CJAIME01345

CJAIME01345

@gordonfreemancity

A fan of Half-Life and other VALVe games.

Joined 1 Apr 2024
City 17
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I didn't play Infinite Finality & Project Borealis because I'm not interested, but I was interested in Interlude, and I finished the Interlude Demo when it was released (December 25, 2024).

1 - Development: Interlude has been in the works for a few years by PegaXing, LucaBuca2000 and others, inspired by VALVe (This means playtesting and fun for the player). 2024 was the year for Interlude, trailer videos on YouTube, art for the game defined (Gordon looking at you holding the Gravity Gun and the HEV Suit a little broken with a snowy scenery behind). The Interlude demo was released at Christmas, I even finished the demo and I'm not afraid to say that Pega Xing is a Santa Claus who gave us a Half-Life 3 as a gift;

2 - Half-Life (Interlude): What can we expect from Interlude in the future, snow maps and the connection with Half-Life - Alyx (When we start the game, there is already a reference to Half-Life - Alyx), the music uses the idea of ​​snow and some songs have Vortigaunt sound effects. I found the enemy positions and the difficulty a bit challenging even on normal (Or maybe it's something else). The snow seems to be a bit better than the snow on the Kalt map from Day of Defeat (Source).

3 - Open Your Heart: PegaXing created a new intro, bringing the idea of ​​the previous intros to how VALVe worked.

4 - Credits:
Image 1: My screenshot from Interlude;
Image 2: Art by LucaBuca2000;
Image 3: My screenshot from Day of Defeat (Source).
I didn't play Infinite Finality & Project Borealis because I'm not interested, but I was interested in Interlude, and I finished the Interlude Demo when it was released (December 25, 2024).

1 - Development: Interlude has been in the works for a few years by PegaXing, LucaBuca2000 and others, inspired by VALVe (This means playtesting and fun for the player). 2024 was the year for Interlude, trailer videos on YouTube, art for the game defined (Gordon looking at you holding the Gravity Gun and the HEV Suit a little broken with a snowy scenery behind). The Interlude demo was released at Christmas, I even finished the demo and I'm not afraid to say that Pega Xing is a Santa Claus who gave us a Half-Life 3 as a gift;

2 - Half-Life (Interlude): What can we expect from Interlude in the future, snow maps and the connection with Half-Life - Alyx (When we start the game, there is already a reference to Half-Life - Alyx), the music uses the idea of ​​snow and some songs have Vortigaunt sound effects. I found the enemy positions and the difficulty a bit challenging even on normal (Or maybe it's something else). The snow seems to be a bit better than the snow on the Kalt map from Day of Defeat (Source).

3 - Open Your Heart: PegaXing created a new intro, bringing the idea of ​​the previous intros to how VALVe worked.

4 - Credits:
Image 1: My screenshot from Interlude;
Image 2: Art by LucaBuca2000;
Image 3: My screenshot from Day of Defeat (Source).
I didn't play Infinite Finality & Project Borealis because I'm not interested, but I was interested in Interlude, and I finished the Interlude Demo when it was released (December 25, 2024).

1 - Development: Interlude has been in the works for a few years by PegaXing, LucaBuca2000 and others, inspired by VALVe (This means playtesting and fun for the player). 2024 was the year for Interlude, trailer videos on YouTube, art for the game defined (Gordon looking at you holding the Gravity Gun and the HEV Suit a little broken with a snowy scenery behind). The Interlude demo was released at Christmas, I even finished the demo and I'm not afraid to say that Pega Xing is a Santa Claus who gave us a Half-Life 3 as a gift;

2 - Half-Life (Interlude): What can we expect from Interlude in the future, snow maps and the connection with Half-Life - Alyx (When we start the game, there is already a reference to Half-Life - Alyx), the music uses the idea of ​​snow and some songs have Vortigaunt sound effects. I found the enemy positions and the difficulty a bit challenging even on normal (Or maybe it's something else). The snow seems to be a bit better than the snow on the Kalt map from Day of Defeat (Source).

3 - Open Your Heart: PegaXing created a new intro, bringing the idea of ​​the previous intros to how VALVe worked.

4 - Credits:
Image 1: My screenshot from Interlude;
Image 2: Art by LucaBuca2000;
Image 3: My screenshot from Day of Defeat (Source).

I didn't play Infinite Finality & Project Borealis because I'm not interested, but I was interested in Interlude, and I finished the Interlude Demo when it was released (December 25, 2024). 1 - Development: Interlude has been in the works for a few years by PegaXing, LucaBuca2000 and others, inspired by VALVe (This means playtesting and fun for the player). 2024 was the year for Interlude, trailer videos on YouTube, art for the game defined (Gordon looking at you holding the Gravity Gun and the…

Spy Strider. A Team Fortress 2 spy as if he were a Strider from Half-Life 2 and Half-Life Alyx.

Art 1: lolikplay7
Art 2: Ted Backman
Spy Strider. A Team Fortress 2 spy as if he were a Strider from Half-Life 2 and Half-Life Alyx.

Art 1: lolikplay7
Art 2: Ted Backman

Spy Strider. A Team Fortress 2 spy as if he were a Strider from Half-Life 2 and Half-Life Alyx. Art 1: lolikplay7 Art 2: Ted Backman

scream2
baf2
gmanlol2
This was a triumph.
I'm making a note here:
HUGE SUCCESS.
It's hard to overstate
my satisfaction.

This is Motorsport Images, a photo agency and look at the symbol they use... Speechless, we've seen this symbol before.
This was a triumph.
I'm making a note here:
HUGE SUCCESS.
It's hard to overstate
my satisfaction.

This is Motorsport Images, a photo agency and look at the symbol they use... Speechless, we've seen this symbol before.

This was a triumph. I'm making a note here: HUGE SUCCESS. It's hard to overstate my satisfaction. This is Motorsport Images, a photo agency and look at the symbol they use... Speechless, we've seen this symbol before.

aperture6
On February 18, 2025, VALVe released the SDK for other VALVe Source Games 2004-2007 (CSS, DODS, HL2DM & TF2). In TF2, allowing SourceMods (TF2C, OF & PF2) to have a chance to have a Steam page. But I wanted Open Fortress (I accept TF2C on Steam because it is already known and is good in itself but if it has OF, I would accept it because I believe that OF is a great SourceMod, while TF2C is the TF2C reimagined between 2008-2009.
On February 18, 2025, VALVe released the SDK for other VALVe Source Games 2004-2007 (CSS, DODS, HL2DM & TF2). In TF2, allowing SourceMods (TF2C, OF & PF2) to have a chance to have a Steam page. But I wanted Open Fortress (I accept TF2C on Steam because it is already known and is good in itself but if it has OF, I would accept it because I believe that OF is a great SourceMod, while TF2C is the TF2C reimagined between 2008-2009.
On February 18, 2025, VALVe released the SDK for other VALVe Source Games 2004-2007 (CSS, DODS, HL2DM & TF2). In TF2, allowing SourceMods (TF2C, OF & PF2) to have a chance to have a Steam page. But I wanted Open Fortress (I accept TF2C on Steam because it is already known and is good in itself but if it has OF, I would accept it because I believe that OF is a great SourceMod, while TF2C is the TF2C reimagined between 2008-2009.
On February 18, 2025, VALVe released the SDK for other VALVe Source Games 2004-2007 (CSS, DODS, HL2DM & TF2). In TF2, allowing SourceMods (TF2C, OF & PF2) to have a chance to have a Steam page. But I wanted Open Fortress (I accept TF2C on Steam because it is already known and is good in itself but if it has OF, I would accept it because I believe that OF is a great SourceMod, while TF2C is the TF2C reimagined between 2008-2009.

On February 18, 2025, VALVe released the SDK for other VALVe Source Games 2004-2007 (CSS, DODS, HL2DM & TF2). In TF2, allowing SourceMods (TF2C, OF & PF2) to have a chance to have a Steam page. But I wanted Open Fortress (I accept TF2C on Steam because it is already known and is good in itself but if it has OF, I would accept it because I believe that OF is a great SourceMod, while TF2C is the TF2C reimagined between 2008-2009.

tf23
Team Fortress 2 has an SDK, now I will make a theory (MAY OR MAY NOT HAPPEN):

Years ago, Team Fortress 2 Classic (A reimagining of TF2 between 2007-2009 with new maps/weapons), Pre-Fortress 2 (Based on the 2006 version of TF2) and Open Fortress (TF3 as a Shooter-Arena taking place sometime in the 1970s) appeared. With this SDK, these SourceMods will probably be released on Steam (Workshop/Steam Cloud etc). I'm in favor of this (If someone is against it, I respect their opinion).
Team Fortress 2 has an SDK, now I will make a theory (MAY OR MAY NOT HAPPEN):

Years ago, Team Fortress 2 Classic (A reimagining of TF2 between 2007-2009 with new maps/weapons), Pre-Fortress 2 (Based on the 2006 version of TF2) and Open Fortress (TF3 as a Shooter-Arena taking place sometime in the 1970s) appeared. With this SDK, these SourceMods will probably be released on Steam (Workshop/Steam Cloud etc). I'm in favor of this (If someone is against it, I respect their opinion).
Team Fortress 2 has an SDK, now I will make a theory (MAY OR MAY NOT HAPPEN):

Years ago, Team Fortress 2 Classic (A reimagining of TF2 between 2007-2009 with new maps/weapons), Pre-Fortress 2 (Based on the 2006 version of TF2) and Open Fortress (TF3 as a Shooter-Arena taking place sometime in the 1970s) appeared. With this SDK, these SourceMods will probably be released on Steam (Workshop/Steam Cloud etc). I'm in favor of this (If someone is against it, I respect their opinion).
Team Fortress 2 has an SDK, now I will make a theory (MAY OR MAY NOT HAPPEN):

Years ago, Team Fortress 2 Classic (A reimagining of TF2 between 2007-2009 with new maps/weapons), Pre-Fortress 2 (Based on the 2006 version of TF2) and Open Fortress (TF3 as a Shooter-Arena taking place sometime in the 1970s) appeared. With this SDK, these SourceMods will probably be released on Steam (Workshop/Steam Cloud etc). I'm in favor of this (If someone is against it, I respect their opinion).

Team Fortress 2 has an SDK, now I will make a theory (MAY OR MAY NOT HAPPEN): Years ago, Team Fortress 2 Classic (A reimagining of TF2 between 2007-2009 with new maps/weapons), Pre-Fortress 2 (Based on the 2006 version of TF2) and Open Fortress (TF3 as a Shooter-Arena taking place sometime in the 1970s) appeared. With this SDK, these SourceMods will probably be released on Steam (Workshop/Steam Cloud etc). I'm in favor of this (If someone is against it, I respect their opinion).

So guys, I'll tell you a story, I was waiting for a 20th anniversary update of Source Engine/Half-Life 2 (and it happened). When this happened: 4K for Half-Life 2 documentary/wallpapers, HDR Fix, ''Very High'' shader support for a... ''Cubemap Lighting'' (made static shadows a bit soft), expansions included in Half-Life 2, and developer documentary on Half-Life 2. When this happened, only Half-Life 2, Portal/CSS/DODS/TF2 didn't use this version (they still ran fine even with the 20th anniversary of Half-Life 2 compared to the GoldSrc engine, which is all connected to the Half-Life engine and each major update breaks other titles that appear in the Half-Life folder). I can't believe it took VALVe engineers 3 months to get the SDK into these 2004-2007 games (as of 2008, VALVe games use their own versions of Source Engine/Source 2 with their own menus, UI and tools). Even so, I saw a video from ''Water CS2'' talking about the update of VALVe's Source 2004-2007 catalog, now, congratulations to the Source Engine engineers. 

The images are from VALve games.
So guys, I'll tell you a story, I was waiting for a 20th anniversary update of Source Engine/Half-Life 2 (and it happened). When this happened: 4K for Half-Life 2 documentary/wallpapers, HDR Fix, ''Very High'' shader support for a... ''Cubemap Lighting'' (made static shadows a bit soft), expansions included in Half-Life 2, and developer documentary on Half-Life 2. When this happened, only Half-Life 2, Portal/CSS/DODS/TF2 didn't use this version (they still ran fine even with the 20th anniversary of Half-Life 2 compared to the GoldSrc engine, which is all connected to the Half-Life engine and each major update breaks other titles that appear in the Half-Life folder). I can't believe it took VALVe engineers 3 months to get the SDK into these 2004-2007 games (as of 2008, VALVe games use their own versions of Source Engine/Source 2 with their own menus, UI and tools). Even so, I saw a video from ''Water CS2'' talking about the update of VALVe's Source 2004-2007 catalog, now, congratulations to the Source Engine engineers. 

The images are from VALve games.
So guys, I'll tell you a story, I was waiting for a 20th anniversary update of Source Engine/Half-Life 2 (and it happened). When this happened: 4K for Half-Life 2 documentary/wallpapers, HDR Fix, ''Very High'' shader support for a... ''Cubemap Lighting'' (made static shadows a bit soft), expansions included in Half-Life 2, and developer documentary on Half-Life 2. When this happened, only Half-Life 2, Portal/CSS/DODS/TF2 didn't use this version (they still ran fine even with the 20th anniversary of Half-Life 2 compared to the GoldSrc engine, which is all connected to the Half-Life engine and each major update breaks other titles that appear in the Half-Life folder). I can't believe it took VALVe engineers 3 months to get the SDK into these 2004-2007 games (as of 2008, VALVe games use their own versions of Source Engine/Source 2 with their own menus, UI and tools). Even so, I saw a video from ''Water CS2'' talking about the update of VALVe's Source 2004-2007 catalog, now, congratulations to the Source Engine engineers. 

The images are from VALve games.
So guys, I'll tell you a story, I was waiting for a 20th anniversary update of Source Engine/Half-Life 2 (and it happened). When this happened: 4K for Half-Life 2 documentary/wallpapers, HDR Fix, ''Very High'' shader support for a... ''Cubemap Lighting'' (made static shadows a bit soft), expansions included in Half-Life 2, and developer documentary on Half-Life 2. When this happened, only Half-Life 2, Portal/CSS/DODS/TF2 didn't use this version (they still ran fine even with the 20th anniversary of Half-Life 2 compared to the GoldSrc engine, which is all connected to the Half-Life engine and each major update breaks other titles that appear in the Half-Life folder). I can't believe it took VALVe engineers 3 months to get the SDK into these 2004-2007 games (as of 2008, VALVe games use their own versions of Source Engine/Source 2 with their own menus, UI and tools). Even so, I saw a video from ''Water CS2'' talking about the update of VALVe's Source 2004-2007 catalog, now, congratulations to the Source Engine engineers. 

The images are from VALve games.

So guys, I'll tell you a story, I was waiting for a 20th anniversary update of Source Engine/Half-Life 2 (and it happened). When this happened: 4K for Half-Life 2 documentary/wallpapers, HDR Fix, ''Very High'' shader support for a... ''Cubemap Lighting'' (made static shadows a bit soft), expansions included in Half-Life 2, and developer documentary on Half-Life 2. When this happened, only Half-Life 2, Portal/CSS/DODS/TF2 didn't use this version (they still ran fine even with the 20th anniversary…

(Edited by Staff)
Empty your bullets to see a simple Chumtoad (enemy cut from Half-Life), and the detail, a Chumtoad that is alive. This secret is hidden in Half-Life (Blue Shift).

Empty your bullets to see a simple Chumtoad (enemy cut from Half-Life), and the detail, a Chumtoad that is alive. This secret is hidden in Half-Life (Blue Shift).

chumtoad5
calhoun2
barnpog3
barneysmile3
blueshift3
He's gone so soon. Viktor Antonovy was responsible for Half-Life 2 being visually recognizable with an abstract/surrealistic look. Which served as the basis for Dishonored - 2012 (I've never played it and have no interest), which shares similarity even though it uses a modern Engine, which is Unreal 3 (Gears of War, Batman Arkham, Mortal Kombat 11, etc.). In Doom 2016 (I've never played it and have no interest), he was the consultant. Rest in peace Viktor, Half-Life 2 is my favorite Half-Life and for me the best (It's my favorite game that I like because I've never had a game like it). Its look will remind us of the VALVe/Source Engine games. It will be remembered by fans of other franchises outside of VALVe like Dishonored. Now Viktor, receive this:

- Give him, Lord, eternal rest.

Art 1: Viktor Antonovy;

Art 2: My screenshot using Half-Life 2 (Sierra/VALVe);

Art 3: Dishonored Screenshot (Bethesda/Arkane);

Art 4: Screenshot from Doom 2016 (Bethesda/id Software).

(1972-2025)
He's gone so soon. Viktor Antonovy was responsible for Half-Life 2 being visually recognizable with an abstract/surrealistic look. Which served as the basis for Dishonored - 2012 (I've never played it and have no interest), which shares similarity even though it uses a modern Engine, which is Unreal 3 (Gears of War, Batman Arkham, Mortal Kombat 11, etc.). In Doom 2016 (I've never played it and have no interest), he was the consultant. Rest in peace Viktor, Half-Life 2 is my favorite Half-Life and for me the best (It's my favorite game that I like because I've never had a game like it). Its look will remind us of the VALVe/Source Engine games. It will be remembered by fans of other franchises outside of VALVe like Dishonored. Now Viktor, receive this:

- Give him, Lord, eternal rest.

Art 1: Viktor Antonovy;

Art 2: My screenshot using Half-Life 2 (Sierra/VALVe);

Art 3: Dishonored Screenshot (Bethesda/Arkane);

Art 4: Screenshot from Doom 2016 (Bethesda/id Software).

(1972-2025)
He's gone so soon. Viktor Antonovy was responsible for Half-Life 2 being visually recognizable with an abstract/surrealistic look. Which served as the basis for Dishonored - 2012 (I've never played it and have no interest), which shares similarity even though it uses a modern Engine, which is Unreal 3 (Gears of War, Batman Arkham, Mortal Kombat 11, etc.). In Doom 2016 (I've never played it and have no interest), he was the consultant. Rest in peace Viktor, Half-Life 2 is my favorite Half-Life and for me the best (It's my favorite game that I like because I've never had a game like it). Its look will remind us of the VALVe/Source Engine games. It will be remembered by fans of other franchises outside of VALVe like Dishonored. Now Viktor, receive this:

- Give him, Lord, eternal rest.

Art 1: Viktor Antonovy;

Art 2: My screenshot using Half-Life 2 (Sierra/VALVe);

Art 3: Dishonored Screenshot (Bethesda/Arkane);

Art 4: Screenshot from Doom 2016 (Bethesda/id Software).

(1972-2025)
He's gone so soon. Viktor Antonovy was responsible for Half-Life 2 being visually recognizable with an abstract/surrealistic look. Which served as the basis for Dishonored - 2012 (I've never played it and have no interest), which shares similarity even though it uses a modern Engine, which is Unreal 3 (Gears of War, Batman Arkham, Mortal Kombat 11, etc.). In Doom 2016 (I've never played it and have no interest), he was the consultant. Rest in peace Viktor, Half-Life 2 is my favorite Half-Life and for me the best (It's my favorite game that I like because I've never had a game like it). Its look will remind us of the VALVe/Source Engine games. It will be remembered by fans of other franchises outside of VALVe like Dishonored. Now Viktor, receive this:

- Give him, Lord, eternal rest.

Art 1: Viktor Antonovy;

Art 2: My screenshot using Half-Life 2 (Sierra/VALVe);

Art 3: Dishonored Screenshot (Bethesda/Arkane);

Art 4: Screenshot from Doom 2016 (Bethesda/id Software).

(1972-2025)

He's gone so soon. Viktor Antonovy was responsible for Half-Life 2 being visually recognizable with an abstract/surrealistic look. Which served as the basis for Dishonored - 2012 (I've never played it and have no interest), which shares similarity even though it uses a modern Engine, which is Unreal 3 (Gears of War, Batman Arkham, Mortal Kombat 11, etc.). In Doom 2016 (I've never played it and have no interest), he was the consultant. Rest in peace Viktor, Half-Life 2 is my favorite Half-Life an…

hl2
stahp1
- EN-US: Even though it's not official, I consider them a great couple.

Happy Valentine's Day

- PT-BR: Apesar de não ser oficial, considero-os um ótimo casal.

Feliz dia dos namorados

EN-US: Art by JamesN
PT-BR: Arte de JamesN

1: 16X9 2: 21X9 3: 32X9
- EN-US: Even though it's not official, I consider them a great couple.

Happy Valentine's Day

- PT-BR: Apesar de não ser oficial, considero-os um ótimo casal.

Feliz dia dos namorados

EN-US: Art by JamesN
PT-BR: Arte de JamesN

1: 16X9 2: 21X9 3: 32X9
- EN-US: Even though it's not official, I consider them a great couple.

Happy Valentine's Day

- PT-BR: Apesar de não ser oficial, considero-os um ótimo casal.

Feliz dia dos namorados

EN-US: Art by JamesN
PT-BR: Arte de JamesN

1: 16X9 2: 21X9 3: 32X9

- EN-US: Even though it's not official, I consider them a great couple. Happy Valentine's Day - PT-BR: Apesar de não ser oficial, considero-os um ótimo casal. Feliz dia dos namorados EN-US: Art by JamesN PT-BR: Arte de JamesN 1: 16X9 2: 21X9 3: 32X9