Jongus

Jongus

@jon
Joined 16 Jun 2021
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We've been running the simulations for over 80 years using the most advanced quantum computing AI upscaling software. We'll get accurate recreations of Ted's textures soon, I know it!

A week later, Einstein passed...his last words on his his deathbed were, "Ted's eyes...."
We've been running the simulations for over 80 years using the most advanced quantum computing AI upscaling software. We'll get accurate recreations of Ted's textures soon, I know it!

A week later, Einstein passed...his last words on his his deathbed were, "Ted's eyes...."

We've been running the simulations for over 80 years using the most advanced quantum computing AI upscaling software. We'll get accurate recreations of Ted's textures soon, I know it! A week later, Einstein passed...his last words on his his deathbed were, "Ted's eyes...."

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During the launch of Microsoft's Zune product line back in 2006, Microsoft had approached Valve Software to port Half-Life to the Zune in attempt help move units. Valve agreed and a port was created, however there were several major setbacks with the port. These setbacks range from the HUD not working as intended to a crash occurring on any map that has more than 4 headcrabs spawned in. 

Valve and Microsoft ultimately canned the port and settled on that the next new Valve game would be a console exclusive to the XBox 360. This is why Left 4 Dead never released for the Sony PlayStation 3.

During the launch of Microsoft's Zune product line back in 2006, Microsoft had approached Valve Software to port Half-Life to the Zune in attempt help move units. Valve agreed and a port was created, however there were several major setbacks with the port. These setbacks range from the HUD not working as intended to a crash occurring on any map that has more than 4 headcrabs spawned in. Valve and Microsoft ultimately canned the port and settled on that the next new Valve game would be a consol…

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Sometime after the events of E3 1998, Valve Software decided it would be wise to showcase the progress of Half-Life to more individuals. The team had a meeting later that week and decided the best place to show Half-Life next is to those at the Black Mesa facility. After a few weeks of endless meetings and strings being pulled, Gabe Newell managed to arrange 5 of the best engineers at Microsoft to create a device that could teleport the Valve team into the world of their in-development game.

Once teleported in, they were faced against the daunting reality; getting out alive. The team were greeted face to face with the game's protagonist: Gordon Freeman, and like most things Gordon encountered he knew what he must do: Kill Valve Software.

Most of the Valve team would make it out alive, but at that moment they knew they needed to start making major changes to the game. This is when Half-Life started to become what we know it as today.

Sometime after the events of E3 1998, Valve Software decided it would be wise to showcase the progress of Half-Life to more individuals. The team had a meeting later that week and decided the best place to show Half-Life next is to those at the Black Mesa facility. After a few weeks of endless meetings and strings being pulled, Gabe Newell managed to arrange 5 of the best engineers at Microsoft to create a device that could teleport the Valve team into the world of their in-development game. On…

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