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Half-Life Cry Of Fear (Release thread)


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Posted

From the makers of Afraid Of Monsters: Director's Cut, comes a brand new survival horror total conversion for Half-Life 1. Four years in the making, the mod will officially be released today, check the Moddb page and official website for updates;

http://www.moddb.com/mods/cry-of-fear

http://www.cry-of-fear.com/

You can also check them out on Facebook and Youtube for additional content;

http://www.facebook.com/pages/Cry-of-Fe ... 0915551808

http://www.youtube.com/user/TeamPsykska ... ature=mhee

Located in a fictional Swedish town, the mod itself features lots of new code such as a fully working inventory, proper scripted cutscenes, first person action sequences and a seperate coop campaign. They've packed tonnes of custom content with about 150 maps, weighing in at 2GB installed, making it the largest HL mod ever made. If you've played AOM:DC, this makes it seem like Pong in comparison :v James and Andreas are masters at psychological horror!

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Posted

Fuck yes. Afraid of Monsters is the best mod for a videogame I've ever played, and I can't wait to play this today. I'm actually considering cancelling plans I had with my gf for it, which is a first for me. That's how much I want to play this. :-D

Posted

I've been following it for a long time, I'm really looking forward to it.

@Warby, they've added a bunch of more modern shaders such as normal mapping and refraction from what I've gathered

http://www.moddb.com/mods/cry-of-fear/i ... 1#imagebox

HL : Arrangement has also done something similar

http://media.moddb.com/images/mods/1/10 ... tled.1.jpg

And not to mention the Paranoia mod (which was amazing), it also used self shadow bump maps.

Posted

Relevant to quash a rumour which has been doing the rounds for too long;

http://www.youtube.com/watch?v=TW7T46Uajm4

I forgot to say that both of the lead team members work at DICE now 8)

Posted

Been following this for a while. It looks like really nice mod. I didn't like AoM, because it had those zombies so weirdly ultra speed and twitching, it was just weird and not cool in my opinion. Can't wait for the release!

Posted

Why don't they just use a more modern engine? I find these mods really visually jarring, when you have super high res, normal mapped textures on low poly geometry. It's kinda like using a high-res texture pack for Minecraft.

Posted

Why don't they just use a more modern engine? I find these mods really visually jarring, when you have super high res, normal mapped textures on low poly geometry. It's kinda like using a high-res texture pack for Minecraft.

Yep, I kind of agree here even though I think they are doing great work. Perhaps someone can enlighten us what's the main driving force behind sticking to the HL1 engine? :)

Posted

It's generally because those that have stuck by it for so long have learnt many tricks of the trade and can turn an old engine into a 'masterpiece', with about less than half of the amount of work it would take to make it in a modern engine because HL is so easy to work with.

They tried working on the mod in Source to begin with, but they got fed up of the SDK breaking, Hammer crashing and the sheer amount of work it was taking, so they went back to HL1 where they knew what they were doing...

Posted

Half-life 1's physical design really helped Afraid of Monsters be better, and more scary. You move faster than in HL2 and modern games, and it feels expected and natural, and that speed really amps up the fear. Plus HL1's low bar of entry for new art made it possible for one super fucked up 15 year old swede (with programming help from Minuit who I know nothing about) make the best mod ever. :cool:

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