OVERVIEW
Half-Life: Wars, also known as Project: Warfront; is an extremely ambitious concept designed to bring the HL2 modification Lambda Wars onto the Garry’s Mod platform in a first person dynamic persistent war between the Lambda Resistance Movement and Combine Overwatch. Taking motivation from games like Foxhole, Squad, and Lambda Wars our goal is to create an immersive and tactical warfare environment with a huge emphasis on the team with systems created to encourage working together and punish individuality. This gamemode is built entirely from scratch using the skeleton framework Helix as a base. All systems were created to develop the balance between an automated gamemode and captivating experience making it truly feel like you are playing through the uprising of City 17 in Half-Life: 2 except this time the outcome is purely determined by the players and their efforts towards helping the faction they’ve chosen to fight for.
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Half-Life: Wars started in 2017 before going through a complete design overhaul in the summer of 2020. Project: Warfront has been in consistent development for 4 years.
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Each member of the dev team has at least 10+ years of experience in their respective fields.
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The project will always maintain a continuous cycle of newly implemented features. Treating the gamemode as a “live” model with consistent updates safeguarding the unique and fresh gameplay present in the game-loop.
KNOW YOUR FACTION
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Reliable but slow economy.
Strong defensive structures.
Cheaper ground and air vehicles with longer production times. Larger deployment availability.
Elite units designed for harassment and infiltration.
Strong early-game infantry units.
Maintains balanced combat effectiveness through all tech levels.
Relies heavily on turtle tactics with large assault forces that are produced over longer periods of time.
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Unreliable but fast economy.
Hasty but cheap structures.
Ground and air vehicle variety. Strong heavy ground vehicles.
Elite units designed for spearheading assaults and overwhelming enemy positions.
Weak early-game infantry but strong late-game infantry.
Increases combat effectiveness through higher tech levels.
Relies on overwhelming force tactics using teleportation technology to rapidly maneuver troops around the battlefield and brute forcing with heavy armor assets.
Development Team
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Instructor Patstone
PROJECT LEADER
(US)
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pedrosantos53
PROGRAMMER
(US)
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thetrashmaster.
PROGRAMMER
(US)
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Nathan S.
PROGRAMMER
(US)
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flame
PROGRAMMER
(US)
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arftrooper
LEVEL DESIGNER
(US)
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Gus
LEVEL DESIGNER
(US)
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Dingle
LEVEL DESIGNER / 3D MODELER
(US)
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Prince Zay
LEVEL DESIGNER / 3D MODELER
(US)
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Mattegan
UI/UX DESIGNER
(US)
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Thrawn
UI/UX DEVELOPER
(US)
Staff & Game MASTER Team
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arftrooper
HEAD OF ADMINISTRATION
(US)
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QUANTUM
SENIOR GAME MASTER
(US)
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ZANDRONUM
SENIOR ADMINISTRATOR
(RU)
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STAN
SENIOR ADMINISTRATOR
(US)
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INVINCI-COOL
SENIOR ADMINISTRATOR
(US)
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_c0de
ADMINISTRATOR
(EU)
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HYPERION
ADMINISTRATOR
(US)
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PETSKI
ADMINISTRATOR
(EU)
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RHIKER
ADMINISTRATOR
(US)
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thebluehaloguy
ADMINISTRATOR
(US)
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ARCHIMEDES
ADMINISTRATOR
(US)
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CHALLENGER
MODERATOR
(EU)
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Jake
MODERATOR
(US)
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gambler
MODERATOR
(EU)
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alma
MODERATOR
(EU)
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unluckyrichard
MODERATOR
(US)
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4r6on
MODERATOR
(EU)
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balahoovsky
MODERATOR
(EU)
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NOMAD
MODERATOR
(US)
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nubnog
MODERATOR
(EU)
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pineapple1801
MODERATOR
(EU)
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krusty
MODERATOR
(US)
Join the team.
Interested in joining the team? We’re always looking for talented and passionate people to help shape this project into reality.