Map a Dream competition results on their way...
Check out Creating caves using Displacements, our newest tutorial!
Welcome, Goliathalexpet, our newest member!
Its here!
Half-Life: Uplink Extended version 1.1!
My personal remake of the original Uplink, also known as the Half-Life Demo. I did this remake because i really enjoy the original Uplink. First: it is the
first "Half-Life" i've ever played. Second: I just love the atmosphere and its simple
storyline. Since im a mapper, i always look at other people mapping. In this
case: Valve's mapping. So i decided to make my own version of
HL: Uplink with the addition of more interesting looking architecture and a high level of detail. Gameplay and entity work is still
pretty much the same, but maintain Valve's original style of architecture, but only to make it look more interesting. There are a couple of changes here and there. I hope you're
ok with that. And trust me, everything is build from scratch by me! So, if you enjoyed
the orginal Uplink, you gotta love my remake. ;-)
Check out the Readme file for more information.
Tip: Don't waste your ammo! Ammo clips and mp5 give you less ammunition then normally.
IMPORTANT! This mod is best played without the HD pack that came with Blue Shift. So, play this with the default LD models.
ENJOY! :D
Bigger screenshots:
http://www.themightyatom.nl/projects/uplink_ext/u
plink_ext1.jpg
http://www.themightyatom.nl/projects/uplink_ext/u
plink_ext2.jpg
http://www.themightyatom.nl/projects/uplink_ext/u
plink_ext3.jpg
http://www.themightyatom.nl/projects/uplink_ext/u
plink_ext4.jpg
http://www.themightyatom.nl/projects/uplink_ext/u
plink_ext5.jpg
http://www.themightyatom.nl/projects/uplink_ext/u
plink_ext6.jpg
http://www.themightyatom.nl/projects/uplink_ext/u
plink_ext7.jpg
Review later though, gotta go to work! ;)
Dude!
Gordon opens his eyes. He's in a corridoor. The ambience of destruction all around him. Taking a few careful steps forward, he runs back as the roof bends and cripples over him. The stress from the aerial bombings are too much for the old lab.
Edging forward, expecting the worst, he notices a security guard and a scientist talking animatedly. Coming closer he discovers that the blast door can not be opened without the signal code transmitting.
Only a fool would go down there to re-align the transmitter.
Both scientist and guard turn to look at Gordon.
What a mod. I mean really. The level of detail is astounding. From architecture to little items, everything has been made with the upmost care and precision (spade in the dirt, medical dripper above the cot etc)
The gameplay is very difficult (on hard mode, anyways) but not to the point that it seperates from the fun.
The ambient sound and atmosphere created in every location is inspired, and they bring the place to life.
Custom code and monsters are all very good, as well as the way they are implemented (like a berzillion scripts :D) all, again, very well made.
Also, a special mention to the sewery area, with all the grunts getting brutally torn appart by monsters. Fantastic.
Now onto the very few negative points.
1) a few of the scripts are a bit buggy. Specifically the hound-eyes before the Garg. One of them doesnt move and is invincible.
2) occasionally (VERY OCCASIONALY) there are a few mis-aligned textures, but not enough to distract the player. I was looking for bugs and was impressed to find so few.
3) I threw all my nades and rockets at the garg and it didnt die :S
4) too short!
----------------------
Overall, simply astounding. Download this now.
Shovel looked dodgy where the slaves were buried.
I did not experience any invincible Gargs or Houndeyes so it was fine.
Great scripts and what nots...A bit short but hey it had quality written all over it.
Never had problems with the houndnyes though. Must be temporary... Don't know.
I know about the shovel, but you know that the HL engine always screwes up brushes that are placed like that.
Ill place some more weapons to kill the garg with in an upcoming update.
- He reloads his gun after firing 17 shots.
- He has shell cassings.
This is actually the first custom map I've ever felt that "feels" like the real half-life - I mean, if someone told me valve made this yesterday I'd buy it anyday.
Gameplay - well, it's the same as uplink, what can I say? Very well executed. Scripting was awesome, especially at the Gargantua fight. NPC Sequences all worked well without any problems.
Brushwork - extraordinary. It was so good I didn't even notice it, too busy fighting zombies, headcrabs, grunts and whatnot - but when you actually examine the surroundings it becomes clear that everything has been done with utmost care. The "broken" laboratory was probably my favourite.
Lighting - as good as it gets, really. No room for improvements, anywhere. Just excellent.
Any cons?.. not that I can think of. A 5, without a trace of doubt.
After the Garg finished it's scripts, it just stood there. I even ran and jumped into it, but it didn't move at all.
That was pretty much the only problem I encountered though, so still, amazing job. Puts Valve to shame ;)
I could have made the garg scene longer, but i came very close to the max entities a map can have...
Hunter said he had some problems with the houndeyes in the hallway to the destroyed lab... The houdneyes are supposed to follow their scripted sequences as soon as the houndeyes spots the player (trigger condition: see player, mad at player).
Did that work well for you?
2 things:
- if you hurry to get to the gargantua scene there are 2 of them ^^"
(which causes a conflict and they block each other)
- the messages say "DEMOTXT" all the time ^^ ?
Yeah, im aware of that... Ill fix that soon. :)
"- the messages say "DEMOTXT" all the time ^^ ?"
Hmmm, are you sure are using my titles.txt file and that is is placed in the uplink_ext folder? Im pretty sure you have, since its in the zip... It looks like it works for everyone else though...
My jaw was open the entire way I played through it, which probably explains the puddle of drool on my desk right now. I skipped lunch playing it, and I don't even feel hungry right now.
I noticed a lot of improvement over the original Valve mapping, and I am just astonished by how much better they are.
However, I did notice that I cannot kill the Garg, which is fine. I just moved on from that point after I shot him with all my RPG and grenades.
I also noticed the houndeye in the hallway leading up to the broken laboratory room. I think the houndeye is probably stuck in the floor brush, and that's why it cannot move. I don't think it's a scripting problem.
I am making a link to this map from my GamingParents site. It's just too beautiful to pass up.
http://www.themightyatom.nl/projects/uplink_ext/h
oundeyes.wmv
Strange indeed.
- Run this mod under vanilla Half-Life, not Steam
- Be sure to have vanilla Half-Life 1.1.1.0 running.
Ill place the houndeyes higher above the ground in the next update. Maybe that fixes it.
All these SP mods change Hl1 in Steam to the actual mod. While they are installed you cant play HL1 until they are removed. Ill place them in now. :)
I did what Muzzle said above, and there's no problem.
but, now let me just tell you everything bad
- massive face spliting where the pipes meet the walls at that part where they come out of the ground
- some wierd face spliting elsewhere
- that big room felt very open
- when you get to use the gun the grunts don't really like to come around the corener (script it maybe?)
- two gargs error (which I liked, because you never see two gargs, even if it was an error)
- rocket lauchers useless because you don't have to kill the gargs.
- at that part before there where the vent falls, it took me about 10 minutes to figure the underside of the vent was open, you should make a few smaller holes in the top or side to show this to the player
- you could shoot the gman
+ awesome fun
+ much more ciematic then the original
+ uber scripted
+ good combat
+ good choice and giving of weapons
+ I got killed by the exploding coke machine
+ enough explosives
+ excelent architexture and design, I especially loved the part with the pipes coming from the ground, I was working on something like that for my current map and you had that one perfect. I have quite the affection for things that either make the world seem big or deep in this case. Concrete structures really give the player the sense that there is far more to the world then the path they are on, quite unlike locked doors, which seem really arbitrary
I like the realistic stuff in the game.And also the first soda machine as well ;)
Ill try to fix them in the upcoming update. :)
I say: O M G !
This was pure perfection. The one of the quintessential achivements of a member here on TWHL.
I really loved how you kept to the Hl1 theme. Monsters were placed accordingly, and classic headcrap placement in vents! (you fall a small way through a vent, and theres a headcrab! :) )
THe brushwork was astounding. Bevelled corners, holes in the walls, Broken crates, the wrecked wall from teh monster was awsomeness (I forget its name XD)
Scripted sequences was amazing. I dont know how you got the scientists to say what you wanted, but it was awsome!
I loved the G-man in the window, and he runs when the monster attacks. Awsomeness.
Great battles, great Hl1 theme, There are so many more pros I cant remember them all! If I remember some more Ill post them !
Problems: The monster (I think stated above) that screeches and resembles a dog a bit (sorry I really dont remember the Hl1 enemies names) was invincible.
In the beginning I felt I was running out of ammo too quickly. Not really a bad thing, but thought I should mention it.
The rail on the stairs in the warehouse in the beginning with the conveyer lift was a func_brush with collision off or something because I clipped through it.
When you activate the relay to the UNSC or whatever, when the grunts cut through the door they remain idle for quite some time before attacking.
Thats about all the problems :)
Some other comments:
Loved the scene when the monster walks, the rooms shaking, and the vent falls. Also liked how you planned entering the vent.
The rocket grunt challenge was fun too. Really awsome!
Good lord this was amazing! Im going to spread this all over the internets!!!1111
All in all 6-8 stars, but alas I can only give 5 so :(
Oh and BTW, A W S O M E !
However, these are all small problems in comparison to all the awesome stuff you did with the mod (I especially liked the custom zombies you threw in), and your mapping was top notch, even if it didn't always introduce something new, so it deserves all the stars it can be given.
Its surprises me that more people seem to have problems with the Houndeyes... Maybe the trigger condition and trigger target are buggy or something.
Be sure to replay this mod when the update is released!
The most impressive part was probably the final sections with the Garg room, although there was a problem with the fallen platform. It seemed to be a func_illusionary with rendermode=solid, and the railing seemed to be a part of that entity, making a "null" trim in the platform)
As others have said, the outside areas with containers looked more or less the same. Those places where you can see the skybox's horizon are something you could tweak with more cliffs or taller concrete blocks.
Everything else seemed to be better and full of eye candy.
I didn't get to play the whole thing the legal way, because I used impulse 101 out of frustration in the container areas. Not enough ammo for me :'(
The only other thing that needs fixing IMO is the way the dome breaks when the grunts rappel inside. The brushes are nulled in the sides and the dome looks paper-thin! :D
Good job. It would be great to see more SP maps from you in the future.
The problems I found were:
The grunts didn't move when I got on the gun, but when I died and spawned back there they did.
The grunts in the next area didn't kill the scientist.
The Zombie which carries the scientist and the barney was bugged, The scintist was too far behind it and the barney was dead on the ground.
Thats the only things I saw, everything else worked perfectly.
So yeah, I want to see more already! :D
I also sneaked behind the soda machine in the beginning (quickly through the steam to minimize damage) and got a lot of ammo. Maybe that's why I didn't run out of ammo.
For the crates part, I used grenades to kill most of the grunts below. I also used grenades to kill almost all the grunts on the other side of the mounted machine gun bunker.
As for the fallen vent, I realized that I had to crouch-jump into the vent, but it took me six or seven tries to do so. Maybe you can alter the brush a little bit near the vent entrance so players do not become frustrated at trying.
*Hint* Press E on the red thing
i.e. the scene where they come through the metal door. I could just stand in the corner await their appearance and shoot them coming in and they didnt do a thing. ^^
What i really don't understand is that you say the grunts don't come around the corner as soon as you fire the mounted gun. Because they do for me! Same goes with the Houndeyes being frozen. Works fine for me too. I don't really know how to fix that.
Anywhoo, ill try to fix as many things i possibly can in an upcoming update. :)
0006rj9.jpg
I could jump over.. might wanna fix that Muzz.
Also, I had to retry 'the dome' part about 8 times!!
That gas hurts... With fully use of the health give thingy I had 75 hp and I died 8 times by that gas in 2 like.. touches
Really got on my nerves, so I just noclipped to get passed that gas.
Other than that, lovely mod Muzz. 5 stars. :)
How did you get over that wall in the screenshot?
Thanks Exos. :)
The upcoming update will fix a lot of known bugs. :) Its gonna take a while.
here: http://rapidshare.com/files/274916/error.rar.html
.
As for the rest of Uplink Extended, essentially it's the same as Uplink, and I still see no point in recreating it with a higher level of detail. While playing, I hardly noticed any difference in the experience. That's both the good and the bad point about it: you captured the Uplink feeling pretty well, and at the same time you didn't add anything to it.
I think this is something few mappers grasp, and I believe it's one of the things that make the difference between a level-designer and a mapper, or content creator. I see this as a typical example of a mappers recreation. It's recreated as it was, with some relatively minor changes. It's not recreated in the spirit of the original, it does not try to be what the original represented. It just tries to be the original, with some polished edges and some more polies.
And rounded corners where you'd least expect them to be. ;)
I can go on on a long rant about the importance of details in relationship to the whole, but I guess you already know what I'm going to say. And don't get me wrong, it's a nice mappack, and I applaud your motivation and the fact that you finished it. :)
That the whole point, CP. THAT was exactly my primary goal. And i succeeded, i don't care about the rest. :)
It was when I finally returned to the lab that I spawned at the beginning of the game. You know, the large room in the screenshot with Barney and the scientist.
I could hear some vortigaunts behind the door, so I just tossed some nades to get rid of them before they had a chance to zap me.
I know I've said that before and not done it but this truely seems awsome
P.S. I know this is probably a noob question but at the end, how did you get those spinning wheels to move with the elevator?
Check out my maps for an example map.
To call the elevator, you must use the lever in the security room (security override). After pulling the lever, the button that calles the elevator will be active. Try that part again. :)
Last time I forgot to pick up the shottie in the closet. I figured it out this time. Very cool :) Probably the reason I had an ammo problem the first time around.
I did experience some weird glitches this time around:
The elevator glitch still occured. I hit the switch in the security room (1st time around, and 2nd) and hit the elevator button, but it would not come up. I hit it about 10 times, then went back, killed the monster with the rockets, then came back, hit the button and it worked! :)
Also, when I returned to the main room displayed in the screenie, when I talked to barney, all his responses were said 10 times faster. It was like someone fast-fowarded his speech! Scared the hell out of me when I spoke to him :)
Oh, and at the end where the huge monster (please forgive me, I dont know HL1 monsters names :( ) attacks barney, and the scientists, he did not come after me the first time I ran through the map. Second time he did come after me though.
It was even more fun the second time around! :) You really should show Valve this. Maybe they will post it on Steam :)
851134HL.JPG
maybe something with the DLLs you put in there?
well I deleted the liblist.gam and it worked fine again.
The correct installation of HL:UE is as followed:
Open the zip. Copy the entire folder named uplink_ext to your Half-Life root directory (C:SierraHalf-Life by default). Don't copy each file into your valve folder!
Its out of the question that my singleplayer mod can screw up your entire HL installation, if installed correctly. So im pretty sure this is not caused by my mod.
Perhaps i should make somekind of autoinstaller or a selfextracting exe utility, to ensure my mod is installed correctly.
Also, there will be many fixes in the upcoming update. I found out why the houndeyes were getting stuck in the floor. Their boundarybox was the problem. :)
I never played the original Uplink, but this feels very stock HL to me--but nicer--, so I know you held true to the original. Seamless scripting and triggers make this map a lot of fun to play. Visually very nice in parts, but the original architecture still permeates much of the map, which is pretty much my only complaint for the mod. But, your trying to hold true to the original, so this is acceptable.
Though I must say I agree with Captain P about revisiting old ground, I also belive any mapping that you can get exited about doing is good, and of course every new map you make makes you more efficient at the whole process. I'm sure you learned some new stuff/honed your skills on entity setups rebuilding this map!!1(I would love to decompile some of them to see how certain things were done exactly :))
I really need to play the original sometime so I can fully appreciate the differences :)
++superb scripting of NPCs and monsters (I didn't experience the sripting errors others mentioned)
+superb event triggers and sequences
++seamless work, very clean
+Nice architecture and Nice detail in places, but still very HLish style
Excellent work!
Misc bugs I noticed:
-Before the Grunt closes the big door in the big room, you can see it intersecting the wall--which is strange becuase the door seems to be much thinner than the wall :puzzled:
-Someone else mentioned the shovels...not the most sophisticated architecture. I can see no reason why they should look that way if you use HLFix--don't you? Not at all a huge deal. Plus you can see empty space behind the little pile of dirt. /nitpick
-If you "save" the grunt from the barnacle--right after under the pipe in the toxic waste--he blocks your path from continuing, and you can't kill him.
The upcoming version 1.0.1. will contain many little bug fixes and tweaks. :)
Imo it's an absolutely essential tool for detailed architecture to look right.
Though you do extrordinarily well without it, you're really limiting what you can do in terms of certain types of architecture by not using it.
I'm sure you say to yourself all the time: "this looks great in hammer, but I know how bad the compile will fuck it up, so I'll just do it another way..."
HLFix ftw!!1
PM NinjaGrinch maybe--he taught me everything I know about HLFix...
Did you encounter any other little bugs like the elevator not coming up or houndeyes being stuck in the floor?
Stay tuned for a big ass update, soon to be released! :D
Seriously though, with all the other stuff you have going on, I shouldn't (and don't) expect this to be top priority.
I've played through the whole mod, and... WOW... It belongs in a museum... The scripted sequences were OMG... I remember (I played this a while ago) the zombie pulling the grunt, you know, on the top of the ladder...Man...
Great Great Great: 20 stars, nicely rounded to 5
All of the maps had interesting Architecture, very good sequenceing, and really good sentances, the map deffinetly deserves a 5 star. I also liked how you make the player go back to the previous levels, cause during one part of those when an alien slave teleported in, it spooked me. The thing I liked the most was your elevator, cause it looked really good but the parts that made me like it most was the rollers on it, also how they moved with the elevator. The only glitch I found was when you get out of the vent to turn the security overide on, before you goto the elevator, the cabinets that are a pushable, if you them it with the crowbar, it has a glass damage texture.
Other then that, it still gets its 5 stars like I said.
Uh, i have too many projects going on. :P
You should have this in the end:
C:Program FilesSierraHalf-Lifeuplink_ext
i cant use C drive because its full, is this the problem? Does it HAVE to be in C:program files?
why cant i ever get a single mod to work :/
however 3 other mods, including this one, i have not been able to install successfully. However, i dont see any reason why any of them should act differently
When you open the zip, you see a folder called uplink_ext.
Copy that folder to your Half-Life folder.
MAKE SURE YOU HAVE ENOUGH DISKSPACE.
It doesn't matter where Half-Life itself is installed.
"C:/ProgramFiles/Steam/Steamapps/<steamname>/half
-life/uplink_ext"??
That could be most of the bugs aswell, like the splash screen only works in Half-life Retail (you need resources for a Steam version)
- OR
I have Half-life Retail installed in
"C:/Sierra/Half-life"
Some other people could have it installed there also (its the default install)
But really, this mod is tied with "life's end" as my favorite mod. The architexture was great, i had to reload because i missed what the scientist said, because i was marveling at the architexture ;)
Gameplay was awesome, amazing use of scripted sequences.
The part where you could see the garg through the hole in the wall, made me shiver. Pure awesomeness, as was the garg fight scene.
The parts where the cieling supports broke, or something fell, were amazing, i cant imagine how much time it took to do that
Muzzleflash FTW
***** five stars
EDIT: After some noclipping a while back, I noticed that it was just really dark back there, the background wasn't black.
Also the room after the elevator... WHATS UP WITH THAT? 'to be continued'...
piss me off! Wanted it longer!
I'd rate it 5 stars again, but that bug seems to have been taken away.
The original version of UE was terrific, but this... just wow.
A few things:
1. Why the red blood for the zombie bodies (not crabs, though) Did they have red blood in HL2, and everyone is taking that as an example for their code, or what? I'm starting to get confused by this trend.
2. Button on crate? :\ What did it even do?
3. I was a bit confused by the elevator part in 1.1- I thought you had to climb up the cable after it stopped, then I fell down the shaft.
Overall, I loved 1.1, even better than 1.0. I hope more levels follow soon. Can we get particle effects and such for version 2.0, perhaps?
and I happen to have a copy. :)