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Report RSS Half Life 2: Raising the Bar REDUX: Update V2.2

Half Life 2: Raising the Bar REDUX: Update V2.2 - full team update, logo change, map shots, and a brief update on weapons.

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Half Life 2: Raising the Bar REDUX: Update V2.2


Greetings!

Today I have a rather unique update - all of our team members' work will be showcased today, instead of only the work of one or two at a time :p

Logo Re-Branding

icon huge


The first thing we'd like to announce is a brand new logo, courtesy of Kyle Mullen/AmbientNoise!

This new logo is a combination of parts of the HL2 Beta's icon, the City 17 logo, and the obligatory crowbar for our mod's title. Overall, a much more refined and unique logo than our last one, and so you should expect to see this in future updates and watermarks.

Heavy Machine Gun Animation Set

Thanks once more to Leo Ratner, we have a brand new animation set for the HMG! Only the reload animation is going to be featured today, but who knows - perhaps people will have the chance to try it out first-hand soon enough :p

d1_arcade Progress Shots

arcade01

Manhack Arcade 1

arcade02

Manhack Arcade 2

arcade03

Manhack Arcade 3

arcade04

Manhack Arcade 4

Jan has been hard at work redoing the Manhack Arcade map to be much prettier and be a much more playable, feature-packed map. Although there's still work to be done, it's coming along a lot better than before.

d1_terminal Progress Video

Owen's d1_terminal map is coming along real nice! His own updates: "In this update to the terminal map, I changed textures, updated buildings, and changed the starting point of the player." Take a look!#

OICW Improvements

oicw

Although I've had a busy week on my end, I've been continuing my work re-rigging the new HEV suit arms to beta weaponry, and I did as such with the OICW. Deciding it needed touching up like the sniper rifle, I improved the resolution and quality of the textures, and added phong mapping. Although it's not quite where I want it yet, it's certainly getting there!

General Updates

We took on another new mapper this week - Joshua Weber/actionstorm - who is beginning work on the d1_construction map. With that being said, we have a good idea of how to handle level design and level construction up until the end of the first chapter. After that, we'll be going through to make sure we have a good idea and layout for the next chapter of the game, too.

Thanks for reading once more! We have one *very* large update planned for the future, so keep your eyes peeled and follow the mod for updates when we make more progress!

Kralich/Gonzo/David

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Zorrentos
Zorrentos - - 1,323 comments

Excellent work!

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SPY-maps
SPY-maps - - 2,902 comments

I like the video very much and it does seem to come together very nicely. Still, i have a few small remarks, hope you don't mind. When you get outside and see the combines contain a rebel, this looks a bit odd. Because the rebel gets pinned to the combine truck but there is quit some room between him and the truck. Original the animation was made for a combine pinning the rebel to a wall, which fits much better. (can be seen in video at 0:26).
Also are a lot of the textures a bit dull, specially inside long hallways. These are build out of just one texture most of the times, even some are made out of stone floor textures which makes it look like you didn't take much time to choose and add the right textures.

Sorry when i sound quit negative, but i just am saying these remarks as a positive comment so you can make your map better looking.
Much success,

Leon
(a fellow mapper :)

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Kralich/David Author
Kralich/David - - 828 comments

cheers for the feedback, Leon :) I'll make sure the Terminal mapper sees this. thanks!

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GameSmert
GameSmert - - 37 comments

Thanks for the feedback Leon!! I am always open to criticism and anything you have to say is welcome! With the animations, I am going to fix those by changing the APC model to the beta version, which works well with the animation i think. With the textures, yeah the are dull right now. I just started working on details and stuff, which will hopefully spice up the environment. Thanks again for your feedback!

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SPY-maps
SPY-maps - - 2,902 comments

Yes, working in details takes a lot of time and effort. But it makes all the difference between empty looking maps and real atmospheres. And about the rebel animation. I think you probably don't need to change the APC model into the beta one. The main problem is that the rebel is being pushed against something which is now not the case. Should you replace the APC slightly so that for instance the rebel is pushed against one of the tires then it should already look fine i assume.
Much success,

Leon

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ReezeTheVampire
ReezeTheVampire - - 3,927 comments

Looking good so far, I'll continue to keep my eye on it.

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legoj15
legoj15 - - 26 comments

That OICW! It looks perfect. Every other OICW remake either doesn't use phong, or slathers the thing in an oil-based glue and doesn't have the glass of the scope reflect anything. This has got to be the best rendition yet! Props to whomever did the texture and .vmt work.

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Kralich/David Author
Kralich/David - - 828 comments

cheers! I did the texture/.vmt work on that one. 90% of the weapon stuff has been me in one way or another

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weaponsmith
weaponsmith - - 134 comments

seems to be going great i hope you guys will be able to get it all to work the way it was intended i hope yall do realise that this will include new animations and superior a.i then the crappy one we have had all these years

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A_New_World_Record
A_New_World_Record - - 97 comments

Will we be seeing the beta metropolice, or will you be staying with the HL2 version.

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Kralich/David Author
Kralich/David - - 828 comments

Beta Metropolice is the way we'll be going, as well as beta soldiers and (possibly but not 100% for certain) either beta citizens or gas mask citizens. we haven't nailed down the citizens yet.

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