Information Half-Life: New America - Announcement



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AN ORIGINAL HALF-LIFE SETTING


It's been known for some time now that HL2 has been at the tips of our tongues, and this conversation only grows as the occasional peak on someone's steam game activity shows them on a private development server, or new content packs have been seen being uploaded. We've also played a hand in deliberate teasing from the abundance of writing that's popped up on the forums as well as a few memes and inconspicuous advisor avatars. Now it's time for us to pull back the curtains and show the fruits of our labor.

However, in this thread, I will not be announcing a new TnB HL2RP. In the same vein that what many call ZRP 1 was in fact Paroxysm, a setting that grew away from just simply the zombie genre, we too have made something uniquely different, yet still the Half-Life you know. We've hand-crafted a project we hope to see succeed where recent endeavors have not, and to embark on a new journey for TnB as a community to explore for the years ahead.



The Where: City 107: The American Midwest

TacoNBanana's new up and coming roleplay server, Half-Life: New America takes place somewhere within the former United States- knowledge of the city's exact location lost to years under occupation. This setting is not just a cosmetic and scenic change, but also a revamping of how the Combine might address the specific infrastructure left behind by Americans with its vehicle dependency, widespread populations and second amendment culture. America is a rebel nation, and thus its subjects could not be tamed with the same tactics that subdued City 17 and outlying environs.

The setting also ties heavily into the aftermath of the Black Mesa incident, and the lasting effect it had on the continent. Portal storms grew in strength and frequency over the years, and an ever-growing radius has seeped from the ruins of New Mexico and enveloped over sixty percent of the former United States. This area, referred to as the "North American Exclusion Zone" by the Combine, has forced numerous withdrawals from urban centers throughout the west and even on occasion outright abandonment of the citizens in those areas, left to be consumed by the raging portal tempests.

This influx of refugees being relocated east has both caused the Combine to move greater and greater numbers overseas to Europe and abroad and to reactivate previous urban centers that were disbanded for their own individual reasons. One such city is City 107, our setting's central location and a backwater, largely insignificant dot on the Combine's map. Few people know the city's old name, only that it is assumed to be near water. The city itself lacks a citadel, depending instead on a citadel nearby that has just as many other minor urban centers under its purview. While the city is by no means loosely controlled, it is, however, just another city logistically.

Within the city is a place greatly inspired by Man in The High Castle's familiar yet distinguishably discomforting atmosphere that contrasts from the America that was and paints a grim reality for the America that is. Beyond the city is a setting largely inspired by the overgrown, abandoned cities of The Last of Us and the treacherous and unpredictable wilds of the Zone of STALKER fame.



The When: Setting Timeline and Launch Roadmap

IC: The Black Mesa incident occurred in the year 2003, and was later proceeded a few months later by the Seven Hour War. As of the day the server launches, it will have been eighteen years since the war ended and the occupation of Earth began. The Civil Police Initiative became the Civil Protection Program as an arm of the Combine Civil Authority sometime in the late 2000s, and Overwatch having emerged sometime within the last five years. The present day is 2021.

OOC: The official launch date is still undecided, as we are waiting for a few uncertain variables to click into place before we decide when the gates will open, but we are looking to launch the city server sometime this month on a weekend. A few weeks after that we will follow up with the opening of a second server for the outskirts just at the limits of the city or beyond it, and a few weeks after that we will open up a third server to represent the American wilderness in its savage, Xen-touched form. We do this not with the expectation that TnB will fill three servers every day or even two, but rather with the understanding that the population will shift between these locations, and that the mere accessibility to travel between these locations ultimately enhances the overall roleplay experience of the setting no matter the server you're on.

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The What: Server Content, New & Upcoming Features

HLNA is receiving a massive overhaul in content, and is receiving a great deal of new features to enhance roleplay as well as give those who aren't quite the administrator type to still benefit from the use of tools often used by admins for events. The servers will be ran on the Eternity script made originally by TankNut for City 45 HL2RP and Halo RP, now modified by Drewerth for use in this setting.


Models: HLNA is receiving a facelift in clothing and faction models. Using predominantly Half-Life: Alyx assets as well as assets from ZRP and other things, Erkor has given us an entirely new selection of clothing to choose from, as well as new Civil Protection models and Half-Life Alyx COTA models. Scott/Puffin has also taken the time to rip various models from Half-Life Alyx to enhance atmosphere in the city, expand options for item models and also a plethora of resources for Xen-infested areas that will be making a frequent appearance in the setting.

Languages: HLNA comes with an expanded list of 32 different human language traits in addition to English that can be selected upon character creation, as well as semi-OOC Xenian/Race X languages for event communications between players. Players can also acquire bilingual dictionaries which, upon equipping into the Misc Item slot, will allow you to speak and understand a specific language in addition to your chosen trait for as long as that dictionary is equipped. Vortigaunts have also been bestowed with the ability to speak and understand all languages in addition to their own Vortigese.

GM Permissions: Rather than having a whole new GM usergroup, the server will enable administrators to permanently or temporarily assign permissions to a player to assist them in curating events independently of admins. These permissions include but may not be limited to observe permissions, /ev and lev permissions, custom item permissions, playurl permissions and vehicle permissions.

Xenians and other aliens: The script comes with a diverse selection of transform items that can be equipped on the Xenian slot to turn you into a variety of Xen creatures, each equipped with a full pallette of soundbytes that can be played during events.

Quirks: Quirks are a completely optional third field that can be filled out to discretely share secret information regarding your character's background or personality archetype to event managers and admins alike to be used in events to enhance the server experience to your specific character. You can write in your own quirk, or randomly generate one and receive a completely randomized quirk from a list of premade ones. You can also leave it empty and fill it out later after you've made the character.



The Who: Project Planners and Contributors

Before I wrap this up, I want to give a shoutout to everyone who directly or indirectly helped with the planning and creative process on this project. There weren't just lore writers and faction people, but also mappers, graphic designers, sound designers and modelers who all came out to give this their best. (Let me know if I forgot anything below, I tried to get everyone.)

Slug - writing this thread
Drewerth - Script development
Blooregardo - Lore writing, gmod posing & sound design
Wester - Lore writing & Vortigaunt faction design
Owain - Lore writing
Puffin - Lore writing & modeling
Erkor - Lore writing, Overwatch faction design & modeling
Pirate - Lore writing, CA faction design & j e e p
Emelianenko - Lore writing, graphic design
Ammo - Lore writing
Raspberry - Forcing Skyrim to do terrible things, general faction design
elf - Lore writing & Vortigaunt faction design
Nap - CCA faction design
7dast - Lore writing & Resistance faction design
Sinclair - Lore writing & gmod posing
Zippo Raid - Graphic design
BelowtheBelt - Lore writing
Feelsgoodman - Lore writing & CA faction design
SgtChico - Lore writing & CCA faction design
Wheatos - Lore writing, CA faction design & mapping
Zombiedude - Lore writing
Saetia - Sound design
Valerstein - Sound design
Jeezabelle - Graphic design
Mooondy - Graphic design & sound design
Scramble - Simphys vehicle creation
Vosk - Lore writing, mapping
Miguh - Lore writing

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More information regarding factions, pre-launch sign-ups, lore and more will come in the days and weeks ahead.​
 
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Can't wait lads. Let's make sure this one lasts.

Once again, I wanna give a big thanks to the halo team. You guys did an amazing job and with HL2 just around the corner I'd love to see the same enthusiasm that you previously brought.
 
I'm thinking it's based.

Cool to see the Quirk system from Anomaly finally realized in a script that ISNT the awful Necropolis script.
 

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