to delete some stuff to even compile it for the video! And please check out the demo if you haven't yet!

Download Overheid Demo from ModDB
Overheid - Combine repair station Overheid - Combine repair station




Overheid - Water Treatment - Water Tanks fight video


Overheid - Water Treatment - Drain video


Overheid - Water Treatment - Main Road video

Screenshots:
Click to enlarge


  GoldenEye: Source Beta 4 Release - Now for download! - Mod News
  Posted by: Skyrider on 02-21-2010 @ 06:52 - Source: Goldeneye Source
This News Item has been viewed 11776 times! Half-Life 2 News


Beta 4, the long awaited latest build, is upon us all! Be sure to read all of this update but then hurry so you can be among the first in one of our dozens of servers pre-installed with GoldenEye: Source Beta 4 epic-ness!

- Goldeneye Source Beta 4 - Full Client
- Goldeneye Source Beta 4 - Server Files

The people who wish to create a server alone needs to download this server package. You don't need to download the hotfix as that's included in this package! It fixes a bug where players drop weapons on round restart. This was causing oddities to occur.



GoldenEye: Source is a total conversion modification of Half-Life 2. It is a fan made recreation, released for free, with only one goal in mind; to bring the memories and experiences from the original GoldenEye64 back to life using Source Technology. We want you to look at this mod and remember the first best multiplayer first-person shooter ever made.

User Rating: 10 (2 Votes)
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  GraviNULL: 3 basic colours, 3 gravity gun modes, shocking progress! - Mod News
  Posted by: Skyrider on 02-13-2010 @ 09:18 - Source: MOdDB
This News Item has been viewed 16962 times! Half-Life 2 News
Hey watchers and everyone else reading this, we're nearing one month of development now, the mod is almost ready... but... read on for more!

First of all, the new preview image, a variety of ModDB related images you can see around our ModDB page were created by Wills from Jailbreak:Source on which he did a great job, sadly the CSS didn't work out so well, but despite his busy schedule he's going take a stab at fixing that up. For now the top navigation bar of ModDB is ... kind of hard to read, please bear with it, it will hopefully be taken care of soon!

So next on to the other news, the mod has neared a potential alpha release, but with the (coming) release of PVKII on Steamworks and the first release of Kingdoms Collide next week the alpha release may be skipped, meaning the mod will release as an open beta with more custom content than the alpha, this all depends on how things go, assuming there will be more content, one of the things I'm looking forward to is a new gravity gun model.

Wills who I mentioned above said he'd take a stab at making one for GraviNULL. Making something like that is no small task I bet and he's a busy busy man, so whether this will make it in with the first release remains to be seen, but knowing him it will be awesome if he does it!

A few interesting point of progress have been made which I'm going to list below the following new gameplay video, since everyone knows watching video's is more important than reading text!


GraviNULL Closed Alpha: Gameplay video 2


So what has changed since the last newspost?
Well check out this shoc... wait I'm using that line way too much! Anyway just check the list if you're interested!

  • Added viewpunch when getting shocked by mines, messes up your aim in a nasty way.
    Added new gravity gun "absorbing" system:

    - Green = Grapple/Grab mode, you can grapple and "absorb" mines in this mode.
    - Red = Normal punt mode, activated inititally when having a mine absorbed
    - Blue = Seeking mode, lower damage but seeks targets increasing hit chance.

  • Fixed grapple beam remaining active when grappling through solid objects

    Changed grabbing/"absorbing" to be done with left mouse button, this gives the player more control when to grapple mines or when to grab them, also allowed me to increase range and add cone checking to make it alot easier to grab mines.
The most major change is of course the gravity gun absorbing system, this means you will no longer have laggy mines lagging behind you making the gravity gun act a lot more like something similar to a rocket launcher instead of the good old hl2 gravity gun.

The grabbing and the different modes have altered effects and the crosshair changes according to the active mode, reminding you which mode is active without needing to take your eyes of the crosshair.

So a release is still gonna let you waiting, but the extra time will be used to polish up that release alot more! That was all for today, if you like what you're seeing and aren't watching the mod already click the "Track now!" button to be informed as soon as new media or news is uploaded and/or authorized.



  Prison Island - Progress Update - Mod News
  Posted by: Skyrider on 02-05-2010 @ 19:55 - Source: ModDB Prison Island Profile
This News Item has been viewed 21890 times! Half-Life 2 News


Hello Folks! We're back again with an update on our recent progress. So lets get straight to business wink. Let me first show you the new prison parts! Remember those pics are WiP and the maps are not finished yet. Not fully detailed and not fully done brushwork wise. The old stuff first.

Here is the actual Cellblock A7 by damagefilter:
Cellblock A7 update2Cellblock A7 update2

Now, Cellblock F5 by Pan Zwieracz:
Cellblock F5Cellblock F5
Unfortunately we can't show you D8 this time, Modifier is still working on it. You'll see it on the next update.
Now here's our Island. It has new Color Correction and a lot of new plant models. We changed the light setting to make it look like it was just raining. I think we managed to get the feeling very good.
Here comes the Island by neahc:
The Island HighpathThe Island HighpathThe Island Highpath

And now, here's our awesome particle made waterfall. The particles were made by pfannkuchen_gesicht. He did some great work on it.

[

Last but not least, our new weapon WiPs.

The Beretta:
Beretta Cx4 Storm
The RPG Launcher:
RPG



  Exterminatus - Rival Species 2 - Open Beta - Mod News
  Posted by: Skyrider on 02-05-2010 @ 19:54 - Source: 40kSource
This News Item has been viewed 21862 times! Half-Life 2 News


The Rival Species team are pleased to announce the release of the first publicly available, playable, version of Exterminatus - Rival Species 2.

Exterminatus is a warhammer 40,000 themed modification for the Source engine featuring:
  • Team mission based game play
  • Two teams, Marines and Tyranids
  • Eight playable classes
  • Five maps set in the 41st millenium

    Visit the Exterminatus website http://40ksource.com for details and downloads of the new public beta.



  •   WWI Source: January News Update - The Final Countdown - Mod News
      Posted by: Skyrider on 01-25-2010 @ 09:37 - Source: WW1 Source
    This News Item has been viewed 29692 times! Half-Life 2 News


    Everybody, it is on. Rather than have work slow down during the holidays, we"ve been working hard during our Christmas break and all of January to finish up the mod. We can finally say that it is indeed coming. We are going into SVN Lock next week or so and the release should be shortly after that. What does that mean? Yes, we are releasing this February 2010. To tide you over until then, we"ve got a ton of media to show you of what we"ve been working on these last couple of months: mapshots of Bunker ( a big map by Sol set in winter), new hand and sleeve textures, an HL2 ammo crate reskin, in-game playtest images, the skinned enfield, the Mark I tank, etc. You can see them below.

    We've had some great nearly full playtests these last few weeks thanks to the Art of War servers as well as the [RAF] clan (a big thanks to both of them!), and we"re definitely looking forward to playing with everyone on full servers. Also, rest assured, once we are absolutely 100% sure of the release date, we will post word about it.

    So until release in the coming weeks, sign up on the forums, discuss the game, tell your friends, because World War I: Source is coming!


    Screenshots:
    Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge


      Dear Esther - A quick update... - Mod News
      Posted by: Skyrider on 01-25-2010 @ 09:10 - Source: MoDDB
    This News Item has been viewed 29567 times! Half-Life 2 News




    Just wanted to make a quick update to let you know things are progressing nicely with DE. The lack of updates lately was due to me taking a month off over the Xmas period, but I have since been working hard towards getting you something nice to look at as a reward for hanging around. Anyway so as soon as the alpha build of the first level was completed I set straight to work on the second level. What you see here is pretty much only a few weeks work which is kind of exciting, now I have established a base set of textures and props I'm finding myself being a lot more productive! Anyway what you see here is the shipwreck from the first part of the level with added sand dunes and significantly larger ship wreck and debris as well as a small winding cliff path:

    A quick update...

    A quick update...

    A quick update...

    A quick update...

    A quick update...


    Please note this area is still an early WIP.

    This was a particularly tough area to create. Most of my time was spent researching and developing the look of the sand dunes before I came up with something I was satisfied with. The ship was also a big challenge and something I think still needs work. However overall I'm pleased enough with how the area looks right now and will be moving on to the second half of the map.

    That's all for now, I will post an update when I have more to show!


    User Rating: 6 (2 Votes)
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      Earth's Special Forces - New Melee System Overview *video* - Mod News
      Posted by: Skyrider on 01-24-2010 @ 18:17 - Source: Earth Special Forces
    This News Item has been viewed 29783 times! Half-Life News


    Over the years one of the most heavily debated topics within the development team has been the melee system. This system alone has required hours upon hours of discussion, design, redesign, re-redesign, re-re-redesign, re-re-re-redesign... you get the picture. Let's just say it's the reason that beer is now available on team meeting's menu. All of that aside, I am happy to announce that we have finally found a winner!

    There were a few realizations made during the last round of the design process that have had a huge impact on the new system.

    1. Players really enjoy simple melee
    2. Melee is more about out maneuvering opponents than just mashing buttons
    3. There needs to be a way to do complex moves in a simple way
    4. ESF's mascot Phil the three headed emu will hurt us if the system fails

    As a result, new moves have been implemented that retain the feel of simple melee, but offer players a way to string attacks together to form combinations.

    Simple Melee: Mouse button 1
    This light damage attack is similar to its beta counterpart with the exception that the knockback distance has been modified to allow average players to perform multiple melee hits more easily.



    Combo Melee: Mouse button 2
    A more damaging charged based melee attack that delivers several blows to an opponent. Holding a direction will send the opponent flying in that direction after the combo finishes. This is very handy for planning out the attack in the chain or for knocking opponents into objects that are to the left or right of the player.





    Quick Throw: Mouse button 1+2
    This attack is based on the beta throw, but with a twist. The ability for opponents to resist being thrown has been removed. Getting caught by this attack may result in your attacker repeating "who's your daddy?" over and over.



    Grab and Smash: Mouse button 1+2 with turbo on
    This vicious attack will remind players of that one time they had to stay the night in jail. It allows one player to grab another during swoop and drag them around. What the attacking player does from there is up to them. A couple suggestions are:

    1. Forcefully fly the opponent around the map while giving them a scenic tour
    2. Kindly smash their head into the ground and/or adjacent walls

    ...But, you said something about doing complex moves in a simple way?

    In order to allow for the greatest flexibility and ease of use a framework was created where players earn bonus points through different actions, such as damaging an opponent, and spend those points on special moves.

    Bonus System: Bonus button (C by default)
    Bonus points may be applied to blocking, beams, and melee. Within each area there are three levels of bonuses; the higher the tier, the higher the cost and the more devastating the bonus. But that's really a discussion for another day. All you need to know for now is that once a melee bonus has been activated it's only active for a limited amount of time. It is crucial to setup your bonus attack using simple melee, combo melee, and throwing.

    SSJ3 Goku - tier 3 melee bonus

    User Rating: 3 (1 Votes)
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    Screenshots:
    Click to enlarge Click to enlarge


      SHIFT: Online Racing Made Possible In Source - Mod News
      Posted by: Skyrider on 01-13-2010 @ 05:31 - Source: Mod DB
    This News Item has been viewed 31071 times! Half-Life 2 News



    Online Racing Made Possible in Source It works and you WILL be racing your friends in 2010!

    Many people were skeptical about SHIFT and its claim to support Multiplayer. After all, many people are aware of the latency issues surrounding vehicles in Garrys Mod and DIPRIP. If you do not know about the latency issues with vehicles and Source than listen to the excerpt below.

    After a long time of private development working on our alpha, we have finally released in game video proving that multiplayer is in fact possible in SHIFT. Multiplayer is only half of our main goal as we also seek to create a deep singleplayer mode with a storyline that should keep the attention of anyone who enjoys singleplayer mods.



  • Key Points about the videos:
    - 150-180 average ping (with over 100 cars spawned on the map at once)
    - This is online, not LAN (We have tested this up to 5 players; everyone said they did not experience lag)
    - My average fps is about 100 before recording (It drops severely when recording and offsets the benefits of the Lag Fix but this is the only way to show real in game video)
    - This is our Multiplayer build, NOT our Singleplayer build (People who have seen our Alpha video understand that this video is missing the HUD, menu, and sounds.)


    [VIDEO] Multiplayer Demo - Circuit (9 Minutes) - SHIFT Mod for Half-Life 2 - Mod DB



    [VIDEO] Multiplayer Demo - Trackmania - SHIFT Mod for Half-Life 2 - Mod DB


    Stay tuned for the next video releases!




  •   Jailbreak: Source - Official Trailer - Mod News
      Posted by: Skyrider on 01-13-2010 @ 05:16 - Source: Jailbreak Source Team
    This News Item has been viewed 30968 times! Half-Life 2 News




    The Jailbreak: Source team have announced that their latest version, 0.6, is now complete and they've just released the Official Trailer to celebrate.



    The mod is described as being "Out VERY soon!". So watch out for it!




      Earth's Special Forces: Christmas Update! - Mod News
      Posted by: Skyrider on 01-13-2010 @ 03:35 - Source: Earth's Special Forces
    This News Item has been viewed 31264 times! Half-Life News


    For everyone out there, fans or not. You'll love this update. The ESF team has pushed the GoldSRC (Half-Life 1) engine so far, it will just amaze you. Check out the Christmas update!


    Hey, whats up guys, this is Dalte89 the Particle FX Designer for ESF 1.3. Damnnnn do we got a big juicy update for you guys. I know all of you have been tired of the constant teasing and the pictures of the goods so I put together a nice beefy, tender, suculent, sexy, amazing, epic, superior, outstanding, and amazingly super epicly outstanding trailer for you.

    I joined the team pretty much a year now and since I've joined all ive been doing is living my dreams redoing any and every effect I lay my eyes across. From Kamehamehas, to a Punch in the Face, to a gigantic spirit bomb blowing you to ashes. I can promise you that what you get with 1.3 will blow any previous version of ESF out of the water effortlessly. Being the perfectionist that I am, I try to capture the very essence of all DBZ like action. From each an every detail in combination with the shaders Raven provides me with, you will be amazed. Powering up with rocks floating around, swooping over water parting the sea, dust and splashing underneath a flying beam, teleporting streaks...heh too much to talk about. I'de rather show you. Take a look at the Earth's Special Forces Version 1.3 Effects Trailer and see just how many effects I've been hard at work on since I have joined.

    Hope you all love it so much, as I put alot of work into this trailer along with help from the rest of the team. So without further due, watch it, DROOL, and LOVE ME..


    Download this Video


    Also featured in this update are Doormat's new Gohan model and a teaser of our new Cell powered by GG and Enix







    And at least a w.i.p. show off teaser trailer by Raven, featuring some yet unseen stuff, just for your pleasure, in 720p so enjoy it and grab it while u can.


    Download this Video (720p)


    Merry Christmas from the ESForces Team!


    User Rating: 10 (1 Votes)
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      Half-Life: Transuranium - Recruiting (HL1 mod) - Mod News
      Posted by: Skyrider on 01-10-2010 @ 05:45 - Source: Half-Life: Transuranium
    This News Item has been viewed 31387 times! Half-Life News

    Half-Life: Transuranium is a singleplayer/multiplayer class-based Half-Life 1 mod based on the Black Mesa incident. In multiplayer, the player will be able to choose a team: Black Mesa, Xen, HECU, and Black Operations. Each class has its own advantages, disadvantages, abilities, and disabilities. In singleplayer, the player will be able to choose a class and play through a (very) small storyline based on that class. Obviously, the mod will be multiplayer focused.

    As of now, the mod has many positions open for development:

    Modeler: Many models have been completed already, but lots of monsters must be converted to player models, new v_weapons must be made, and some more animations must be... animated. Beta monsters will make cameo appearances, and they should be looking top notch for the rest of the graphics! Any improvements to existing models are welcome and needed.

    Mapper: The mod has absolutely no maps save a testing map. This position is most needed! Maps must be designed to hold four teams, and include even amounts of different class based entities (this will be elaborated once someone accepts this position).

    Coder: Some help may be needed to add in some of the monsters planned. On the list are Gonomes, Shocktroopers, Voltigores, Medics, Engineers, etc (some new monsters have already been implemented). Some weapons must also be added, as will general engine changes. The most important coding task, though, is to make a decent class menu, something which is lacking and very important.

    If you have any spare time to kill, consider joining the team. If you want to get involved but don't have the skills required, you can make small contributions or can try to advertise this mod by any means possible (forum signatures will probably be the easiest). A ModDB entry will soon be submitted, so keep your eyes peeled.

    Send all applications to 01100101z@gmail.com. Anyone is welcome and needed.

    User Rating: 7 (1 Votes)
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      Prison Island - Welcome to Paradise - Mod News
      Posted by: Skyrider on 12-24-2009 @ 17:05 - Source: http://www.moddb.com/mods/prison-island
    This News Item has been viewed 34211 times! Half-Life 2 News
    It has been a while since the last announcement about Prison Island on the filefront network pages and a lot has changed, not to say everything.
    The Team behind the Prison Island Mod is working hard for a long time now
    and they have really good progress to show.

    It's not only the new and rich content but the story.
    They moved away from the universe of Half-Life 2 to create their own world.


    Quote:



    Story in short:
    - 2003 America is stuck overspending on the Iraq war
    - 2008 The global economy crashes
    - 2012 The public falls into chaos
    - 2016 Radical regime takes power
    - 2019 New national security measures constrain citizens and push them to desperate measures
    - 2019 Rebel Union Squad (RUS) is founded
    - 2020 The game begins
    - The player is caught and taken prisoner while sabotaging an oil rig
    - The player is freed from prison by chance




    Basic Features:
    Prison Island will feature a a unique gameplay
    based on the following thigns:

    -Stealthing (hide in the shadows and instant stealth functions)

    -Command capabilities (Command a team of NPC's with a streamlined interface by clicking on spots, you can give your team commands, where to attack and when, or tell them to hide and ambush)

    -Energy System (controls amount of energy the palyer has for Plasma based guns, stealthing, jetpacking etc.)

    -There will be 3 different suits the player can wear.
    All of them have different health, energy and armor values, different movement speeds and jump heights.
    This is to support the player in his own gameing style.
    A player who wants to shoot a lot certainly needs more armor and will run slower while a player who likes to play fast might prefer rapid jumping and running combos which will require more energy and but less armor.

    And for the End:
    Settings:

    The Oilrig
    The Oilrig v3 by damagefilterThe Oilrig v3 by damagefilterOilrig v3 WiP, by damagefilter

    The Prison
    Prison Hallway / CellblockPrison Hallway Block A7Prison Hallway Block A7

    The Island
    Island Screenshots
    Island Screenshots
    Island Screenshots

    User Rating: 10 (1 Votes)
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      PVKII 2.3 Gestir Gameplay - Mod News
      Posted by: Skyrider on 11-17-2009 @ 02:00 - Source: Pirates, Vikings & Knights II
    This News Item has been viewed 43670 times! Half-Life 2 News

    Greetings!

    Today we unveil the first gameplay footage from 2.3, due for release in December. The footage features first-person Gestir action, the new class joining the Viking team.



    In the footage you also see a quick preview of te_sandstorm. te_sandstorm is a three-territory map based loosely on the old pvk_desertruin and being worked on by myself and Jahhur. More information and media will be available on that in the future!

    In case you missed last week's post, be sure to check out the Full 2.3 Change Log!

    Stay tuned for more media and information on 2.3 as we ready ourselves for release.

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      PVKII 2.3 Change Log and Release Information - Mod News
      Posted by: Skyrider on 11-06-2009 @ 15:14 - Source: Pirates, Vikings & Knights 2
    This News Item has been viewed 50876 times! Half-Life 2 News

    Well hello there!

    Today, we have great news for everyone! Pirates, Vikings and Knights II beta 2.3 is currently in content lock and undergoing final testing and preparations for our first Steam release!

    We have put together a full change log of what you can expect in 2.3. A few of the larger items in the change log include:

    - New Class - Gestir
    - Added Win system to use Medals now, Gold for winner and Silver for second placed team.
    - Added over 100 achievements
    - New Objective Score System
    - Added kill assists
    - Blocking direction is now chosen automatically according to the attack direction of the opponent closest to the blocker
    - When attacking a blocker with a fully charged attack the blocker may be stunned and some damage will be delivered to him
    - Reduced perfect parry effect
    - Many balance changes
    - New team and class selection menus
    - Added a new GUI for the end of a Round that will display the top mvps for the winning team, or if its a draw, the top 3 from all teams
    - Personal Score Breakdown now displayed on scoreboard
    - Many map and game mode changes
    - Many bug and exploit fixes
    - and Much more!

    For a full list of the changes in 2.3, check out our Full Change Log!

    Now, as I mentioned at the beginning of the post, we are currently undergoing our final testing and preparations for getting 2.3 on Steam. As it stands right now, we expect to have 2.3 released by the end of this year, assuming nothing major gets in the way!

    More information on our release date will be available throughout the month. Until then, here are a few screen shots to check out!



    As always, be sure to join our Official Game Group on steam to participate in future events and to earn the "Part O' The Crew" achievement!



      Earth's Special Forces: Creative Updates From The Pit - Mod News
      Posted by: Skyrider on 10-22-2009 @ 04:33 - Source: Esforces
    This News Item has been viewed 63417 times! Half-Life News

    I know it's been a good two weeks since we've had an update. I wanted to make sure we showed some good progress on what some of our team members are working on. Also, I'd like to apologise for the web site being down. Don't worry because we've got it all fixed thanks to Sky and we'll be making sure it doesn't happen again.

    So onward with what everyone is interested in. First I'm going to show you guys the Buu model that Enix has been working on. He did an excellent job with the detail. Enix is a team player and he always comes to the table with excellent creative. Take a look at the screenshot below to see for yourself


    The newest addition to our team Vassago has been hard at work with the new Buu Insides Map. I have to say that he is doing an amazing job and it's great to have professional experience on the team. He's no slouch when it comes to detail. Unfortunately we only have a wire frame of the map at it's current stage. We'll update you soon when he gets the finished product in our hands. Until next time folks!



    User Rating: 8.2 (5 Votes)
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      Reistance and Liberation: October Update - Mod News
      Posted by: Skyrider on 10-03-2009 @ 08:21 - Source: Reistance and Liberation
    This News Item has been viewed 80453 times! Half-Life 2 News
    Today is the 1st of October and it certainly is a good day. Eric Murphy has lately been putting in some extra time to pester the developers into helping him out with a special plan.

    Well, we have one heck of a treat for you today! The plan was being put together, but we then made a last minute change to the 1st of the month update. Through Eric's nagging, he managed to get a hold of some sneak peak screen shots from a brand new map. I can't tell it what it is, but I'm sure you can figure it out.




    Stick around for the October 15th RTTF posted on the forums for more news and information on the plan.

    User Rating: 1 (1 Votes)
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