Dead half life modding theory.

Posted 3 weeks ago2025-03-01 15:02:24 UTC
According to the theory in question that i will be explaining i will explain how the modding is actually dead.
Nobody nowadays knows how to mod and the people who know how to mod are lost, retired thus making the theory kinda right by it's own.
The people who makes sufficient mods nowadays are just deceiving phenomenons, they just got lucky to have a successful result.
Almost nobody nowadays know how .vta and facial flexes or dmxedit work, almostly nobody is hireable for this.
Even so calles ""mappers"" don't know how to map, they just scatter around prefabs from their favorite prefabs pack and call that a day, no level structure, no creativity, no progressig, just dead npcs fading after death due to the chaos. Nobody has the audacity to act you know "extraordinarily".We don't even have good packs coming out like ambient impact , the rest of the good packs etc. are just deceiving phonemenons as said before.

11 Comments

Commented 3 weeks ago2025-03-01 16:32:01 UTC Comment #106662
"The people who makes sufficient mods nowadays are just deceiving phenomenons, they just got lucky to have a successful result."
They're making mods though. How do they just not count?
Commented 3 weeks ago2025-03-01 18:45:34 UTC Comment #106663
Oh hey fellas! I've been making maps for years. In fact I made my first HL map before even playing the SP campaign - I installed WC immediately and spawned all the guns and NPCs. I've never released any of my maps because I didn't feel they were ever truly complete. I've been backing them up though from PC to PC, and now I have began to finish them off. In my 40s with some years in the industry has made a difference. I've scrapped a fair bit of poor geometry for example, and made an effort to conform to the original HL style. Maybe I'll get something finished this time around, 20 years later... We are around - people who know how to mod and make maps. I spent this morning struggle bussing with aiscripted_sequence though so maybe I know less than I think :P
Commented 3 weeks ago2025-03-02 14:18:00 UTC Comment #106664
@jeffrey
"The people who makes sufficient mods nowadays are just deceiving phenomenons, they just got lucky to have a successful result."
They're making mods though. How do they just not count?
Oh hey jeffrey I have just realised upon reading that you didn't focus on the thing that they are just getting lucky by chance. The matter of fact we get doesn't have to be utterly true.
The way how you get to an answer matters more than you get it.In my humble notion the things that exist doesn't equal their phenomenons more than their potential matter etc. According to my opinion , people made mods with potential but over the time more people came to the modding community without any sufficient experience thus making the modding community a hell of uselesness (roblox kids and manchild people). I am sure that we don't see people like Romka nowadays but barely see people like Blooresque. Come out if you think that I am false.
Commented 3 weeks ago2025-03-02 14:19:21 UTC Comment #106665
@Joebeard Thank you for the humble comment.
Commented 2 weeks ago2025-03-05 13:06:03 UTC Comment #106669
The fact is Half-Life is nearly 30 years old and Half-Life 2 just passed 20. Most people have moved on, but there are still folks working on more extravagant mods that take longer to release. Half-Life: Alyx targets a very niche audience of people with access to VR setups and within that group very few will be modders. Whatever Valve does next with the Half-Life franchise, the graphical fidelity will be set to such a high bar that for the individual modder, they simply will not have the skills required to make something that matches the original release's standards.

Half-Life 1 was released at a time where one or two people could do the work of an entire development team, when everything from texture creation to level design was a much simpler process. Now something as basic as a brick wall texture has variables like material, reactivity to light, bump-mapping and in some cases, fake depth via parallax mapping.

A lot of the earlier maps and mods from 1998-2003 that played well usually came from people who had worked with other games like Duke Nukem 3D, Doom or Quake 1 previously. They were already older and experienced. Some of the lesser known ones were made by kids and they were just getting started on their modding journey.

There are still people getting into modding now and some of those people start with Half-Life 1, but they're coming in with no previous experience. Most modern games, especially those made by big AAA studios, aren't built with modders in mind. This means that people who want to get into modding will most likely look to older titles but with the idea that they can make something far beyond what is capable in older engines. Most give up, some release overambitious concepts that remain unfinished.

Doom 1 & 2 are still getting mods to this day and more recently some of these mods completely transform the game. Same goes for Quake 1 which still has a very active modding community. Check out some of the recent map jams and you can see there is a lot of talent still very active online.

Maybe we will start seeing a resurgence with Half-Life mods in the near future, but for now we just need to do what we can to encourage people just getting started and help them to grow, rather than smacking their hands away when we think they're doing it wrong.
Commented 2 weeks ago2025-03-05 14:34:31 UTC Comment #106672
This is one of the most asinine journals I've ever read, including your previous one. You're a troll.
Commented 2 weeks ago2025-03-07 20:54:41 UTC Comment #106673
Frog, I have got berated from a subhooman by dense words uttered (from it). I am done for as if Half life is an important topic and it's as if I am held at gunpoint just to annoy people on the site , but not spend a sophisticated time just to write a improvised text.If that's so I hereby confess that I am indeed a troll. Just because some thinks that so ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯.
Commented 2 weeks ago2025-03-07 20:57:39 UTC Comment #106674
@monster_urby ty for the text
Commented 1 week ago2025-03-15 17:35:09 UTC Comment #106687
Hi, it's been a long time since I've been here. I just got bored with making maps for Half-Life.

Someone above wrote that the game engine is old and people have taken a step forward. This is true, a big truth. Modding Half-Life requires installing various fan-made programs for the game, e.g. wally texture editor, jed's model viewer etc. Then a young gamer might have trouble grasping it all. A lot of people can now turn on Unity 3D and generate a game skeleton based on a template in a few minutes and after a few hours of work a playable level is ready. All the tools are available in one tool.

Creating a map for Half-Life is very time-consuming and a lot of projects are closed after only a few days. The game is old and its players even older, which means that the community is slowly dying out, just like the small villages that people are leaving to go to big cities with more potential.

Also ladies and gentlemen I have just returned to the forum after a long absence! Have a good evening!
Commented 1 week ago2025-03-15 19:49:35 UTC Comment #106688
Hi ninja defuse! It's good to see you again.
Commented 1 week ago2025-03-16 17:50:45 UTC Comment #106692
Hell yes ninja

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