It’s an immense effort aiming to improve upon one of Valve’s most widely praised games.Īs David “Kralich”, Asset Creation Lead, puts it: “The main goals of EZ2 were twofold - to tell a story, and to revitalize HL2’s gameplay. The mod’s horror-tinged third chapter in particular grew and focused across multiple iterations, becoming a standout mixture of puzzle-solving, stealth, and horror. Thorough focus testing was implemented at all stages. Over the following years, many aspects would be iterated over time. Players wanted a continuation, so I drafted one.” This time, Richardson would assemble a team to help him fulfill the vision, collaborating and reworking the new campaign with a gameplay-first mentality. "After stepping away from Source and Hammer completely for six months, the itch returned. “In 2018 I got really unwell, and I was out of action for a while," Richardson says. He even produced his own custom campaign, The Hartley Asylum. He’d become active in the scene, known for his Garry’s Mod maps in the early 2000s, most notably the GM_Ghosthunt Trilogy, a series of maps users could roleplay or goof around on with randomly scripted events. Where many would be looking towards brand-new triple-A releases, Richardson was enamored by the Half-Life modding scene, which was full of expansive, user-made campaigns both serious and silly. RELATED: The Half-Life Orange Box For Dreamcast That Never Was In the years shortly after, I discovered mods when my family got broadband.” “I was very young so didn't really make anything amazing at the time, but I was getting my footing with the concept of world-building. It was during that time I dabbled with mapping, and I was overjoyed when I discovered 'Worldcraft' ,” he tells me. For as grand a success as Entropy: Zero 2 is now, for Johnny “Breadman” Richardson it all came from humble beginnings.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |