In Rebellion, you play as Mandella, colonel in the Confederation, a powerful military force. At the beginning, you explore the mothership as you’re asked by admiral Spade to attend your briefing. You’ll discover that you’re part of the first attack wave sent to storm Tor29, a little colony lost in the Nephele system.
Accompanied by your best friend, major Threepwood, you’ll face an oddly weak resistance. Why does the Confederation unleash its wrath on a colony that is clearly of no match ? What hides behind this conflict driven by doubtful justifications ? These obscure reasons are not to please you and Threepwood.
Will you carry on following blindly an authority fouled by power and arrogance ? Or will you break your former links and embrace a cause that seems fairer to you, however desperate it may be?
Maybe these are favourable times for… Rebellion.
- Title: Rebellion
- File Name: hl2-sp-rebellion-1.3.rar
- Size : 97.64Mb
- Author: Raphaël Gilot
- Date Released: 17 January 2009
- Source: Interlopers.net
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- Copy the Rebellion folder into your SourceMods folder.
- Restart or start Steam.
- Rebellion should now be listed in your Library tab.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots may contain spoilers.
Please note: These statistics are valid from December 2010
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6th January 2009
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[...] City Rebellion for Half-Life 2 [...]
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[...] Rebellion [...]
































21st January 2009
Thanks Leon-and yes, wer’e all waiting!
21st January 2010
omg holy half life pirates, guybrush threepwood has been sucked into the future and taken the job of a soldier, wait till le’chuck gets a taste of his smg
22nd January 2009
when i placed my last comment your latest comment was not visable yet RapahelG, therefore i didn’t reply on anything that you said. but i will do so now. i know what you mean with that you like to tell a story through your mod, and that is great and you succeed very well in that. and, i repeat my earlier words again that when this is your first project it really is simply amazing!! really, most first projects look, well, lets be honest, or, well, lets not, but lets say, they don’t look that good lol. yours in from a quit high scale.
but let me start with explaining what i ment with that you made to less depth in some housewalls, its clear that you misunderstound me, or better said, that i told it wrong, (i’m dutch and English is a strange lengues for me).
best is probebly that i show what i mean with a screen, hopefully it can be showen here:
i didn’t mean the choise of the wall/house texture, but only the brushwork in it. when you watch there screen you will see what i mean for instance with a window that has real depth in the wall, its placed a bit inside the wall what makes it much more realistic.
22nd January 2009
sorry Phillip, i had to make a new post, i stopped my last comment to check if the link to the screen would be showed, what s been done, but i missed the option of going on with my comment (edit button). so i go on here;
glad to see the screen is showed, i guess you now know what i mean, and you will i think agree that the second window looks more realistic because of how it is placed (bit inside the wall), you could make it even better by doing the same with the actual window, by placing the glass a bit back again, so the wood around it is more up front.
then about the light, i know that it really depens on what kind of rig (pc) a map/mod is played. but i didn’t realise that it even could ment that some maps look brighter in a lpc screen. i myself have a lpc screen and it was quit bright. in a lot of places, outside and inside. outside for instance did i notice that you probebly used no color at all in the light_envirement. best is that you open an original HL2 map (vmf) in hammer and take a look at the normal and ambient values of the light envirements that they have used, and you will see there are many different colors used, to even dark blue and nearly black purple ones. in my last mod CtoA i used simular values to what you used for ambient light outside. its a bit to bright what makes that the overall look of the map looks a little bland. and i seem to remember, but forgive me when i am wrong, its now allready days ago that i played it, that the sunlight (light_envirement’s pich value) comes from straight ahead (value -90). when you give it a value of -50 to -70 you get shadows, what gives more depth to your map. but again, maybe i remember it wrong.
i suggest you just copy the light anvirement values of an existing daylight HL2 sp-map and paste them in your map and compile the map then. you will be surpriced how much of a difference this makes, really!
then about lights inside, before i also used values of around 100 and above. but, now i have learned hardly ever use a value of above 90, believe it or not, but most of my lights have a value of around 5 to 35.
but i am not sure anymore after you said that lpc screens do show it all less dark, good thing i will test our pre release next week with my borther on his ‘old’ pc monitor, hopefully it will not look that much different.
we all know now that i like more action, lol. but, like i said before, please just make what you think is best, or, what you prefer most!!!! i can’t say this strongly enough! because the main thing is that you enjoy making it. we both know that it takes so (soooooooo) unbelieveble much time to create these kind of detailed maps, that its very importent that you feel good when you create them, when there liked to its great, but not the main thing.
knowing this is your first big project i am even more interested in your next work.
personaly i wouldn’t go on with this one, fixing and changing stuff, but i just would go on with a total new project, (what could be the next chaper to this one). ofcourse could you now start working for months on this again, but, its allready played by many people, and probebly will not many people play the newer version of it, (have to agree that i personaly hardly ever play a newer version of the same mod).
its probebly also more fun, now you have learn so much more, to use all that info and skill on a new project.
but, its all personal, so, just do what you think is best, and what you like best. then it will be automaticly become each time better and better.
and i say it again, for a first project this is really amazing, its simply VERY promising!!
well done!
leon
22nd January 2009
Hi there Leon !
Thanks for the congratulations, it feels good
As for the depth, it’s a good idea to do that with windows ! I thought about depth in doorways for instance.
Actually, I took inspiration from the buildings in the first chapter of Half-Life². They aren’t making any depth with windows, except for more detailed places. But you’re right, and I won’t forget the tip !
Concerning the lights… strange thing
I’ve just checked the brightness of the lights in the very first corridor, inside the Mothership. It’s 45 and on my screen, it’s pretty dark. Check it :
http://www.rebellion-source.net/images/screens/1.jpg
Could it be due to the fact that I’m not using HDR ? (this is the simple Half-Life² engine, not Episode One or Two)
And concerning light_environment, I certainly use them (with a shadow_control which has the same orientation as the light_environment), with the properties from this page :
http://developer.valvesoftware.com/wiki/Sky_List
I’ve also noticed that some times (on some textures ?), shadows just don’t show up or are almost not visible. I don’t really know why.
Very important thing
Sure thing ! I’ve made a fesw improvements thank to the great feedback of the community. Most of the modifications were little things. Little things that could help the player having a smoother and better experience.
But I probably won’t be working on this anymore, since I want to move on and create other stuffs.
And, that’s fore sure, creating a brand new map from nothing will always be better than improving one that has been build earlier when I had less experience. Now, I have much more things in mind when I start a new map than I had before. And that helps making the good Level Design decisions.
Very important !
So, thanks for the advices ! It’s all really helpfull !
So you’re dutch (I’m belgian) … goie avond allemaal !
Cheers
Raph’
23rd January 2009
aha, ge seit een Belg!! lol
(english; aha, your a Belgium guy).
still, we will keep it on English here ofcourse.
am glad you go on with a new project, most modders keep fixing there old work and keep releasing the newer versions. so, good you go on.
its true that HL2 itself also has no depth in the making of there windows and doors as i and you described above., what really amazes me, because hl2 is much about realistic lloking worlds, and windows and doors that have no depth don’t really add realism, still, they only do it with a few walls, have seen much streets in hl2 itself, were you could walk really close up to these houses, that still didn’t have depth in it. guess some mappers didn’t and others did, because i believe that each map is made by one mapper, so some maps are made by person A and others by person B,C and so on. and some of them didn’t think it was nessesary to build those windows and doors, because it also is ment for doors ofcourse.
am glad i could be of some assistance, and about that one link that you gave, to that image from the inside of the ship, and the lightning. you say you think its to dark, but, i think its just right like this. but, ofcourse is this also a case of personal taste. it could be a bit brighter, that’s true. but, a bit of darkness add more realism to it i think, and more shadows and darker places. but i do have to add that it can’t be much darker, much mappers make the mistake of thinking that very dark maps (maps were you need your flashlight about 80% of the time, you know what kind of maps i mean) are more crazy and so. but this is not true, many people anoy them about such dark maps, some dark places are great, but only when there few, when there to many its starts to anoy.
but, this i never had in your maps, and i’m glad about it, for my taste there were sometimes a bit to bright, lol.
still, always make what you like to play yourself.
leon
28th April 2009
Awesome first map! I liked the interplay and the side switching twist. The approach is an HL2 first, and I look forward to the sequel.
16th July 2009
not much to say. couldve have been really good. the modder knows what hes doing just not putting it to use. too much blabla not enough action. still enjoyed it but we need more.
very professionnal woprk tough.
keep it up.
10th August 2009
This mod is very well made, a lot of details and that sort, great voice acting, environments and plot, great job.
28th February 2010
This mod is awesome, best voice acting i’ve heard so far!
10th March 2010
There’s a unplayable flaw that occurs almost immediately. After getting the mission, the dropship lands, everyone heads out the door, there’s gunfire, and… I can’t move. I can fire my weapon, and load up the suit’s power from the resupply unit mounted on the ship’s wall, but I can’t move an inch. I’ve played a lot of mods and have been through all the obvious possibilities, but nothing’s working.
Can anyone help?
thanks,
Sean
17th March 2010
I just played this a couple months ago, but don’t remember details about this mod.
Sorry, but I gotta ask–did you enable sv_cheats before you tried using noclip to move? (I had the same problem with another mod not too long ago and, after deleting the mod/map, finally realized I may not have turned cheats on.)
19th March 2010
Have you checked to see if they changed all the movement keys on you? (Keyboard options.)
15th September 2010
I seem to have this weird bug where when I run into the barnie charecter, he just stands there and does nothing. I walk around him and when I am where I need to go the game just freezes. I can move and everything but no one says anything and it is just stuck there.Can anyone help?
22nd October 2010
I have the same problem as Anon_229047. The Barney character doesn’t move or do anything, and I keep moving and make it to what I think is the briefing room, but there the combine soldiers go about their business hitting the keyboards and stuff and the Dr. Breen character doesn’t do anything but look at me.
So I skipped that level and went to the drop ship, and there the troops ran out, there was gunfire, and the ship that was flying simply flew back and forth as I was getting shot at and a pile of rocks blocked my path so I was stuck not knowing what to do.
Finally I skipped to the next level, and where the troops are walking through the door, well, they literally walked through the door, it didn’t open and I was blocked outside. I didn’t look very well to see if I could progress another way though, but figured something was wrong, perhaps the update messed up this mod? Or something is wrong on my end? Any help?
18th January 2011
Only gave this the Avoid It because I notice the last 2 comments are after the steam update. I just dloaded it and it is now unplayable. from what i gather there are alot of missing triggers and other messed up files. I tried to noclip my way around but that just silly.
18th January 2011
Since the SDK update, this mod’ is completly messed up, yeah
Here is the report on forum steampowered:
Rebellion
Bugs: Got Engine error AD_Alloc: no free edicts during “Breen” character script. Added num_edicts 2047 as launch option and still got error.
Comment: In gameinfo.txt, needed to change SteamAppID to 215 and add Game sourcetest at end of SearchPaths. This allowed the mod to start, but did nothing for the Engine error
Even there, there is no fixes/patches nor updates to re-start this mod’. So this mod’ is COMPLETLY dead until some new info’s.
(Damn Valve!).
3rd February 2011
I just downloaded. Changed SteamAppID to 215 and added Game sourcetest at end of SearchPaths. But I also added bin from hl2-content-bin. It played fine. Give it a try. Nice Mod.