LambdaGeneration
Theuaredead`

Theuaredead`

@theuaredead

My brain is chock full of useless information about Half-Life.

Joined 29 Jun 2021
23 Posts
30 Followers
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One day, @lc and myself were discussing where this slipping animation for the Scientist was used. We could not decide on anything logical, but we did come up with this funny scenario of the Scientist slipping and falling right before the first scanner appears in retail. We also thought it would be funny if it triggered a game over. From that joke, LeonelC implemented into mod and made this legendary video. Enjoy.

baf9
what2
hl2dm4
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…

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Sometime after the release of the Half-Life: Absolute Zero demo, we decided that we wanted to replace "We've Got Hostiles" with Security Complex. We never figured out how to make it connect to Screams & Whispers (Blast Pit) and so a weird mangled version of the HLAZ demo "We've Got Hostiles" ended up shipping in the Steam release of the mod. If the mod was finalized, we would of still shipped with a version of Security Complex.

Here's a few shots from the map I remade with assistance from Zed and LeonelC. Map was compiled on June 19th, 2017, only about 3 months after the HLAZ Day One demo!
Sometime after the release of the Half-Life: Absolute Zero demo, we decided that we wanted to replace "We've Got Hostiles" with Security Complex. We never figured out how to make it connect to Screams & Whispers (Blast Pit) and so a weird mangled version of the HLAZ demo "We've Got Hostiles" ended up shipping in the Steam release of the mod. If the mod was finalized, we would of still shipped with a version of Security Complex.

Here's a few shots from the map I remade with assistance from Zed and LeonelC. Map was compiled on June 19th, 2017, only about 3 months after the HLAZ Day One demo!
Sometime after the release of the Half-Life: Absolute Zero demo, we decided that we wanted to replace "We've Got Hostiles" with Security Complex. We never figured out how to make it connect to Screams & Whispers (Blast Pit) and so a weird mangled version of the HLAZ demo "We've Got Hostiles" ended up shipping in the Steam release of the mod. If the mod was finalized, we would of still shipped with a version of Security Complex.

Here's a few shots from the map I remade with assistance from Zed and LeonelC. Map was compiled on June 19th, 2017, only about 3 months after the HLAZ Day One demo!
Sometime after the release of the Half-Life: Absolute Zero demo, we decided that we wanted to replace "We've Got Hostiles" with Security Complex. We never figured out how to make it connect to Screams & Whispers (Blast Pit) and so a weird mangled version of the HLAZ demo "We've Got Hostiles" ended up shipping in the Steam release of the mod. If the mod was finalized, we would of still shipped with a version of Security Complex.

Here's a few shots from the map I remade with assistance from Zed and LeonelC. Map was compiled on June 19th, 2017, only about 3 months after the HLAZ Day One demo!

Sometime after the release of the Half-Life: Absolute Zero demo, we decided that we wanted to replace "We've Got Hostiles" with Security Complex. We never figured out how to make it connect to Screams & Whispers (Blast Pit) and so a weird mangled version of the HLAZ demo "We've Got Hostiles" ended up shipping in the Steam release of the mod. If the mod was finalized, we would of still shipped with a version of Security Complex. Here's a few shots from the map I remade with assistance from Zed a…

baf2
Ladies and gentlemen, :baf: has reached 100 likes. :baf: is coming to town, be prepared.

@gingerman is the man responsible for the total annihilation of our race and for that we must thank him.

Ladies and gentlemen, :baf: has reached 100 likes. :baf: is coming to town, be prepared. @gingerman is the man responsible for the total annihilation of our race and for that we must thank him.

baf7
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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blackmesa1