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Deadlock

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A community for Valve’s upcoming multiplayer game, Deadlock! Share news, fan art, builds, clips and anything else. Come collect some souls with us.

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Source

A subcommunity focused to all games and mods made on the Source engine. Share news, WIPs, playthroughs, and troubleshoot your mod/Hammer with others!

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Garry's Mod

The unofficial Garry’s Mod subcommunity. Share dupes, artwork, machinima, addons and more.

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Left 4 Dead

Left 4 Dead, the most fun you can have online! Connect with other fans of the cooperative shooter game. Share mods, discuss lore, and survive the zombie apocalypse together!

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GoldSrc

A subcommunity dedicated to the GoldSrc engine. Share & discuss modding, programming, screenshots, and more. The engine is eternal!

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Counter-Strike

Counter-Strike news, guides, community content and more.

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Entropy : Zero

The official Entropy : Zero subcommunity. News, lore, fan-art and more!

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Sven Co-op

The official Sven Co-op subcommunity. Pleasing Taste, Some Monsterism.

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Source Filmmaker

The official unofficial SFM subcommunity. Share SFM and S2FM posters, animations, guides, tutorials, and more.

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Black Mesa

The official subcommunity for Black Mesa. Revisit the world that started the Half-Life continuum.

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Half-Life

Share Half-Life news and community content, including mod updates, fan art, fan films and more.

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Portal

Portal and Portal 2 news and fan content. Now you’re thinking with portals.

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Team Fortress 2

The most fun you can have online. Now as a subcommunity.

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Valve

The unofficial Valve community. For all things Steam, Source and more. Just don’t mention what comes after 2.

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LambdaGeneration

The official LambdaGeneration Community community. News, feedback and support related to our platform and LambdaBuilds.

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10 Years of Half-Life 2 (Update).

Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the Update than in the 20th anniversary version.
10 Years of Half-Life 2 (Update).

Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the Update than in the 20th anniversary version.
10 Years of Half-Life 2 (Update).

Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the Update than in the 20th anniversary version.
10 Years of Half-Life 2 (Update).

Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the Update than in the 20th anniversary version.

10 Years of Half-Life 2 (Update). Filip Victor created this mod 10 years ago that improved draw distance and lighting without affecting the art direction of Half-Life 2 and using the updates that happened between 2005-2007 of the Source Engine. Something cool to see and even one of the members of Lambda Generation, Mitch, the same Mitch from YouTube Lambda Generation, spoke well of Half-Life 2 - Update and in the 20th anniversary update of Half-Life 2, he said that the shadows are better in the…

Hello this has not relation to Valve but im just wanting to spread the word of saving this historic ship, the SS United States is one of the last of its kind, the Ocean Liners Please if you want sign the petition change.org/p/last-call-save-the-…

Back with another quiet walk-through—this time it's dod_flugplatz. Set around a German airfield, this map features 6 flags, huge sightlines, and classic hangar-based combat. MG nests, sniper duels, long flanks, and chaotic center pushes—Flugplatz was a whole experience. I’m not playing—just exploring. No HUD, no shooting—just the vibe and the layout, exactly how we remember them. Anyone else remember getting shredded crossing the open field mid-round? 😅 Or holding down the warehouse with an M…

Hello everyone. Know i am not a person that someone look to mod reviews.   (0 )(0 ). But i still want to share experience. So. Half-Life Expanded: Day One Demo.
Whole experience was pretty good. Maps looks amazing. So many details, in GoldSRC. It is beyong imaginable.
And. Other stuff other people might say and show (i have ton of screenshots of how good it looks). But i wanted to say what i think it worth talk from me.
1)Enemies.
As whole, i like panther. I like that enemies got new attack. BUT. I think bullsquid splash damage are broken. Not only bullsquids itself often placed in close quarters. And splash itself are going trought walls which was very confusing at first. Also vortigaunt ressurection and melee attack should be longer in my opinion. There some places where RNG make it unavoidable. Zombies have headcrabs jumping, which is. Cool. But they are random, you never know where you need extra shot, and where not. 
2) teleports and designs. So. There so many teleports where game just teleport enemies right inclose of you. So have have few seconds to react. Even in some places where there was enemies, they teleport now. Especially for headcrabs and vorts, if they was there as we approach (or we heard teleport as we approach) i think it would be much better. Also, cutsenes are broken if you don't approach as devs want. Env. storytelling also broken in few places. Most memorable, Bullsquids did not fight headcrabs in UC chapter. It just instantly see you and spit. Some scripts was broken for me. Also, bullsquid chase scientist just stands there and waitin in freezer.
3) Small stuff. I like interchargable weapons. Counterparts from OP4 as replacements not as new weapons is very cool idea for weapons that have same functions. But, they did something with render. And now Muzzleflashes are actually on top of models. And i like that you got overall less ammo from pickups (but cripling overall ammo is meh in my opinion)
I would send more screenshots. But 4 is a limit.
Hello everyone. Know i am not a person that someone look to mod reviews.   (0 )(0 ). But i still want to share experience. So. Half-Life Expanded: Day One Demo.
Whole experience was pretty good. Maps looks amazing. So many details, in GoldSRC. It is beyong imaginable.
And. Other stuff other people might say and show (i have ton of screenshots of how good it looks). But i wanted to say what i think it worth talk from me.
1)Enemies.
As whole, i like panther. I like that enemies got new attack. BUT. I think bullsquid splash damage are broken. Not only bullsquids itself often placed in close quarters. And splash itself are going trought walls which was very confusing at first. Also vortigaunt ressurection and melee attack should be longer in my opinion. There some places where RNG make it unavoidable. Zombies have headcrabs jumping, which is. Cool. But they are random, you never know where you need extra shot, and where not. 
2) teleports and designs. So. There so many teleports where game just teleport enemies right inclose of you. So have have few seconds to react. Even in some places where there was enemies, they teleport now. Especially for headcrabs and vorts, if they was there as we approach (or we heard teleport as we approach) i think it would be much better. Also, cutsenes are broken if you don't approach as devs want. Env. storytelling also broken in few places. Most memorable, Bullsquids did not fight headcrabs in UC chapter. It just instantly see you and spit. Some scripts was broken for me. Also, bullsquid chase scientist just stands there and waitin in freezer.
3) Small stuff. I like interchargable weapons. Counterparts from OP4 as replacements not as new weapons is very cool idea for weapons that have same functions. But, they did something with render. And now Muzzleflashes are actually on top of models. And i like that you got overall less ammo from pickups (but cripling overall ammo is meh in my opinion)
I would send more screenshots. But 4 is a limit.
Hello everyone. Know i am not a person that someone look to mod reviews.   (0 )(0 ). But i still want to share experience. So. Half-Life Expanded: Day One Demo.
Whole experience was pretty good. Maps looks amazing. So many details, in GoldSRC. It is beyong imaginable.
And. Other stuff other people might say and show (i have ton of screenshots of how good it looks). But i wanted to say what i think it worth talk from me.
1)Enemies.
As whole, i like panther. I like that enemies got new attack. BUT. I think bullsquid splash damage are broken. Not only bullsquids itself often placed in close quarters. And splash itself are going trought walls which was very confusing at first. Also vortigaunt ressurection and melee attack should be longer in my opinion. There some places where RNG make it unavoidable. Zombies have headcrabs jumping, which is. Cool. But they are random, you never know where you need extra shot, and where not. 
2) teleports and designs. So. There so many teleports where game just teleport enemies right inclose of you. So have have few seconds to react. Even in some places where there was enemies, they teleport now. Especially for headcrabs and vorts, if they was there as we approach (or we heard teleport as we approach) i think it would be much better. Also, cutsenes are broken if you don't approach as devs want. Env. storytelling also broken in few places. Most memorable, Bullsquids did not fight headcrabs in UC chapter. It just instantly see you and spit. Some scripts was broken for me. Also, bullsquid chase scientist just stands there and waitin in freezer.
3) Small stuff. I like interchargable weapons. Counterparts from OP4 as replacements not as new weapons is very cool idea for weapons that have same functions. But, they did something with render. And now Muzzleflashes are actually on top of models. And i like that you got overall less ammo from pickups (but cripling overall ammo is meh in my opinion)
I would send more screenshots. But 4 is a limit.
Hello everyone. Know i am not a person that someone look to mod reviews.   (0 )(0 ). But i still want to share experience. So. Half-Life Expanded: Day One Demo.
Whole experience was pretty good. Maps looks amazing. So many details, in GoldSRC. It is beyong imaginable.
And. Other stuff other people might say and show (i have ton of screenshots of how good it looks). But i wanted to say what i think it worth talk from me.
1)Enemies.
As whole, i like panther. I like that enemies got new attack. BUT. I think bullsquid splash damage are broken. Not only bullsquids itself often placed in close quarters. And splash itself are going trought walls which was very confusing at first. Also vortigaunt ressurection and melee attack should be longer in my opinion. There some places where RNG make it unavoidable. Zombies have headcrabs jumping, which is. Cool. But they are random, you never know where you need extra shot, and where not. 
2) teleports and designs. So. There so many teleports where game just teleport enemies right inclose of you. So have have few seconds to react. Even in some places where there was enemies, they teleport now. Especially for headcrabs and vorts, if they was there as we approach (or we heard teleport as we approach) i think it would be much better. Also, cutsenes are broken if you don't approach as devs want. Env. storytelling also broken in few places. Most memorable, Bullsquids did not fight headcrabs in UC chapter. It just instantly see you and spit. Some scripts was broken for me. Also, bullsquid chase scientist just stands there and waitin in freezer.
3) Small stuff. I like interchargable weapons. Counterparts from OP4 as replacements not as new weapons is very cool idea for weapons that have same functions. But, they did something with render. And now Muzzleflashes are actually on top of models. And i like that you got overall less ammo from pickups (but cripling overall ammo is meh in my opinion)
I would send more screenshots. But 4 is a limit.

Hello everyone. Know i am not a person that someone look to mod reviews. (0 )(0 ). But i still want to share experience. So. Half-Life Expanded: Day One Demo. Whole experience was pretty good. Maps looks amazing. So many details, in GoldSRC. It is beyong imaginable. And. Other stuff other people might say and show (i have ton of screenshots of how good it looks). But i wanted to say what i think it worth talk from me. 1)Enemies. As whole, i like panther. I like that enemies got new attack. BUT…