What is AHL?
Action Half-Life
Action Half Life is designed to simulate the experience of being in an Action movie. Movies like Hard Boiled, Face Off, and Die Hard are the inspiration for AHL.
AHL aims for something called 'Movie Realism.' This means that you can take a few bullets and keep fighting. You can fall from a two story roof and only hurt your leg. You can bandage a wound in seconds. This doesn't mean you're invincible however, as hits to the head from large caliber weapons are instantly fatal, but a headshot even from a small pistol will put you within an inch of your life.
Of course, stunts play a large part in action movies, and likewise, play a large part in AHL. Dives, rolls, and long jumps can be executed for style and tactical advantage. There's nothing quite like diving through a window and capping the bad guy in the head before you hit the ground. This is a game of style and fun, not obsessive realism.
Action Half-Life:Directors Cut
AHL:Directors Cut is a project started by the Ministry of Action. The Ministry is a group of people who still enjoy AHL and think that it has a life ahead of it. In our opinion AHL is a wonderful formula for online play, but a few bad design decisions spoiled the brew.
Thus we have been busy making improvements to AHL v1, which was meant to be the final one. We have tried to improve overall accessability, weapon behaviour and content. At release we will put up a big changes list that shows all new features and changes.
We hope that this new version will get some people playing again. We also aim to maintain a flow of new players coming in and trying out AHL. Maybe people will even be inspired again to make new content. We are realistic and do not expect 200 players by tomorrow; but AHL still has plenty to offer!
Basic breakdown of game play dynamics:
Primary Weapons:
Shotty, Assault Rifle, Mp5, Sniper Semi Auto, Sniper 50 Cal, Handcannon, Akimbos'
Secondary:
Beretta, Colt 45's, Colt SAA's, Desert Eagle, and Magnum.
Stunts: Foward, backward and side dives, long jumping and climbing.
Locational Damage and bandaging!
Why?
Ok, so basically inspired by the recent retrospective on AHL posted on Rock,Paper,Shotgun (
http://www.rockpapershotgun.com/?p=1825), I'd like to try and get a Game on with some of the PA guys here, since the game is more or less a decade old at this point.
What do I need?
A copy of HL1 and the installer (see below).
Where?http://www.ministryofaction.net/files.php
The full installer.
Also of note:
Maps:http://ahlmd.planet-action.com/
Most likely won't be needed if you get the mappack found in the files section on MOA.
The Armory
What is the armory? A program to simplify the exchanging of the multitude of weapon models available for AHL, though
not necessary to play, enriches the experience and is part of the fun of the mod.
Weapon models can be found here:
http://hof.planet-action.com/
The armory direct link is here:
http://ghgmapdepot.com/models/ahl-armoury-installer.zipWhen?
I'm hoping to get some people together for
Friday through Sunday,May 30th - June 1st after that, we'll see what happens.
What Else?
Gratuitous RPS quote:
The reason I’ve got to chattering about AHL now (aside from to encourage you guys to put Team Fortress 2 aside for a spell and play the thing) is that I’m coming to terms with the fact that the mod community today is unlikely to produce anything like it. AHL was, like so many Half-Life and Unreal Tournament era mods, based on a cluster of simple ideas that were honed over years and multiple releases following community feedback. Maybe it’s because so much potential money is floating around the mod scene these days, but it’s hard to imagine that happening now. Everyone seems too scared of everyone else stealing their ideas, and of course, the simpler the idea the easier it is to quietly pilfer. Or maybe everyone’s just working on total conversions because that’s what’ll get them a job on a dev team.
That’s a shame, because we already have dev teams churning out games that need to be big and expansive to justify their price. But big, expansive games tend to have multiplayer that relies on practice and an understanding of their depth. And with the amount of great online games being churned out now, who needs that? Who wants to have to pick a game to commit to? Quake Wars or World in Conflict might seem fun, but are they fun enough to invest the 20 hours it’ll take to learn all their nuances? After all, doing that’s going to mean neglecting some other exciting new release.
Action Half-Life, on the other hand, can be understood completely in 15 minutes. It is a wonderful vagina of a game, being as it is astonishingly tight and just deep enough (Quinns! - Quinns’ Mother). And in case you’re still not entirely convinced, I’ve got another match I really, really need to tell you about.
Pictoors:
I'll have the server ip's and such when I have a moment to check them, there's really only going to be 3 tops to choose from. And don't be afraid of the regulars if you wanna get started early!
Posts
Combat
Steam ID : Fagadaba
Speaking of Matrixy gunplay, anyone else remember the other HL1 mod The Opera? It was pretty cool too, though sadly it was one of those "mult-part release" mods that get as far as the first release before interest is lost.
Hey! Waddya know! I still have HL1 installed!
time to download some fun
I never asked for this!
Amazing that it's still talked about.
Those were some golden years in modding, why aren't mods as widely popular and well made today as they were in the AHL years?
Takes a lot longer to make a mod with quality models and textures now a days.
I never asked for this!
Its a shame, HL1 was a golden age of modding. Having 6 major multiplayer mods being made and constantly updated with large communities was glorious.
Ok, server IP is : 68.32.69.181:27018
Password is wang.
We'll be playing LMS with Chosen equipment.
I'd rather play the specialists.. I haven't played AHL in ages.
I never asked for this!