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CSS SCI FI is a single-player mod for Half-Life 2. Using the latest version of SMOD, which is included, the mod puts the player through 27 intense combat missions set in Counter-Strike: Source maps. Each map contains a unique scripted scenario which is enhanced by random scripting so that the game is never the same twice. Players will fight everything from Striders to slave Vortigaunts, plus a range of Combine enemies armed with many new weapons.

To Sum It Up...

A fast paced team strategy mod similar to a Total Conquest or Domination game-type.

Introducing new multiplayer elements that infuse an intensity and depth into an already celebrated multiplayer game-type. In addition to the portentous multiplayer content, the single player mode will immerse all types of players and offer a new perspective on counter-terrorism. You'll be on the edge of your seat...

Choose your Player Configuration & Get ready for Action!


Pirates, Vikings & Knights II includes a wide variety of features making game play exciting, fun, and even interesting for all those strategists out there. Here are just a few things you can look forward to in your PVKII experience.

  • Strategic Combat- Combat is based on an attack, block and parry system. Typically, attacking is accomplished by holding down primary fire and releasing when the player wishes. This enables the player to make slow, more powerful timed attacks, or flurries of quick attacks. Most attacks can be made in 4 directions, from the left, right, overhead and thrusting positions. Attack speed is determined too, by what weapon the player is wielding. Typically, secondary fire is reserved for blocking. You can block with a shield, or weapon if timed right. Also, if you happen to attack at just the right time that another person does, and their weapon isn’t too big to stop, then a parry is preformed where both people are broken from combat and scooted a little back from one another. After a second, they may resume combat with one another. Again, attack speed designates advantage because whoever can swing the fastest will strike first. This style of system makes swordplay and combat much more interesting and strategic for players.

  • Special Abilities- There are special abilities unique to certain classes. Take for example the Berserker, who can at anytime go berserk by activating the special function key. These are listed in the Weapons section for reference.

  • Unique Weapons- We have tried to stretch the limits of imagination within reason to come up with weapon combinations historically viable & unique, but also that would enrich game play and the players experience. These are again listed in the Weapons section for reference.

  • Healers- The addition of Healers for each team makes game play further diverse, giving a dying player a second chance.

  • Lord Classes- The addition of Lord Classes with musical instruments is a combination of a Team Leader and Musician as they would have in historical armies. In this case, the Lords are the musicians, and when they play their instruments, each team receives bonuses for all of those that stand within a certain radius or earshot of that instrument while being played. For each team it behaves differently. This also helps promote team cohesion and to move about tightly in some cases. For a more detailed explanation of this see the Weapons section under Jarl, Captain, and Lord.

  • Diverse Game Modes- We have planned out a diverse array of game modes so the player doesn’t have to keep playing through the same scenario each time. Here are a few Examples:

    Booty:
    There are chests scattered throughout the map, and each team has a base they must bring these chests to. The bases need to be enterable for the other teams (should have more than one way in - entrances may have to be made by breaking things).
    Booty Tag:
    One chest, the player who holds onto the chest scores points. Should be places to hide, and many different escape routes from the area the chest is in.
    Territory:
    One or more areas in the map that need to be held by a team to score points. These areas need to be strategically placed, and allow for more than one way of getting in.
    Pillage:
    There will be items in the map that need to be destroyed. These are protected by a team (Each team can have some to protect), and teams score points by destroying the opposing teams' item(s).
    Siege:
    One Team defends, One Team Attacks. There is usually a Goal or set of Goals associated with winning this map. Once the objectives are completed, the teams switch sides.
    Slay the Dragon:
    All three teams try to take down a giant A.I. controlled dragon. They won't work together, as they can kill each other at the same time.
    Defend:
    Each team will have their own base to defend. A.I. controlled units will be sent to each base in an attempt to destroy it. Last team standing wins.
    Assassination:
    They are out to kill your Lord! You must protect him at all costs by escorting him to a safe point in the map. Enemies try to assassinate the Lord.
    Capture the Flag:
    Capture the other Teams Banner and return it to your base. If your Banner is missing, you cannot score until your banner has been retrieved.

  • Beautiful Maps- The maps will range from Realistic European countrysides, Scandanavian Villiages, Harbors and Ship Ports, Castles, Keeps, Catacombs, Winter Landscapes, & Forests, to some not necessarily realistic maps, but fun nonetheless.

These are just a few of the things you can expect to see from the PVKII team. Just wait and see what else we can conjure up!

After a disastrous rescue attempt to free Richard G Newell, a renowned rebel scientist, Dr. Gordon Freeman awakes to find himself locked in a holding cell on a mountainside prison facility dubbed 'Rock 24'. His new mission, locate and free the rebel scientist and escape the collapsing combine prison.

  • A single player adventure featuring puzzles, action and a brand new storyline, based at an offshore prison facility.
  • New environments to explore, moving away from the traditional City 17 setting.
  • New faceposer work and voice acting.
  • An estimated hour and a half play time.
  • Custom music.
  • Custom models (well... one).
Overview of Nuclear Dawn

Pillars of incandescent fire boiled to the heavens in every direction, burning bright and dark, like the clasped fingers of God trying to enclose the world. In 2024 the proud nations of man wiped each other out in the Nuclear Dawn. Millions were incinerated instantly and hundreds of millions died within the following days.

With the human race on the brink of extinction and the whole world teetering on the edge of annihilation, we did the only thing that made sense. We kept fighting.

Old enemies of the East and West continue the war in a brutal series of skirmishes throughout the dead cities of a bygone era. The Consortium of Free States unites the survivors of the Western powers beneath a military dictatorship and relies on its Asymmetrical Warfare Division to plunder the lost artifacts of mankind’s golden age. The People’s Empire wields its elite Red Sword to check the advances of the Consortium and strike deep into the dark heart of the wastelands. Resources, relics, and hidden treasures draw both factions into an endless cycle of battle and you are on the frontlines.

Nuclear Dawn is a modification for Valve’s Source engine that combines visceral and violent First Person Shooter action with fast-paced Real Time Strategy in the aftermath of an apocalyptic war. You can choose the mission or lead the attack as a commander, marshalling resources and deploying weapons and equipment for your team to use. You can storm a building as an assault trooper, cling to the shadows and rely on your active camouflage as a stealth, or unleash terrible firepower from a powered suit of exo-armor. You have the responsibility and the power to decide the outcome of every engagement. If your opponents are lucky there will be enough of them left to bury.


On The Field

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Three distinct classes to choose from with strengths and weaknesses that will help you overpower your opponents or keep you on guard.
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A wide arsenal of weapons to deploy on the battlefield including mines, grenades, rifles, rocket launcher, and much more.
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Original environments rich with detail and perfect for a nice and bloody battle. Take the streets of a desolate Japanese city, venture into the jungle to capture the live warhead inside a Korean nuclear silo, or fight for the treasures of one of several other post-apocalyptic locales.

As a Commander

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Objective-based game play emphasizes coordinated tactics.
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The environment and physics shape your strategy. Create chokepoints, defensive positions, and blast your way through the enemy positions.
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Build a multitude of different structures to aid your team in its conquest. From a gateway that can bring in reinforcements directly to the battlefield to turrets that will pound your enemies into submission.
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Choose your team's path with an intuitive but deep technology tree.
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Secure resource points to deploy weapons and equipment to aid your team.

Nuclear Dawn brings intense team-based game play with all original content to the Half Life 2 community. We are committed to making a game that everyone will want to play and if you have any suggestions or comments we take them all seriously.

What is Project Hull-Breach? Project HullBreach is a massive modification project aiming to create a futuristic total conversion for the up and coming Halflife 2 engine from Valve Software - a unique approach to development, Hull Breach let the public participate in the design of the game which provided a great insight into what gamers did and didn't want. Our team is comprised of amateurs and professionals alike with a few famous names dotted around our core team.

Some of the basic features of the game will be :-

* Character persistence on a small scale, releasing community management code so administrators or companies can (optionally) allow account creation, persistence, skill / tech trees and more. These community sites will be given the option to link in with the main Hullbreach site allowing us to manage leagues, monitor game play, bugtrack and plenty more.
* Gravity variations within a single map allowing you to leave the artificial gravity of ships / space stations.
* A unique almost aircraft style visor based Heads up display with upgrades
* Open visor vs. closed visor game play. Players HUDS (including aiming reticle) are displayed on the players visor. A large tactical element within the Halflife Engine is the use of sound. Within an environment with breathable atmosphere the players will be able to open and close their visor at will. With the visor closed sound will be muffled however you will have a reticle and additional information displayed. Opening the visor will remove your reticle and hud information (apart from vital information displayed on the rim of the helmet) but give the player the advantage of superior audio capabilities.
* To combat the blue tack on screen type players we will implement a 'loose' aim to the guns a little like golden eye on the Nintendo 64.
Iron sights for most weapons will also be used.
* Last man standing game play is the preferred choice for a tense realism shooter but the spectator element is something people disliked. The option of noughts and crosses did cross our mind However through a stroke of genius we decided to implement a respawn system whereby dead players respawn as Covert Recon Bot (a little like the spiders from minority report), when all living players on a team are dead then the opposition will win regardless of the bots. Using the new source screen within a screen tech we will be allowing living players to view video feed from Recon players. They will also be allowed to interact with map technology (interfacing with consoles and terminals).
* Territory style is the preferred choice of map progression (along with standard map rotations as an option) whereby teams battle over a admin customisable galaxy map and attempt to take every location to win the war - holding key locations will provide access to certain powerups and weapons

Half-Life 2 Black Mesa: Source is the Half-Life 2 total conversion of the original Half-Life game. Utilizing the Source engine and its endless array of possibilities and powers, Black Mesa: Source will throw you into the world that started the Half-Life continuum and introduced Gordon Freeman to the world as a gun-toting, bullet-dodging Ph.D. in Theoretical Physics.

Black Mesa: Source was built and founded on the principle that Half-Life: Source did not do the original title enough credit, regardless of the true intentions laid out with the release of Half-Life: Source by Valve Software. Subsequently in November 2004, Black Mesa: Source was founded and set out to reconstruct the original title, giving it the new environments, models, and abilities it deserved on the Source engine. This total conversion will not require Half-Life: Source installed on your system to play, only a legitimate and working version of Half-Life 2. At the present time, Valve Software is not associated or involved with the development of this project.

Here is a small list of planned features of Black Mesa: Source:

* Redesign and overhaul of all 18 chapters, the hazard course and deathmatch levels of the original Half-Life and Half-Life DeathMatch games.
* Models now take advantage of increased polycount limits and normal mapping technology making deadly opponents and friendly coworkers appear more real.
* A completely original soundtrack and music library bringing Half-Life's themes and feelings to life in the new sounds engine built into the Source Engine.
* Artifical Intelligence that will hunt you by sight and sound.
* Normal, bump and specular maps built into textures giving flat surfaces a new, more dynamic look.
* Co-operative mode, allowing you and your friends to play through Black Mesa: Source together.
* The entire cast and characters that the world fell in love with more beauty than ever before, bringing truth to the saying, "if looks could kill..."
* A multiplayer mode allowing for deathmatch and team deathmatch experience with the complete Half-Life 1/Black Mesa: Source Aresonal at your disposal.
* A priority on gameplay and immersion factors such as sounds, functionality and interaction.
* Built by developers who's passion is seen through the quality of their work.

What is VIP Mod?

Old school Counter-Strike players will remember a gameplay mode called "assasination mode" that randomly changed a member of the CT team into a VIP. The VIP player was only allowed the pistol he spawned with as his weapon. But, he also spawned with 200 armor. The misson in this game play style was simple: "Protect The VIP Team!". The CT's were to escort the VIP to a rescue zone to win the round. The terrorists objective was to kill the VIP. If they did, the round ended no matter how many other CT's were alive.

This game play mode, maybe more so than any other, demanded team play and co-operation. It was exciting to play and was a dream for those of you in to tactics and stategies. Unfortunately this game play mode died when Counter-Strike: Source was released. Valve for some reason decided not to include it in the "Direct Port" of Counter-Strike.

In the summer of 2005, long time member of the PAF Game Community L.Duke started working on a MetaMod plugin for CS: Source that would re-introduce this game play style back into the game. The result is VIP Mod

VIP Mod brings all of the features of the original assasination game play mode from Counter-Strike to CS: Source.

The only pre-requisite to running this plugin is that you have MetaMod: Source installed on your server.

It was the mid-1980s. Ronald Reagan's America was still locked in a death grip with an inexorably fading Soviet Union. The USSR was in decline, its economy in shambles, its satellite nations growing restless, its power fading. Then the unthinkable happened: oil was discovered in Siberia... billions upon endless billions of barrels of light, sweet crude. Inside the Soviet Union, the race was on... could the limping superpower develop a revitalized oil industry in time? Or would the nation exhaust itself in the effort?

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The Seven Hour war is over. Earth, once a sprawling bastion of humanity and free life has been decimated, replaced with the tyrannical rule of the Combine. As a Civil Protection officer, you have given your life and freedom to enforce the wishes of your unseen overlords.

Your life is an unknown one. You can hardly remember more than a year back. Visions of your past come to you in your sleep, they are becoming clear... As a Civil Protection Officer, you lead your team of dedicated and talented soldiers into the depths of the Resistance Uprising, slowly uncovering the truth of the Combine. The lead Mertocop officer, Civil Officer 96, fully supports you and your squad as shining examples of the Combines elite.




You have been deployed to an old cargo ship, the Borealis, as a security officer. The days quickly become painful as an increasing number of disturbing visions invade your mind. Visions of the Old World, of The War, and of a strange man in a suit calling you from a distant organic world. You are being beckoned. Who is the Rogue Threat? Are your officers deceiving and manipulating you? How will you know when the Threat comes?

The journey of a lifetime awaits Rion.

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With online HL2DM leagues starting (CAL and Electronic Sports League being some of them), it has become obvious that it was a nightmare to start a match in smooth and sane conditions.

HL2DM Pro provides a Graphic User Interface which facilitates the setup of a match. All common match settings such as "Friendly Fire", "Weapon Stay", "Current Map/Next Map", "Time Limit" and others can be set in a very simple and efficient way. While all these settings can be decided thanks to the integrated voting system, the mod also enables a superadmin to decide on match settings.

But HL2DM Pro is not restricted to be a match management mode for HL2MP. HL2DM Pro is litteraly two games in one box cause there are two modes that you can play using HL2DM Pro :
. HL2MP original : is the game developped by Valve. The entire code from Valve has been kept as is and is just updated each time a new release is made public by Valve.
. Promod : is HL2DM MP with additional features and tweaking to make the game faster and more addictive and fun to play. Read the "Features" section for more informations on what has been added/changed for the Promod.

It's up to you to decide if you want those new gameplay settings on or not in the game. It is possible to use this mod with Valve's defaults thus just leveraging from the GUI.

Read more here.

Storyline

In the early 1950's human genetics experimentation was taking its first, tentative, steps. Amongst many other black projects, a team of British scientists working at a Infinitum Research experimental station stumbled across some remarkable phenomenon involving DNA manipulation. This led to deeper research with dangerously unpredictable results, often leading to human patients losing their lives in irresponsible and immoral experiments.

Time passed on, and by the mid 1990's the failure rate of the experiments had been reduced from 75% to a mere 15%, enough for Infinitum to move onto the next stage, Biological Light Refraction. The British team were hoping to unravel the possibilities of light manipulation to create the perfect covert military agent. Early into the new millennium, due to a gross miscalculation, a series of tests on Subject 617 led to a massive synaptic trauma leaving the patient with multiple genetic anomalies.

The subject was left in constant pain and with unstable DNA. The subject escaped captivity, killing anyone that got in its way, the I.R.I.S (Infinitum Research Intercept Squad) team have been deployed to return the subject to a maximum security Infinitum Research facility for further study and dissection. The entire project was considered a failure, all funding ceased and development was discontinued. All records and traces of the experiments were destroyed. Infinitum Research denies all knowledge of any form of human DNA manipulation but are more than happy to comment on the possibilities of cloning human organs inside suitable animal donors. It is believed that these organ cloning experiments form the main cover for their human genetic manipulation experimentation.

As the I.R.I.S team close their net around it, subject 617, known as The Hidden must turn the tables becoming the hunter instead of the hunted!

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The Battle Grounds is a mod based on the Revlutionary war in America. Features are Line Battle, cannons, huge ships, historical accurate maps and scenarios like yorktown, ticonderoga, lexington,....

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Dystopia Explained
Dystopia is a total conversion of Half Life 2 currently under development by Team Dystopia. We are a collection of dedicated and talented gamers who are creating an action packed multiplayer game. Drawing on the themes and concepts of the Cyberpunk genre and implementing ideas born out of years of gaming experience with a diligently designed gameplay system, we hope to produce the next step in online multiplayer gaming.

Dystopia places the player into tense combat situations in a high tech world spanned by computer networks. As either Punk Mercenaries or Corporate Security Forces the player will fight through the physical world to gain access, via jack-in terminals, to cyberspace.

Cyberspace is a three dimensional representation of the world's network. Inside cyberspace players will launch programs to hack into systems linked to the physical world while fighting off enemy hackers and defending critical systems. Gameplay progresses through inter-linked physical and cyberspace objectives, some are completed in either the physical world or cyberspace, others only by a well timed combination of the two.

Whether the player is a heavily augmented combat mercenary armed to the teeth with the latest in firepower, or a twitch reflex cyberdecker racing to infiltrate a cyberspace node; they'll be immersed in an action packed battle. Only through skillful use of the high tech arsenal we're making available and intelligent team play will players truly jack-in and kick ass.

D.E.A.D is still in its early stages and we are currently looking for people to fill some slots on our team. Check the status menu on the right and our team page for more information.

The Story Behind the D.E.A.D :


The undead have started to take over, the year is 2010, and what is left of the human race that are still alive have to fight in order to stay alive.
The undead goal: to rid the world of everything that is still living
The survivors goal: To survive. if they fail, all is lost! Read the full story here.

Info About the Mod :

Ever have the urge to rip someones arm off and beat them to death with it? Well were gonna give you the chance....

D.E.A.D is a Hl2 mod being created on the Source engine, were focusing on gameplay and detail, even tho the game concept itself is not very realistic we want to keep the gameplay that way. That is why were creating charectors that we feel stand out from other mods, we don't just want there to be 5 player models for each team and thats all you get, were giving you a wide selection of charectors to choose from, each who have there own lil mini profiles so you can understand a bit about them.

Game modes :

» Redemption (control areas of a level)

» Demolition (destroy enemy strongholds)

» Rescue (rescue people trapped)

About the Evolution System :

The Evolution System will be a system that allows players to learn, the more skilled a player is the better he will do in battle, so the more damage you do and goals you complete the higher your skill level will go, allowing you to gain more abilities,
such as speed, strength, medcial aid, marksmenship and many others.
That is why the game will not be round based, it will be goal based, meaning you do not win until your objectives are complete, you will continue to spawn back in until you get it right, but with every death you will lose a little of the experience you earned, as a penalty for failing.

This includes the undead team, both teams have there own set goals to complete, and each have the chance to evolve into better players, but if a zombie kills or infects a human player then that infected players goals change. Meaning you have an option, become one of the undead or kill yourself and take as many of those bastards with you as you can.

Insects Infestation concept combines combat capabilities and strategy oriented gaming. In fact, it does not only allow to shoot anybody at anytime but it emphasizes on team play tactics.

Obviously based on insects point of view, II will offer its players to choose among three different insect species such as Ants, Termites and Wasps. Each of these will have its own set of unique weapons, powers, behaviour and abilities. To add a little interest, species will be available in two main starting classes: Soldiers or Builders. Classes will eventually evolve into six distinct classes as you play, again to give even more diversity to the game.

The goal of Resistance and Liberation is to realistically portray the events and actions taken by the 82nd Airborne during their stay in Normandy. Our initial release will follow the regiments through a campaign that mimics that followed by the men themselves. The campaign will begin with players dropping into Normandy in the early hours of June 6th, with the ultimate objective of capturing the town of Sainte-Mere-Eglise. From there subsiquent maps will include missions based on locations such as Montebourg Station, La Fiere, Carentan, and other key areas.

Our approach in recreating such events is quite different than that of most standard first person games. The principal of our focus is on realism. The realism we are referring to is beyond that of Counter-Strike or Day of Defeat.

The modern battlefield has witnessed many engagements between Guerrilla and Conventional forces. Insurgency will bring these fights to an online multiplayer battlefield using Valve's Source Technology from Half-Life 2. Engage in past, present, and fictional infantry battles throughout the world. From the Balkans to Iraq to Chechnya, join as either an Unconventional or Conventional team that caters to both casual and tactical gamers.
Intense realism will keep you alert as you and your team seeks out to accomplish the mission's objectives. Specified roles are included within each Squad that make up your team's Platoon. Command and control from a 4-soldier Fireteam, to an 8-soldier Squad, up to a 32-soldier Platoon. A unique point system will ensure that online combat veterans will be rewarded for their leadership and tactical abilities so that they can rise through the ranks and command the platoon. The conventional teams are designed to cater to tactical gamers -- those who use real tactics, demonstrate leadership, and use teamwork.
Grab a hold of an RPG-7 or other weapons in the arsenal and join the fight using guerrilla tactics against the powerful enemy. Ride in a technical with a mounted machine gun, fire RPGs at enemy infantry and vehicles, or set up a machine gun to ambush the enemy. The unconventional teams are designed to cater to casual gamers -- those who use hit and run tactics, lone wolf players, and regular FPS players.
What's new in the Beta?

Map Updates:
  • Added ctf_2fort_lite by Owner
  • Added ctf_trainingday by KingNic
  • Added ctf_curved by RipeX
  • Added ctf_prisonriot by keved
  • Added ctf_export by MagicTMP & Raeven0
  • Updated ctf_map01 and renamed ctf_defrost
  • Updated ctf_ent_test and renamed to ctf_dirtwork


Features/Tweaks:
  • Added remaining HL2 weapons
  • Reduced combine ball carry count to 3
  • Increased rate of fire of pistol
  • Added scoring bonus of 5 points for capturing the flag
  • Added scoring bonus of 2 points for returning your flag
  • Added new ammo crate models
At the court of this adventure, you are Robert Muldoon, the person in charge for the safety of the park. The play will proceed in a relatively linear but very intense way replaçant you in an environment in Resident Evil which is besides one of our principal source of inspiration with regard to the "setting in situation, management of the stress and distressing environment" of the play. All will be implemented so that you start without however leaving of with dimensions phases of significant action.

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