Reposted by ScornkeeperJane Thrace @ladyjanethrace.bsky.social · 21/09/2026A look at a new menu background map for SIGNAL LOST, inspired by the Very Large Array. A proper development update on ModDB is coming soon, hang tight. There's some big things coming.💙 48032
Reposted by Scornkeepera-shift.bsky.social @a-shift.bsky.social · 21/08/2026So I was thinking about Valve's Prospero recently #y2k #art #illustration 23719
Reposted by ScornkeeperMonster Urby 🇬🇧 Level Designer @monsterurby.bsky.social · 04/07/2026I've posted a new article over on ModDB about The Core and the small details we've included, as well as a brief explanation of the optimisation work that has been done in response to tester feedback. Check it out here: www.moddb.com/mods/the-cor... 0174
Scornkeeper @scornkeeper.bsky.social · 02/07/2026New SLE (my fork of Hammer) release, with bugfixes, new displacement tools, and other workflow enhancements. github.com/Cvoxalury/so...github.comRelease SLE 3.129 (Jul 2 2026) · Cvoxalury/source_level_editorSource Level Editor 3.129. Updated beta release. Changelog: New: SLE now uses .INI file to store settings instead of Windows registry. If you want to keep using registry and not re-configure the e... 093
Scornkeeper @scornkeeper.bsky.social · 30/06/2026Took a couple minutes and added heat transfer to portals. Very simple, <30 lines of code. Portals just scan the environment for heat sources and transmit it to the linked portal. HL2's fire system is pretty old but still quite neat and, dare I say, underused. 0142
Scornkeeper @scornkeeper.bsky.social · 27/06/2026Gunship Bays were cut from HL2's Nova Prospekt/Depot chapter, and E3 2002 has the gunship near the Depot. Valve's late 2002 whiteboard mentions "Strider production (vista)" for the Depot, and the "e3_depot_2003" map from the leak mappack includes a Strider. Wonder if there's a connection? 1151
Scornkeeper @scornkeeper.bsky.social · 19/06/2026Also, please comment here if you use Source Level Editor at least, say... once a month? Or just however often do you use it. It feels there's barely any userbase, would be happy to know it's not the case. 171
Scornkeeper @scornkeeper.bsky.social · 13/06/2026New Map Labs - Mega Mania, themed around megastructures, is available. My map in it is "The Deep Afar". Special, huge thanks to @makkon.bsky.social and @a-shift.bsky.social for the textures, couldn't have done it without them. www.moddb.com/mods/map-lab... 211623
Scornkeeper @scornkeeper.bsky.social · 07/06/2026DI Trivia. Building a custom menu hasn't been the simplest road ever, but it allows for much wanted flexibility. Ex., having main & alt keybinds. This was the case w/ HL1, and I'm not sure why they took it out of HL2. It wasn't hard to bring back either. I think it just makes sense to have, do you? 081
Scornkeeper @scornkeeper.bsky.social · 06/06/2026Continuing with miscellaneous map updates. #halflife 0131
Scornkeeper @scornkeeper.bsky.social · 02/06/2026Going to plug this here. This video by @elephantsdocrack.bsky.social sheds new light on cancelled HL2 Episode 4 by Junction Point Studios. Includes interviews with developers and the project's history. youtu.be/hwMJtQ0fZxYyoutu.beCANCELLED [Vol. 1] // Junction Point’s Fall of RavenholmYouTube video by Elephants Doing Crack 052
Scornkeeper @scornkeeper.bsky.social · 31/05/2026HL2: Episode 1 turns 20 tomorrow. I've prepared a little add-on to celebrate it (I'm releasing it a day early because it's a Sunday). You can get it on Steam Workshop, Gamebanana, or ModDB. Enjoy! steamcommunity.com/sharedfiles/... gamebanana.com/mods/681987 www.moddb.com/games/half-l...steamcommunity.comSteam Workshop::Ep1 Evac Replacement 1132
Reposted by ScornkeeperChief Smokey @chiefsmokey.bsky.social · 18/05/2026News about Act II of TLG, covering the situation with Linux support and recent progress. #indiedev #modding #gamedevmoddb.comWith a Little Help from my Friends news - The Last Goodbye mod for Half-LifeSome good news about Act II and some not-so-good news about Linux. 0196
Scornkeeper @scornkeeper.bsky.social · 10/05/2026HL2/DI Trivia: The Xbox 360 version of the game shortens the Scanner flash duration by a lot, from standard 3 seconds to just 0.5. In DI, to lower the frustration caused by scanners, we similarly lowered the flash duration from 3 to 1 second. 0131
Scornkeeper @scornkeeper.bsky.social · 30/04/2026Do you have 'superstitions' when mapping/modelling? I've a few. Ex. when I want to rotate a brush, say, 90° but accidentally let go early and it puts it at, say, 82.5 (I usually use 7.5° snap), I'll rather undo and redo it. As if two 'non-round' rotations will secretly worsen the verts or something. 590
Scornkeeper @scornkeeper.bsky.social · 04/04/2026Always felt like this fence did a disservice to the vista at the Radio Tower in Ep2. More so when compared to earlier versions which either had nothing or used HL2 fence models. Replacing it with the thinner fences feels better, even if they look flimsier against the car - just will have to do. 0140
Scornkeeper @scornkeeper.bsky.social · 23/03/2026HL2 Trivia: D3 c17 13 - the Striders maps - has 'lo' and 'hi' versions of the final street's geometry, that get switched as you jump down from the central building. 180
Scornkeeper @scornkeeper.bsky.social · 16/03/2026Using decals/overlays for blending between displacement terrain and brushwork is really great. I suggest every mapper to try it, and to learn various info_overlay tricks in Hammer - dragging corners, setting U/V tiling manually, using render order, and scaling. 2326
Scornkeeper @scornkeeper.bsky.social · 14/01/2026I've put together a small addon that adds background maps to Dark Interval: Part 2 (by default, it uses static backgrounds). www.moddb.com/mods/dark-in...moddb.comDark Interval Part 2 Backgrounds Pack addonThis is a pack of 6 menu background maps designed for Dark Interval: Part 2. These maps replace the static menu image and disable the menu theme playback. 1132
Reposted by Scornkeepera-shift.bsky.social @a-shift.bsky.social · 09/01/2026I contributed multiple in-universe movie posters for this, and I recommend playing. 22810
Reposted by ScornkeeperChief Smokey @chiefsmokey.bsky.social · 09/01/2026It's time. www.moddb.com/mods/the-las...moddb.comAct I: Into the Night file - The Last Goodbye mod for Half-LifeThe first third of TLG - comes bundled with a manual, Steam Library art and other bonus goodies. 04118
Scornkeeper @scornkeeper.bsky.social · 22/12/2025In Idyllic for Map Labs, I gave the thermometer 4 bodygroups so that I could set its temperature for 1) daytime, outside; 2) daytime, in the greenhouse; 3) night-time, outside; 4) night-time, greenhouse. I doubt most people noticed but I don't consider this a waste of time, never. 0122
Scornkeeper @scornkeeper.bsky.social · 21/12/2025HL2 EP1 Hackfraudery: This background map in Ep1 depicts the Kleinercast with several bullet marks on the glass surface. Yet, once you approach it yourself, no damage is visible. I shall patiently await the fix for this inconsistency in time for the upcoming Ep1's 20th anniversary next year! 070
Scornkeeper @scornkeeper.bsky.social · 13/12/2025Trying Valve's Commentary Editor was underwhelming. Having in-game tools is pretty cool but it's cumbersome. You can't drag a placed node around, only replace it/set its coords by hand. Audio records at 11KHz, which sounds bad. Unless the map is loaded manually before the comm. file, it will crash. 160
Reposted by Scornkeepera-shift.bsky.social @a-shift.bsky.social · 13/12/2025New DI article with new media (that doesn't preview in embed for whatever reason😑) www.moddb.com/mods/dark-in...moddb.com2025 Status Update news - Dark Interval mod for Half-Life 2An update on the status of things, work in progress, and the future. 1137
Scornkeeper @scornkeeper.bsky.social · 01/11/2025Did you know November is the most Half-Life filled month of the year? Besides HL 1&2, November in different years saw the releases of: HL SDK (25.11.98) Opposing Force (19.11.99) Decay (14.11.01) Source SDK (5.11.04) HL:Source (16.11.04) HL2:Deathmatch (30.11.04) As well as Garry's Mod (29.11.06). 0111
Reposted by ScornkeeperThe Tax Collector Man @coolgoblinzone.bsky.social · 26/10/2025It would mean a lot to us if you posted it around, told your friends, etc. We've got another game coming down the tubes and it'd be neat to have some walking-around money for it! Help us make more stuff like this... Early investors will be rewarded... store.steampowered.com/app/2467100/...store.steampowered.comChiaroscuro Imago on SteamA short piece of horror fiction about honey and lies; entomology and etymology; murky secrets and stark realities. Find out what happened to the moths. 14525
Scornkeeper @scornkeeper.bsky.social · 26/10/2025As mentioned, Lost Coast's 20th anniversary is soon (tomorrow). But I'll give everyone a head start and post now: My Lost Coast Anniversary Update! It fixes bugs and oversights and adds more detail. Readme: pastebin.com/S2ubYcxU Moddb: www.moddb.com/mods/half-li... GB: gamebanana.com/mods/629540moddb.comHalf-Life 2: Lost Coast: 20th Anniversary Update modThis fanmade update fixes numerous mapping flaws in the original Lost Coast and gentrly improves detail and lighting quality while staying true to the original. Can be installed on either modern Anni... 3297
Scornkeeper @scornkeeper.bsky.social · 25/10/2025Lost Coast's 20th anniversary is near. For years it made it a little sad that it's filled with these small but noticeable flaws that'd take very little work to fix. The 2025 Anniversary Update mostly didn't touch LC. The flaws remain. But, and I have it on good authority, this is about to change. 0172
Scornkeeper @scornkeeper.bsky.social · 24/10/2025DI query: How many people 1) notice in the first place, 2) appreciate or hate, that DI doesn't stop fall damage in liquids? Unlike HL1-2, you can land in a meter of water and still die from impact in DI. This is one of the times 'realism' was attempted as its own goal. How well did it work? 432
Scornkeeper @scornkeeper.bsky.social · 09/10/2025Presenting Source Level Editor - my personal fork of Hammer. I've been working on this for a few years, tuning it to my mapping style, with bugfixes, some automation, expanded functions, even a couple new tools. Now it's available for everyone interested on my GitHub. github.com/Cvoxalury/so...github.com 55213
Scornkeeper @scornkeeper.bsky.social · 01/09/2025September 2005. New school year begins and I learn from classmates about a new-ish game "Half-Life 2" (had no Internet, didn't read gaming magazines, didn't know). I've been playing HL2 for 20 years now. While I have many favourite games, this one's the dearest, and must've influenced me the most. 0102
Scornkeeper @scornkeeper.bsky.social · 30/08/2025HL2 Lost Coast Trivia Those who pay extreme attention may notice that each time you start Lost Coast, a board falls from the sky and splashes near the Fisherman. This is because on spawn, one of the boards on Helicopter arena clips into scaffolding collisions and gets forced out by the physics. 0203
Scornkeeper @scornkeeper.bsky.social · 29/08/2025HL2 Lost Coast Trivia. A rock near the ship wreck was intended to have seagull poop splattered over it. Except, it was moved during development. The decals ended up being too far from it, & they use the wrong class (work only on brushes). Not to worry: just shy of 20 years later, I fixed it all. 0231
Scornkeeper @scornkeeper.bsky.social · 02/08/2025HL2 EP2 nonsense: Sifting through the code, came across command "striderbuster_allow_all_damage 0". It prevents anyone but player from detonating Magnusson Devices. "Sweet", I thought, "I'll just switch it on and let rebels blow up Striders w/ bombs." Well it works. But it also blows up the game. 2282
Scornkeeper @scornkeeper.bsky.social · 30/07/2025HL2 EP2 Trivia: The Pumpkin Trail Ep2 adds pumpkins. The first 3 can be found at the farm before the Advisor. There're dead rebels; stands to reason they visited/used the farm. Station 21 isn't very far. Next 4 are after White Forest Inn, on the road to WF Base. The inn also was used by rebels. 1132
Scornkeeper @scornkeeper.bsky.social · 30/07/2025HL2 EP2 Trivia: It's been known since 2007 that Ep2 Lamarr has an unused animation "lamarr_space" where she's floating. Only now I found out the pre-release version of Ep2's last level, from March 2007, calls for a Lamarr camera entity before rolling credits. The entity, however, is missing. 0183
Scornkeeper @scornkeeper.bsky.social · 26/07/2025DI Trivia (it's been a while): DI's Combine Soldiers, Metrocops, Citizens, and Stalkers have extra AI to shoot already dead enemies "for good measure". It may seem trivial, accidental and hard to notice, but it was intentionally copied from Alyx's Episodic AI (the only such instance in the games). 2185
Scornkeeper @scornkeeper.bsky.social · 24/07/2025HL2 Trivia: I've examined the Bridge Point train's speed across the years. 2004: max speed is 800. "game of chicken" trigger starts the train w/ speed of 245. 2006: 800/245 2009, before Orange Box engine switch: 800/245 2013-2024: 800/245 2024, Anniversary update: 800/240 2025: ??? (info pending) 180
Scornkeeper @scornkeeper.bsky.social · 22/07/2025HL2 investigation: The broken pistol texture in Arkane's Ravenholm is the usual pistol texture from HL2; they must've changed the UV and not the texture. I painted the recognisable elements here. The dead giveaway to me is the little circle above the index fingertip, comes from the grip part. 2170
Scornkeeper @scornkeeper.bsky.social · 15/07/2025HL2, decided to freshen up this area for a side project. 24815
Scornkeeper @scornkeeper.bsky.social · 14/07/2025In HL2, I've always loved this crude brush security camera in the first level of Entanglement. Now I just found out it has two counterparts in its last level, albeit tucked away in an out of bounds area. They serve to guide actual camera entities when Alyx uses the monitors. 24914
Scornkeeper @scornkeeper.bsky.social · 10/07/2025If you see this, quote post with a robot that isn't from Star Wars, Star Trek, Doctor Who or Transformers. Robot Grunt from Half-Life 040
Scornkeeper @scornkeeper.bsky.social · 05/07/2025HL2: a test of replacing regular toxic slime (lightmappedgeneric that uses a cubemap) with flowmapped water shader (based on Alien Swarm) that combines realtime reflection and flowing sludge layer on top. 36317
Scornkeeper @scornkeeper.bsky.social · 29/06/2025HL2 Trivia: In Point Insertion, this white window has a small wall behind it, secluded in its own tiny sky box. It was apparently meant to be visible, but the white light-emitting brush was not set up to be invisible like every other window in the level. 1417
Scornkeeper @scornkeeper.bsky.social · 27/05/2025DI Trivia: The crane in Eli's Junkyard is mostly based on the ДЭК (DEK) 401 model. Some artistic liberties were taken here and there. The main point of it was to replace the brush-based crane from the leak. The stats, for those curious, is 3757 tris and 2048x1024 texture size. 0132
Scornkeeper @scornkeeper.bsky.social · 26/05/2025DI Trivia: A discarded and not overly serious idea from Part 2: a makeshift flashlight using glowing Xen fungi. The fungi are attached to a pan, with foil duct taped in place to reflect the light forward. 0133
Scornkeeper @scornkeeper.bsky.social · 12/05/2025DI Trivia: We have hollow physics on traffic cones. And HL2 does not. 0153