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Explore the Year 3000 in New Half-Life 2 Mod 'From Earth'

From Earth is a new sci-fi themed Source engine modification. The game recently came out on Steam as a free mod for Half-Life 2, and so far, it has received a positive response from the community.

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Community Spotlight: Focalpoint

Half-Life Community Spotlight: Focalpoint

It has been over 15 years since Valve developed the GoldSrc engine. As a result of this, and the subsequent release of the Source Engine in 2004, there is an insane amount of community-created maps and mods out there, each showcasing amazing talent, ability and creativity.

We haven’t featured many modding projects yet on our weekly ‘Community Spotlight’ feature, so when it came to choosing a single project to feature, it was a difficult decision. However, even after completing so many different maps and mods over the years, there are always certain projects that stand out and Focalpoint by Dimitri Vujicic is certainly one of those.

Black Mesa Will See A 2010 Release

Half-Life Black Mesa Will See A 2010 Release

According to a post on the official Black Mesa Half-Life 2 mod forums, lead developer ‘natedgreat3’ claims that despite the lack of updates, the much anticipated mod will be released before 2011. Black Mesa has been in development since 2004 in an attempt to re-create the original Half-Life using Half-Life 2’s Source Engine. For those looking forward to the mod, this is great news!

Visage Teaser Released

Source

The HL2 mod “Visage” has just released its first teaser trailer and its official site. Set for release in Q4 2010, the mod looks great and we’re looking forward to seeing more of it. Check it out after the jump.

Firearms: Source Released

Source

After years in the making, the Source remake of the popular Firearms mod is available. Members from the original team along with new blood have put years of work and a re-code into this release. Find out more after the jump.

Peeling Back the Layers – Looking at Maps Differently

Source Peeling Back the Layers – Looking at Maps Differently

Many of us will have played through most of Valve’s titles and enjoyed them. When we’re wrapped up in the action or the story however, the rules of the game we’re playing are almost invisible to us.

As a level designer it often pays to take a step back and look at the purpose of the content of a level. Why things are placed where they are, what do they add to the gameplay and what can we learn from them.

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