Hard Duty - A Half-Life mod Created 7 years ago2016-04-11 11:03:46 UTC by PeterBrev PeterBrev

Created 7 years ago2016-04-11 11:03:46 UTC by PeterBrev PeterBrev

Posted 7 years ago2016-04-11 11:03:46 UTC Post #329811
ModDB Link

I have been working on a new Half-Life mod since September 2015 and things are going the right way. I am just going to paste what I have put on Moddb.

Here is the story:
Hard Duty is a mod taking place during the events of Half-Life. While Gordon Freeman is headed to the Anomalous Materials labs, where everything will go wrong, you will be headed to the Lambda Complex labs. Unfortunately, nothing will go as planned... While some will stay to seal the breach between Earth and the Alien world, you will escape Black Mesa. Take control of the protagonist and fight your way through what has been left in the Black Mesa Research Facility. Your name is Simon Smith, a 26 year-old male with a Ph.D., MIT, Theoretical Physics, your position is Lambda Complex Scientist and your assignment is Lambda Complex Sector 1A with a clearance of level 4. You have been working at the Black Mesa Research Facility for 2 years. Your administative sponsor is <CLASSIFIED> and the disaster response priority is <DISCRETIONARY>.


This mod is aimed to give you a full immersion in the Black Mesa Research Facility. There are over 15 chapters going from Black Mesa's Labs, to climbing all the way up to the surface, and going to the depth of the sewers. We expect your playthough to last between 7 to 8 hours if you are going to fully immerse yourself into the new environment. We want to make thriving levels with amazing level of detail and we hope to get custom content in the mod (yet to confirm). There is going to be lots of concept arts being drawn for the level design and many re-thinking on the mod's development, but it will get to where it has to go and we are going to make sure to stays that way. We strive to deliver one of the best Gold Source mods of all times (we are also looking forward to The Core's release too :P). However, development is slow, not due to the lack of will but because, we are a very few working on the development of the mod (see next section). As for now, all I am going to ask you guys is patience. Unfortunately, I highly doubt there will be any release in 2016 due to the huge amount of work I am facing (I am ambitious) but once the mod is released, I guarantee you will like it.

Prologue:
TIME TO WORK - 100% Complete

Chapter 1:
BLACK MESA INBOUND - 100% Complete
Chapter 2:

LAMBDA COMPLEX - 2% In Progress...
Chapter 3:

THE DEAD FACILITY - Not Yet Started
Chapter 4:

ADMINISTRATION SERVICES - Not Yet Started
Chapter 5:

APPROACHING SURFACE - Not Yet Started
Chapter 6:

UNEXPECTED ENCOUNTER - Not Yet Started
Chapter 7:

ALMOST THERE - Not Yet Started
Chapter 8:

BACK TO ESCAPING - Not Yet Started
Chapter 9:

SPONSORED MILITARY - 5% In Progress
Chapter 10:

THE LABS - Not Yet Started
Chapter 11:

THE FINAL TASK - Not Yet Started
Chapter 12:

DOWN TO YOURSELF - Not Yet Started
Chapter 13:

"THE END IS NEAR..." - Not Yet Started
Chapter 14:

HOPELESSNESS - Not Yet Started
Chapter 15:

THE LAST STEPS - Not Yet Started
The mod's composition

Section 1

This mod is aimed to give you a full immersion in the Black Mesa Research Facility. There are over 15 chapters going from Black Mesa's Labs, to climbing all the way up to the surface, and going to the depth of the sewers. We expect your playthough to last between 7 to 8 hours if you are going to fully immerse yourself into the new environments. We want to make thriving levels with amazing level of detail and we hope to get custom content in the mod (yet to confirm). There are going to be lots of concept arts being drawn for the level design and many re-thinking on the mod's development, but it will get to where it has to go and we are going to make sure to stays that way. We strive to deliver one of the best Gold Source mods of all times (we are also looking forward to The Core's release too :P). However, development is slow, not due to the lack of will but because, we are a very few working on the development of the mod (see next section). As for now, all I am going to ask you guys is patience. Unfortunately, I highly doubt there will be any release in 2016 due to the huge amount of work I am facing (I am ambitious) but once the mod is released, I guarantee you will like it.

Section 2

Here is the team working on the mod:

Project Lead, Level Design Lead, Concept Artist:

Peter Brev

Talented Voice actors:

Strangest amethyst
Urby


Yes, we are a very small team and this is why I hope I can count on you now (see Section 3)
Section 3

As the lead designer, I am looking for some people who would want to work on the mod amongst us. The disciplines are quite large:

Voice actor

Level Designer

Concept Artist

Texture Artist

Modeler (for weapons)

Programming (Optional, but could bring a hell lot more to the mod)

Sound Artist (Music creator, sound effects, etc... are accepted)


The ongoing development of the mod

So, where are we heading towards?

Right now, I am working as hard as I can but time is very limited for me (I am 18 years of age and, as you might have guessed it, I have to prioritize studies over modding). While time is limited, you might notice some period of time where there will not be any news (for a few months or even more than a year); that does not mean the mod is dying and we will try to bring yearly updates as well as new media updates. Since we understand waiting is hard and patience is always greatly rewarded, we will deliver a demo showcasing the following chapters:

TIME TO WORK - BLACK MESA INBOUND - LAMBDA COMPLEX - THE DEAD FACILITY

Likewise, we are looking forward to sharing a lot more content in the upcoming months. In the past, I cancelled so many mods because I was too disappointed of my work or because I lacked the motivation. Throughout the years, I grew more mature and decided to take things more seriously and this is my goal: release at least one mod in my life and I will hold that promise, no matter the cost (without dropping studies. (Besides, I will do my best in all the domains I handle. I want to become an English teacher for University students.))

In conclusion

I will work as hard as I can to deliver a top-notch quality mod, but expect it to take some time. If you have not already, track the mod and hope for the best and prepare yourself for your unforseen Hard Duty.

Here is a picture of what my favourite area looks like :)
User posted image
PeterBrev PeterBrevLevel Designer
Posted 7 years ago2016-04-11 11:23:27 UTC Post #329813
I checked out the ModDB and I'm impressed!
The mapping looks superb and you really capture the spirit of the Black Mesa complex. I really hope you guys can keep the same visual quality throughout the mod, I'll be looking for this one to be released for sure!
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2016-04-11 11:39:41 UTC Post #329814
Wow, there's some really nice stuff on your ModDB page! Which you forgot to link, so I added one to your post for you :)

Considering you've only been working on it for six months, your progress is super impressive. Keep up the good work and be sure to update here every now and then for those of us who don't keep tabs on ModDB :)

Also, Urby is the Nolan North equivalent for Goldsource mods.
Penguinboy PenguinboyHaha, I died again!
Posted 7 years ago2016-04-11 12:18:09 UTC Post #329816
I've been tracking it for weeks already and the progress is nice indeed ^^

For the programming side, I can give a little hand, not on my full time because I already have ARRANGEMENT, TWHL World, other untold projects and university. It depends on what you want exactly : more weapons ? more NPCs ?
Posted 7 years ago2016-04-11 12:40:20 UTC Post #329817
@Shephard
I have not yet decided exactly what I wish in terms of programming, but I will let you know when I have am 100% sure of what could go in the mod.

@Penguinboy thanks buddy, I will update the page here once I have new media :)
Oh, and for this image http://www.moddb.com/mods/hard-duty/images/media-update28#imagebox I used Sledge for the rounded tunnel thingy. Jackhammer does not have the Torus option.

@Tetsu Thanks as well, buddy. All the level design is done by me.
PeterBrev PeterBrevLevel Designer
Posted 7 years ago2016-04-17 10:03:46 UTC Post #329918
@Shepard You gave me ideas: more weapons, more npcs and making the M4 and Pistol not share the ammo pool.

More weapons would be: (weapon_m249) M249 - Ammo: 100/200; (weapon_deagle) Desert Eagle (without it replacing the .357) - Ammo: 7/35, (weapon_bfg_minigun) BFG Minigun - Ammo: 500/0, (weapon_knife) Knife, (weapon_rpg_tracker) new rocket launcher that tracks enemies when locked on them - Ammo: 5/5, (weapon_sniper) sniper rifle - Ammo: 5/15, (weapon_revolver) Dan Wesson 8" that will be replacing the .357 - Ammo 6/24 , (weapon_asg) the ASG CZ SP-01 - Ammo 15/90 that will be replacing the vanilla pistol, (weapon_assault_rifle) MP5 (does not replace the M4) - Ammo 30/120, (weapon_incendiary_grenade) incendiary grenade - Ammo 5/0, (weapon_alien_fireball) an alien gun that fires a fire blast of 128 units radius - Ammo 5/10.

New NPCs:
Allies: Female Guards (monster_female_guard), Female Scientists (monster_female_scientist), Workers (monster_worker), Government people (monster_government_person).
Enemies: Black Ops (monster_blackops), Super Vortigaunt (monster_super_vortigaunt) (they are bigger and zap damage increased), Super Alien Grunt with two Hivehands (monster_super_agrunt), Super Houndeye (monster_super_houndeye) (has a faster attack rate and attack radius and has been increased), fast zombie (monster_fast_zombie) (walks faster than the regular zombie), fast headcrab (monster_fast_headcrab), assassins with dual glocks (monster_assassin_duoglock), zombie assassin (monster_zassassin), big bullsquid (monster_big_bullsquid).

Mini boss: Big bee/wasp type (infected during the Resonance Cascade) that can claw (I was stung by a wasp near my pulse on my neck, that is why I am kindly asking for this type of npc) (monster_big_bee).

Extras: Have Barney be able to hold more than his pistol. He should be able to use a shotgun or M4 (monster_barney_weaponry). Scientists should be able to use a weapon if specified in the editor (weapons are pistol or M4) (monster_scientist_weaponry).
The next three are optional - but if is possible, it would be amazing.

On the "loading" text that appears when loading a new map, should the word "loading" have the Lambda logo on the left as much as did Gearbox in the PS2 port.

The diamond shaped crosshair that shows if it is an enemy (crosshair in red) or an ally (crosshair in green) or if is not pointing to anyone (crosshair is yellow) (just like the PS2).

The brackets around buttons and other togglable items (again, much like the PS2).
That is it for the programming side.

On the latest pictures. Some suggestions have been given on ModDB and I am going to apply them as soon as I find enough time to work on them.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Suggestions that will most likely be applied:
-Remove the BM logo.
-Change the ceiling texture (it was only a place holder until I get the right texture.
-The fan in the airlock will be either moved or removed (TDB).
-Some additional lighting will be added to make the airlock prettier.

The walk on the floor in the lobby is staying as it is. If it turns out to be really negative, I will remove it.

As said on ModDB, my holidays are over until July. I have finals coming (in June) and I cannot afford to fail them. Please understand that the mod's page will not receive any media update until July or when Summer holidays begin. However, I am still open to suggestions and if I find time to work on the mod, then I will continue working on it but not as much as I did in the previous days. Thank you.
PeterBrev PeterBrevLevel Designer
Posted 7 years ago2016-04-17 13:28:38 UTC Post #329921
I think I can do most of the work, if you want to contact me to see how progress is going on or you have any questions or anything else, feel free to add me on Steam (you can ignore the "disclamer" thingy on my profile page).
Posted 7 years ago2016-04-17 18:14:22 UTC Post #329922
Oh wow. I did not expect such reply after that whole list. I sent a friend request over Steam. I have a lot of school work to take care of, so I am not sure I will online this week, but if I do, do not hesitate to message me :)
If it needs to take 10 years to program, it will take 10 years. I do not have a schedule for the release date and I am not giving a date until I am 200% I can hold it. Too many times in the past have I given dates and did not release my work in time. I have time.
PeterBrev PeterBrevLevel Designer
Posted 7 years ago2016-04-18 00:14:55 UTC Post #329927
My holidays are over too, time will be highly consumed by university ^^
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