Mister Sandman

Mister Sandman

@mistersandman

He/Him - 16 - Australian Sourcemodder who needs his next Queen fix.

Joined 25 Jun 2021
Straya, of course
Badges
Two Years
Two Years
There won't be any more.
Follow
The evolution of Half-Life: Absolute Zero (namely the first map in the mod.)

These images are quite long, so you will need to click onto them to see the full thing. Advised to open them into a new tab to see them at their original resolution.

2014 - Development starts picking up steam again, level design being headed by GaussGunner and myself. ZedMarine would be slowly be making a return during this era.
2015 - Zed would become level design lead again, GaussGunner would start taking a back seat and would eventually leave to pursue new artistic endeavors. We would finally drop the name "Half-Life E3 1998" later in August and become "Half-Life: Absolute Zero." Demo was planned to be released early 2016 and a full release to follow only a few months afterwards. Blue24 would join the team early that year, marking the retirement of the 2010-2012 code.
2016 - Reality sinks in, we knew Half-Life: Absolute Zero was not in the state to ship early that year as a demo. Various maps that were functioning months prior were no longer playable and discussion on whatever or not development should be restarted again began. We would be able to salvage the maps, but disaster struct once more. The April build that sparked the discussion of rebooting development ended up leaking to the public and everyone could see the state of HLAZ as of April of 2016.
2017 - Things start to start looking up for the mod! Pre-demo testing went good and it was being well received among play testers. A few odd decisions would take place in the month prior to the demo shipping, but overall the Demo was overall well received. 
2018 - Things were looking up for the project, everything seemed to be going as planned... Until, well, you know the rest of the story.
The evolution of Half-Life: Absolute Zero (namely the first map in the mod.)

These images are quite long, so you will need to click onto them to see the full thing. Advised to open them into a new tab to see them at their original resolution.

2014 - Development starts picking up steam again, level design being headed by GaussGunner and myself. ZedMarine would be slowly be making a return during this era.
2015 - Zed would become level design lead again, GaussGunner would start taking a back seat and would eventually leave to pursue new artistic endeavors. We would finally drop the name "Half-Life E3 1998" later in August and become "Half-Life: Absolute Zero." Demo was planned to be released early 2016 and a full release to follow only a few months afterwards. Blue24 would join the team early that year, marking the retirement of the 2010-2012 code.
2016 - Reality sinks in, we knew Half-Life: Absolute Zero was not in the state to ship early that year as a demo. Various maps that were functioning months prior were no longer playable and discussion on whatever or not development should be restarted again began. We would be able to salvage the maps, but disaster struct once more. The April build that sparked the discussion of rebooting development ended up leaking to the public and everyone could see the state of HLAZ as of April of 2016.
2017 - Things start to start looking up for the mod! Pre-demo testing went good and it was being well received among play testers. A few odd decisions would take place in the month prior to the demo shipping, but overall the Demo was overall well received. 
2018 - Things were looking up for the project, everything seemed to be going as planned... Until, well, you know the rest of the story.
The evolution of Half-Life: Absolute Zero (namely the first map in the mod.)

These images are quite long, so you will need to click onto them to see the full thing. Advised to open them into a new tab to see them at their original resolution.

2014 - Development starts picking up steam again, level design being headed by GaussGunner and myself. ZedMarine would be slowly be making a return during this era.
2015 - Zed would become level design lead again, GaussGunner would start taking a back seat and would eventually leave to pursue new artistic endeavors. We would finally drop the name "Half-Life E3 1998" later in August and become "Half-Life: Absolute Zero." Demo was planned to be released early 2016 and a full release to follow only a few months afterwards. Blue24 would join the team early that year, marking the retirement of the 2010-2012 code.
2016 - Reality sinks in, we knew Half-Life: Absolute Zero was not in the state to ship early that year as a demo. Various maps that were functioning months prior were no longer playable and discussion on whatever or not development should be restarted again began. We would be able to salvage the maps, but disaster struct once more. The April build that sparked the discussion of rebooting development ended up leaking to the public and everyone could see the state of HLAZ as of April of 2016.
2017 - Things start to start looking up for the mod! Pre-demo testing went good and it was being well received among play testers. A few odd decisions would take place in the month prior to the demo shipping, but overall the Demo was overall well received. 
2018 - Things were looking up for the project, everything seemed to be going as planned... Until, well, you know the rest of the story.

The evolution of Half-Life: Absolute Zero (namely the first map in the mod.) These images are quite long, so you will need to click onto them to see the full thing. Advised to open them into a new tab to see them at their original resolution. 2014 - Development starts picking up steam again, level design being headed by GaussGunner and myself. ZedMarine would be slowly be making a return during this era. 2015 - Zed would become level design lead again, GaussGunner would start taking a back sea…

baf13
freeze8
hl8
hammer2
kapow2
Despite what those may believe, "xen.bsp" from P4HL is not official and neither is P4HL itself.

P4HL is just a mod that integrates Perforce directly into Half-Life's game logic.
Despite what those may believe, "xen.bsp" from P4HL is not official and neither is P4HL itself.

P4HL is just a mod that integrates Perforce directly into Half-Life's game logic.

Despite what those may believe, "xen.bsp" from P4HL is not official and neither is P4HL itself. P4HL is just a mod that integrates Perforce directly into Half-Life's game logic.

smart8
hammer2
Did you know that Opposing Force has entire UTIL function just to display a randomized haiku on the screen?

For what reason? Dunno.

Bind the command "haiku" to a button via the console and press said key in-game, it will display a haiku built from a select amount of phrases provided in the code base.

(doesn't work in multiplayer)
Did you know that Opposing Force has entire UTIL function just to display a randomized haiku on the screen?

For what reason? Dunno.

Bind the command "haiku" to a button via the console and press said key in-game, it will display a haiku built from a select amount of phrases provided in the code base.

(doesn't work in multiplayer)
Did you know that Opposing Force has entire UTIL function just to display a randomized haiku on the screen?

For what reason? Dunno.

Bind the command "haiku" to a button via the console and press said key in-game, it will display a haiku built from a select amount of phrases provided in the code base.

(doesn't work in multiplayer)
Did you know that Opposing Force has entire UTIL function just to display a randomized haiku on the screen?

For what reason? Dunno.

Bind the command "haiku" to a button via the console and press said key in-game, it will display a haiku built from a select amount of phrases provided in the code base.

(doesn't work in multiplayer)

Did you know that Opposing Force has entire UTIL function just to display a randomized haiku on the screen? For what reason? Dunno. Bind the command "haiku" to a button via the console and press said key in-game, it will display a haiku built from a select amount of phrases provided in the code base. (doesn't work in multiplayer)

op415
shephard11
barnpog7
kapow8
Did you know that on Valve's Curator page on Steam there's a section for the Half-Life series? On said HL series page, there's a shocking lack of Half-Life. However, Half-Life: Source (the bad option) is at full display and is considered apart of the Half-Life series.

This is unacceptable. Valve, please fix.

https://store.steampowered.com/developer/valve/list/7/

(the page is also advertised with a pre-release Opposing Force screenshot, smh my head)

Did you know that on Valve's Curator page on Steam there's a section for the Half-Life series? On said HL series page, there's a shocking lack of Half-Life. However, Half-Life: Source (the bad option) is at full display and is considered apart of the Half-Life series. This is unacceptable. Valve, please fix. store.steampowered.com/developer… (the page is also advertised with a pre-release Opposing Force screenshot, smh my head)

error14
gabelaugh11
gaben14
valve9
While the Green Steam client is nostalgic as hell, I can't help but to remember all of the bad memories I have with it. Like how it would be locked up whenever I tried to use it and I was only able to launch my games via shortcuts and via the SteamApps directory (via your username folder, as the common folder didn't exist yet!)

I remember when they launched the beta for the new client; for once Steam actually functioned on my PC! While it wasn't as sleek as the old design, I was willing to forfeit it for functionality.

Pictured is when I was in the Steam Beta back in 2010. To think this was back in February 26th of 2010, holy cow...

...were any of you even alive in 2010?

While the Green Steam client is nostalgic as hell, I can't help but to remember all of the bad memories I have with it. Like how it would be locked up whenever I tried to use it and I was only able to launch my games via shortcuts and via the SteamApps directory (via your username folder, as the common folder didn't exist yet!) I remember when they launched the beta for the new client; for once Steam actually functioned on my PC! While it wasn't as sleek as the old design, I was willing to forf…

gabelaugh7

You know, there's probably an alternative reality out there where Valve actually knew how to work with third-party teams. A reality where Valve acquired Gearbox and Turtle Rock (and depending on how certain thing may of panned out, Ritual too.) A reality where Turtle Rock's vision for Left 4 Dead got to release. A reality where Borderlands was on the Source Engine and co-developed with Valve. But no, we live in the reality where Randy Pitchford is the embodiment of a 10 gallon vat of grease and Turtle Rock is owned by the Chinese government. Why did we end up here?

valve2
valvevalve2
gabelaugh2
toxic2