Experience Half-Life 2 like never before. Return to City 17, held within the iron grip of the Combine and the Consul. Reunite with old friends, and enemies. Traverse vicious canals, make new allies, and brave the horrors of the Quarrytown. Immerse yourself in a revitalised combat system featuring old arsenals made new again, with added features to raise the bar in gameplay. You've been waiting for quite some time, now. It's time to climb aboard.
Latest full release: Division 2.1, the full second release of RTBR with Gordon's escape from City 17, meeting with Eliden, and the passage through Ravenholm. Also featuring an updated version of Division 1 bundled in one release. 2.1 featured further reworks to Division 1 and patches to Division 2.
Latest demo release: Division 2 Demo, a snippet of the second part of RTBR, featuring the first six levels of Gordon's escape from City 17
ADDON GUIDELINES:
As of February 2022 we've enabled community addons to be uploaded to the mod page. This can take the form of reanimations, remodels, retextures, maps, sound redesigns, or however else you'd like to customise your RTBR experience and allow others to as well. A lot of the guidelines are contained by ModDB's own rules regarding content, but here's a run-down:
Please stick to these rules or your addon won't be allowed on RTBR's page.
Hey everyone! Today's update is a bit different – we're announcing an addition to our Open Source repository, bringing both Division 2.1 in addition to Salvation to interested mod developers! We also have a few extra Division 3 media items to sweeten the pot – so stay tuned!
The new update to the public codebase brings the repository up to par with the latest release of Division 2.1, and also includes Salvation's code changes in a separate branch. In addition, fixes introduced into RTBR since Division 2.1 and Salvation's releases have also been integrated into this codebase, keeping the code robust and updated. Click the links below for the repository you're interested in:
Division 2
In addition to the updated code on our repository, we've also posted experimental addons for both Redux and Salvation which feature the updated code compiled and ready for use. These include the wide range of fixes mentioned earlier but have not been playtested, so beware of any hidden issues that may arise. Nonetheless, if you want a slightly more refined experience, you can install these addons via the links provided.
Our work continues in earnest on the depot demo – we've now begun our second phase of testing which bodes well for our release timeline. So, as an extra teaser, some shots from the depot, starting with Depotyard – which has an immense underground storage area co-opted by the Combine. Art passing is still WIP in all of these maps, but each map has at least one distinct vista that sets it apart from the others in this lineup.
In Depot01, a new chasm spans the gameplay area, populated by giant turbines. This feeds into our narrative reframing of the depot as being part of the water-extracting efforts in the wasteland, these giant turbines pumping the water out of the surrounding area. Multi-level combat will take place in this environment, giving the OICW's many modes of combat a chance to shine.
Depot02 sees the player fighting off both antlions and soldiers, with Alyx by your side, which will culminate in a climactic encounter atop one of the Depot's guard stations. Heavy combine fortifications and waves of antlions striking from above will be the last big barrier before rescuing Eli Maxwell.
The final map inside the depot is a romp where antlions fight by your side, controlled by the pheropod as Gordon is made their new king. Cut down the remaining garrison to buy a window for Alyx and Eli to escape, and enjoy the deepest inner workings of the Combine's tech at its most robust.
That's all for today's brief update! We hope any developers out there enjoy digging into the code and if you do anything cool with it, please let us know on our public Discord! Before we wrap up, we'll mention a few roles we're still open to:
Captain Vance – We've yet to find our perfect Captain Vance and we encourage people to apply over on our Casting Call Club page!
3D Modellers – More support in our hard surface department will always be appreciated
Programmers – With the amount of custom content coming in Division 3, additional resources in our programming department would be ideal
If any of these roles look good to you, please add the username, kralich, on Discord. Thanks all, enjoy the new code, and we'll see you in the near future!
Today we celebrate our 6th anniversary, and in preparation for a Division 3 demo coming up in the near future, let's dive into some of the content you...
The 1.1 release of Salvation, carrying refinements, fixes, and performance improvements throughout!
The 1.0 release of Salvation, the tale of Grigori's exodus from Ravenholm!
The inaugural standalone update for Salvation, the Grigori-focused spin-off to Raising The Bar: Redux, is here! Map progress, model updates, and a new...
The Division 2.1 release, featuring fixes, improvements, and continued reworks to Division 1!
The full release of Division 2 (including an improved Division 1) is HERE!
Half Life 2: Raising the Bar REDUX: Division 2 Demo Release
Raising the Bar: Redux: Division 1.2 Release - here at last!
Raising the Bar: Redux: Division 1.1 Update - HERE AGAIN
Raising the Bar: Redux: Chapter One Release - OBSOLETE
I had heard about this mod years ago but only got around to playing it for a stream in 2024. At the time of this writing only two divisions are finished but everything I've seen, heard, shot at and got shot by is simply amazing.
I wanted more. I want more. I know more is coming and I'm not about to hound the people making this, art takes time and I kept forgetting at a lot of points that this was built on-top of Half-Life 2. I would often forget I was playing a mod and would be convinced time and time again that I had installed an early access retail Half-Life game.
This is good.
@cerveger WinRAR is outdated. Use 7zip instead. Also if you're getting errors put the mod's zip file in "C:\Program Files (x86)\Steam\steamapps\sourcemods\" And right click, 7zip "Extract here" on the zip file and delete the zip once you're done
it worked, thanks
how can i download it, beacuase winrar keeps doing lots of errors
I think i made a mistake when i download it it ends up as microsoft edge i don't why
Absolutely incredible work!
I have just finished playing through and I have some feedback that may hopefully help your future work. First of all I would like to let you know of the things I absolutely adore so it wouldn't seem as I am only here to complain:
The overall vibe is just otherworldy. I would not have even dare to dream of an HL2 beta rework this amazing. Truly feels like a AAA experience at some points especially in the first secrtion where you do not have any weapons yet. Models and the overall visual world is just amazing, coherent, absolutely fits the world I imagined based on the original HL2 beta concept art. I can not imagine the work went into this and it absolutely payed off. The overall experience was incredible apart from a couple of small things that (to me personally) ended up sometimes making it difficult to enjoy the game.
Now, first of all by no means I would like you to believe that this mod is "not good" or "unprofessional" these are my opinions and I hope you may take this as feedback for your future work to further perfect this amazing mod.
-First of all, I understand that many objects were baked into the map and remained unmovable for probably optimization, at some sections boxes or chairs have caused me some frustration when moving through the map or when in fight with certain enemies. This only caused sudden death one or maybe two times and only was annoying in the Ravenholm section but I would consider reworking it a bit more (maybe less boxes) to give the player more room to move around.
-Second of all, Ravenholm: the end section was dancing on the border of being annoying and exceptional. The concept, I adore but there were a couple of sections when the amount of zombies were a bit overwhelming and I think maybe a bit more explosive barrels could be added to compensate for it or maybe just make the zombies less spongy when it comes to the damage made by the SMG. (The shotguns are fine)
-Thirdly, this might be a bit nit-picky: Maybe it is just me and I should just gitgood but I feel that the location based damage does not always register headshots properly. This however was kind of an issue I personally had with the original HL2 as well so this might just be me.
-And lastly: the mining vehicle at the end of Divison 2 is too fast. It's rather difficult to properly control and I would make the turning speed and the acceleration slower to make it more controllable. I reckon it would make a bit more sence lore-wise as well as it is a heavy machinery type vehicle.
I hope my feedback helps you in your future work and once again, I would like to point out that the overall experience I have had is truly outstanding (very close to Black Mesa level polished). Thank you for your hard work and I cannot wait for Division 3. Wish you the best!
I have played this mod, and to be honest I was really amazed. Its ambience, settings, the dialogue and locations are pretty cool, and what I really loved about this mod is that it really made the player feeling that they are in a live environment, for example at the start of the game you really see CPs doing their job, small events and so much more.
10/10 I would eat birds again because of this game.
download this NOWWW!
It will show up in my steam library, but will not start. I have HL2, E1, E2, and the 2013 Source Singleplayer SDK (upcoming) all installed. It just crashes after first loading screen. Same thing with RTB: Salvation. What am I doing wrong here? I just want to play this game man.
I haven't quite kept track of the mod lately, what chapter equivalent are we on now?
As of Division 2, it's currently up to Ravenholm.