<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Half-Life on Merlijn Van Holder</title><link>https://merlijnvanholder.com/tags/half-life/</link><description>Recent content in Half-Life on Merlijn Van Holder</description><generator>Hugo -- 0.152.2</generator><language>en-us</language><lastBuildDate>Thu, 30 Jun 2005 00:00:00 +0000</lastBuildDate><atom:link href="https://merlijnvanholder.com/tags/half-life/index.xml" rel="self" type="application/rss+xml"/><item><title>Half-Life 2: The Bridge</title><link>https://merlijnvanholder.com/posts/2005/half-life-2-the-bridge/</link><pubDate>Thu, 30 Jun 2005 00:00:00 +0000</pubDate><guid>https://merlijnvanholder.com/posts/2005/half-life-2-the-bridge/</guid><description>&lt;p&gt;For the &lt;a href="https://hlfallout.net/"&gt;HLFallout.net&lt;/a&gt; mapping contest, I built a single-player map called &amp;ldquo;The Bridge&amp;rdquo;. It&amp;rsquo;s set in the lost coast, on the outskirts of City 17.&lt;/p&gt;
&lt;p&gt;&lt;img alt="The Bridge" loading="lazy" src="https://merlijnvanholder.com/posts/2005/half-life-2-the-bridge/media/bridge-01.png"&gt;&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s more of a set piece than a full level, as the competition&amp;rsquo;s goal was making a memorable environment rather than a full playable level. I&amp;rsquo;m happy to say I won the contest, and I&amp;rsquo;m very proud of how it turned out! \o/&lt;/p&gt;
&lt;p&gt;&lt;img alt="The Bridge" loading="lazy" src="https://merlijnvanholder.com/posts/2005/half-life-2-the-bridge/media/bridge-02.png"&gt;&lt;/p&gt;</description></item><item><title>Half-Life: Knowren</title><link>https://merlijnvanholder.com/posts/2002/half-life-knowren/</link><pubDate>Thu, 12 Dec 2002 00:00:00 +0000</pubDate><guid>https://merlijnvanholder.com/posts/2002/half-life-knowren/</guid><description>&lt;p&gt;Since I&amp;rsquo;ve been itching to make more Half-Life maps, I&amp;rsquo;m building a new single-player map called &amp;ldquo;Knowren&amp;rdquo; (the name is just whatever, for now).&lt;/p&gt;
&lt;p&gt;&lt;img alt="Knowren" loading="lazy" src="https://merlijnvanholder.com/posts/2002/half-life-knowren/media/knowren-01.png"&gt;&lt;/p&gt;
&lt;p&gt;Set deep in the bowels of the Black-Mesa research facility, I&amp;rsquo;m trying to focus on moody lighting with a lot of emergency spotlights and shadows, setting a darker atmosphere than most of the standard Half-Life maps.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Knowren" loading="lazy" src="https://merlijnvanholder.com/posts/2002/half-life-knowren/media/knowren-02.png"&gt;&lt;/p&gt;
&lt;p&gt;This is pushing the ZHLT (Zoners Half-Life Tools) to its limits, HLRAD specifically, and its taking a long time to compile the map each time already.&lt;/p&gt;</description></item><item><title>Half-Life Deathmatch: NORAD</title><link>https://merlijnvanholder.com/posts/2002/half-life-deathmatch-norad/</link><pubDate>Tue, 12 Mar 2002 00:00:00 +0000</pubDate><guid>https://merlijnvanholder.com/posts/2002/half-life-deathmatch-norad/</guid><description>&lt;p&gt;I&amp;rsquo;ve been working on a Half-Life deathmatch map these days, set in the mountainous NORAD complex. The layout is fairly simple, built around a central courtyard with two main buildings, both have multiple levels, and a shared basement/garage area.&lt;/p&gt;
&lt;p&gt;&lt;img alt="NORAD" loading="lazy" src="https://merlijnvanholder.com/posts/2002/half-life-deathmatch-norad/media/norad-01.png"&gt;
&lt;img alt="NORAD" loading="lazy" src="https://merlijnvanholder.com/posts/2002/half-life-deathmatch-norad/media/norad-02.png"&gt;&lt;/p&gt;
&lt;p&gt;Some areas offer 3 levels of verticality, but the rocket launcher is placed in the basement by design. Getting it first and then working your way up is a good risk/reward strategy.&lt;/p&gt;</description></item></channel></rss>