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Lambda Core
 
 
Resources
   
 
 
 
 
FAQ
 
 
Unofficial FAQ 
 

                 If this FAQ doesn't answer your question, check out HLH's New 
                 Unofficial Half-Life FAQ. 
 

                 Last updated: Sunday, November 29,1998 
                 Faq maintained by jaspur 
                 Jason Thierbach. v.30 

                   Disclaimer: 
                 This document is provided "as is" without any 
                 guarantees or warranty. Although the author has 
                 attempted to find and correct any errors or mistakes, 
                 they and everyone who has contributed to it, are not 
                 responsible for any damage or losses of any kind 
                 caused by the use or misuse of information in this 
                 FAQ. The author is under no obligation to provide 
                 service, corrections, or upgrades to this FAQ. This FAQ 
                 was not made by Valve Software and/or Sierra and they 
                 can not be held responsible for anything that is in this 
                 FAQ. Any information in this FAQ can change at any 
                 time. 
 
 

                 Table of contents 

                 1. Introduction 

                 1. About this FAQ 
                 1.2 About the author 
                 1.3 Where to get this FAQ 

                 2. About Half-Life 

                 2.1 What is Half-Life? 
                 2.2 Who is making Half-Life? 
                 2.3 Who is Valve Software? 
                 2.4 Who is Half-Life's publisher? 
                 2.5 What's the story behind Half-Life? 
                 2.6 What are Half-Life's features? 
                 2.7 When will Half-Life be released? 

                 3. Half-Life System Requirements 

                 3.1 What are Half-Life's system requirements? 
                 3.2 Under which Operating System will Half-Life run? 
                 3.3 Will Half-Life make use of a 3D accelerator and/or 
                 MMX processor? 
                 3.4 Will Half-Life take advantage of 3D sound cards? 

                 4. Multiplayer 

                 4.1 What kind of multiplayer capabilities will there be 
                 in Half-Life? 

                 5. Editing 

                 5.1 In what ways will Half-Life be editable? 

                 5.2 The Half-Life Console 

                 6. The Half-Life Development Team 

                 7. Where to find more information about Half-Life 

                 7.1 WWW 
                 7.2 IRC 
                 7.3 NewsGroups 
                 7.4 Public Forums 

                 8. Credits 

                 9. Revision history 
 
 

                 1. Introduction 
 
 

                 1.1 About this FAQ 
 
 

                 This FAQ (Frequently Asked Questions) is about the 
                 game Half-Life. It offers you all/most of the available 
                 information on Half-Life, and hopefully answers most 
                 or all of your questions. This faq was written because I 
                 felt the need. This faq was started August 5th 1997. 

                 1.2 About the author 
 
 

                 Jason Thierbach is a webmaster of the Half-Life 
                 mega-site 

                 Planet Half-Life located at 
                 http://www.contaminated.net. 

                 1.3 Where to get this FAQ 
 
 

                 All the new versions will be posted at 
                 http://www.contaminated.net 
 
 

                 2. About Half-Life 
 
 

                 2.1 What is Half-Life? 
 
 

                 Half-Life is a first person 3D action game by developer 
                 Valve Software. Half-Life introduces a revolutionary 
                 leap in 3D first-person games by combining stunning 
                 technology enhancements with genre-breaking 
                 gameplay elements. Gamers are given opportunities to 
                 wreak havoc--in true action-game fashion--but they are 
                 also challenged to explore and strategize. Half-Life's 
                 strong story elements, advanced inventory system and 
                 story-integrated challenges create an experience 
                 never-before-seen in traditional "run-and-gun" action 
                 games. 

                 Half-Life can be played both single and multiplayer, 
                 with support for OpenGL and Direct3d accelerators and 
                 MMX processors. 

                 Half-Life is based on the Quake(tm) engine by ID 
                 Software, with Valve's own enhancements to the 
                 engine, such as 16-bit and 24-bit color and MMX 
                 support. 

                 More on Half-Life's features in part 2.6 

                 This is what Gabe Newell (Valve founder/managing 
                 director) has to say about the game: 
                 "Our goal with Half-Life was to build the most exciting 
                 and technologically advanced game possible." 

                 2.2 Who is making Half-Life? 
 
 

                 Valve Software 

                 See Team section (6) for all of the bios. 

                 2.3 Who is Valve Software? 
 
 

                 Founded in 1996, Valve develops games software, and 
                 are based in Kirkland, Washington. Valve Software 
                 consists of more than 20 leading artists, game 
                 designers, and programmers. Valve's prestigious 
                 development team is comprised of many 
                 well-respected names within the gaming community, 
                 including: 3D artist Chuck Jones, formerly with 
                 Apogee/3D Realms, where he was an artist and 
                 animator for Duke Nukem 3D, Rise of the Triad, 
                 Shadow Warrior and the Duke Nukem Plutonium Pack; 
                 game and level designer Harry E. Teasley III, former 
                 art director of Williams' Doom for Sony Playstation; 
                 game designers Steve Bond and John Guthrie, creators 
                 of the Quake Airplane and Quake Kart; and level 
                 designer Dario Casali, one of the world's best-known 
                 deathmatch level designers, including those found on 
                 id Software's Final Doom. More information about Valve 
                 is available through the company's web site at 
                 www.valvesoftware.com. 

                 More information in the Team (6) section. 

                 2.4 Who is Half-Life's publisher? 
 
 

                 Half-Life is published by Sierra On Line. 

                 2.5 What's the story behind Half-Life? 
 
 

                 Deep in the bowels of the Black Mesa Research Labs, a 
                 decommisioned missile base, a top secret project is 
                 underway. Information about the project is strictly on a 
                 "need-to-know" basis, and as a low level research 
                 associate you (Gordon Freeman) "need to know" very 
                 little. Each morning you ride the train to work from the 
                 employee dorms, you put on your environmental 
                 protection suit, you enter the test chamber, and you 
                 run stress tests on whatever odd devices have been 
                 delivered from some other nameless part of the Black 
                 Mesa compound. 

                 But this morning is different. This morning, your test 
                 lab is suddenly the most important place on 
                 Earth-because something is going seriously wrong. 
                 Maybe it's sabotage-maybe it's an accident. Whatever 
                 the reason, reality is getting all bent out of shape. 
                 One minute you're doing your job, pressing buttons. 
                 The next thing you know, you're staring into an alien 
                 world. Something huge with too many arms is taking a 
                 bite out of your partner's face. An explosion of 
                 unearthly light....then darkness. 

                 Disaster. Sirens wailing. People screaming. And 
                 everywhere you turn, people are dying--being eaten. 
                 Monsters are everywhere. Monsters--there's no better 
                 word for them. You head fro the surface, to get the 
                 hell away from ground zero, but the usual routes are 
                 unpassable--damaged by the disaster, infested with 
                 headcrabs and houndeyes and increasingly larger and 
                 hungrier creatures. Madness is the order of the day. 
                 You enlist the help of traumatized scientists and 
                 trigger-happy guards to get through high security 
                 zones, sneaking and fighting your way through riuned 
                 missle silos and Cold War cafeterias, through darkened 
                 air ducts and subterranean railways where you must 
                 ride a missle transport sled straight into the jaws of 
                 slavering nightmare. When you finally come in sight of 
                 the surface, you realize the aliens aren't your only 
                 enemies--for now the government forces have arrived 
                 with heavy-weapons goons, squadrons of ruthless 
                 containment troops, and stealthy assassin gals. Their 
                 orders seem to be that when it comes to Black Mesa 
                 labs, nothing must get out alive....and especially not 
                 you, the guy who made it all go bad. So much for the 
                 cavalry. 

                 When your own species turns against you, where do 
                 you turn? You've uprooted a bunch of nasty 
                 government secrets. You've found a portal to another 
                 world, and an alien light comes shining through. Can it 
                 get any worse over there? Some things you just have 
                 to see for yourself. 

                 2.6 What are Half-Life's features? 
 
 

                   16 bit and 24-bit Color: 

                 Half-Life is engineered in 16-bit color: 
                 Which expands the available palette to 65,535 colors. 
                 And, with support for graphics acceleration, Half-Life 
                 lets those with advanced hardware see over 16 million 
                 colors. The result is greatly enhanced realism and 
                 visual richness. 

                 Specifically, 16-bit color makes the following 
                 innovations possible: 

                 Realistic lighting, translucency, and blurring: 
                 Thanks to those 65,535 colors per image, Half-Life 
                 engineers can blend light and color in innumerable 
                 ways to get a variety of effects. Examples include 
                 smoke, metallic surfaces, translucent water and energy 
                 beams-even force fields that can fade in and out. 
                 Different colored lights from different sources will 
                 blend properly as they pool on a floor or wall. And 
                 because these features are implemented in software, 
                 they can be made an integral part of the gameplay 
                 experience, not just a visual treat for those with 
                 advanced hardware accelerators. 

                 Dynamically changing surfaces/Decals Surfaces: 
                 in Half-Life are dynamic-they can change over time or 
                 as the player interacts with them. Damp walls may 
                 grow mossy, water will ripple as the player moves 
                 through it and, through the use of "decal" technology, 
                 hard surfaces will retain the scars of a previous 
                 firefight. Decals--spot painting effects over existing 
                 textures--also make it possible for opponents to leave 
                 threatening graffiti on walls, or for blood, water and 
                 smoke to leave their marks on both surfaces and 
                 characters in the game. 

                   DSP(digital signal processing effects): 

                 Audio effects accelerated by MMX instructions allows 
                 for sounds to realistically reflect the environment they 
                 take place in: high-end, tinny effects for confined 
                 spaces and hollow, booming reverberations for wide 
                 open spaces. Sound cues are often a gamer's best 
                 orienting tools, and Valve has made sure that 
                 Half-Life's sound technology provides the same quality 
                 and feedback reliability as its light, color, and other 
                 realism effects. 

                 Real-time DSP: 
                 Valve has created a proprietary method for producing 
                 DSP in real time. Without the DSP functions, effects 
                 would sound the same in a small hallway as in a wide 
                 open space. With DSP, however, a sound effect is 
                 muffled underwater, is deadened in a fabric-padded 
                 space, and reverberates in a very large room. DSP 
                 affects every sound a player makes or hears, such as 
                 shots and grunts or machinery and monster noises. 

                 Valve's implementation of the DSP technology also 
                 saves disk space and memory. Half-Life can reuse the 
                 same effect many times, but give it very different 
                 sounds based on the geometry of the room rather than 
                 have to record a separate WAV file for each type of 
                 effect. 3d sound will also be implemented. For any 
                 sound they hear, players can tell which direction it is 
                 coming from-left, right, below, above, in front, or 
                 behind. The source direction changes as they move 
                 through the space (doh, engines that were revving on 
                 the left will sound off on the right when a player turns 
                 around), and constant sounds recede as players get 
                 farther away. 

                   Skeletal animation system: 

                 With a demand for realistic lighting and color effects, 
                 there is a desire for monsters to look and move as 
                 realistically as possible. To accomplish this goal, the 
                 engineers at Valve have created a skeletal animation 
                 system. Rather than store a discrete set of polygonal 
                 meshes for each key frame of animation, as traditional 
                 action games do, the skeletal system moves the 
                 "bones" within a monster and deforms a mesh and 
                 texture map around them. There are a number of 
                 advantages this gives Half-Life animators as they build 
                 more compelling and complex monsters: 
                 Smoother and richer animation Half-Life players will 
                 see much smoother animation than in typical action 
                 games. While both sprite- and mesh-based animation 
                 systems are based on a fixed keyframe animation rate, 
                 which is typically targeted at the lowest common 
                 denominator system, Half-Life's skeletal animation 
                 system does not limit the number of frames in an 
                 animation. For instance, a typical walk cycle may have 
                 as many as 80 frames in Half-Life, as compared to only 
                 4 in some sprite-based games. 

                 6000+ polygon monsters: 
                 With Valve's new skeletal system, monsters can be 
                 much more complex than ever before-without affecting 
                 performance. Half-Life will have monsters of up to 
                 6000 polygons, compared to the 500-plygon monsters 
                 in traditional mesh-based games.. Anatomically correct 
                 motion Through skeletal animation, motion can become 
                 more realistic and natural because the animation 
                 doesn't depend on thousands of interactions of mesh 
                 vertices that are difficult to map in all permutations. 
                 The faster a character runs, for instance, the faster the 
                 legs will move. 

                 Multiple animations: 
                 Compound animations and switchable body parts 
                 Because skeletal animations are more economical, 
                 Half-Life has many different animations per creature. 
                 And, rather than have a fixed set of animations that 
                 involve a monster's entire body, Valve can build 
                 animations of many different parts and then combine 
                 them into a whole. Monsters can turn their heads to 
                 look at the player while they are running. Troops can 
                 pull out weapons and fire while they are moving or 
                 kneeling. Compound animations also make it possible 
                 to remove or switch body parts in response to the 
                 gaming action-say, to allow for a weapons change or to 
                 show damage to a monster that's still fighting. 

                   Monster AI: 

                 Half-Life's monsters and life-forms are also 
                 remarkably--even terrifyingly--intelligent. 

                 Valve has created a technology that imbues Half-Life 
                 monsters with tactical intelligence, multi-character 
                 cooperation, and a supreme will to live. The result is a 
                 menagerie of new creatures whose intelligence and 
                 unpredictability make them truly formidable 
                 adversaries. 

                 Traditionally, game AI is a set of hard-coded if-then 
                 decisions for every possible situation that could 
                 confront a monster, such as, "If there is a bad guy in 
                 this room then shoot at him." Valve took another track, 
                 designing a module-based AI system that provides 
                 practically infinite flexibility and monster growth 
                 potential. Below are just a few of the ways that AI 
                 decision modules work together to produce 
                 unprecedented monster intelligence. 

                 Monster behavior based on player's actions moment by 
                 moment: 
                 In Half-Life, monsters might advance only when it 
                 makes sense to. They assess how much health the 
                 player may have, where the player is heading, how 
                 many of their own kind are left in a room, and whether 
                 they have enough health themselves to fight. Such 
                 conditions and others dictate whether a monster will 
                 chase, attack, or retreat. While in other games 
                 monsters are basically suicide squads, in Half-Life 
                 monsters don't want to die. 

                 Squad (group) behavior: 
                 Valve's module-based AI technology also adds the new 
                 twist of squad behavior and cooperation among 
                 monsters. Adversaries can make a threat assessment, 
                 recruit others and then plan a coordinated attack 
                 against the player. Flocking behavior Achieving realistic 
                 motion for creatures that travel in swarms, flocks, or 
                 packs is just as important as achieving it for those 
                 that move individually. To do that, Valve has crafted 
                 an innovative Flocking Behavior Model that realistically 
                 depicts the organic movement of animals such as birds 
                 and fish. 

                 Multi-sensory monsters: 
                 Half-Life monsters possess a rich and varied group of 
                 senses for detecting a player's presence-namely, sight, 
                 hearing, and smell. For instance, some monsters can't 
                 see at all, but locate the player by sound. Others have 
                 the ability to track the player who has moved on by 
                 using a scent trail. This forces players to rethink their 
                 tactics and weapons choices. 

                   Improved technologies for more exciting gameplay 

                 Valve thrusts players into a full-surround gaming 
                 environment that is its own thriving space. Half-Life 
                 has an ecology and a society. Monsters are breeding, 
                 herds are forming, and some monsters prey on others. 
                 Players are dropped into the middle of this 
                 environment and must learn from what they see. In 
                 order to survive, they must use both their weapons and 
                 their wits. Some examples of innovations that enhance 
                 the player's gameplay experience include: 
                 Continuous-world (day-and-night cycles) experience 
                 Instead of discrete levels that offer no chance of 
                 turning back, Half-Life lets players return to any space 
                 they've visited-though what has happened in that 
                 space in the player's absence may be surprising. 

                 Usable vehicles and props: 
                 Valve's designers have made sure that vehicles and 
                 props aren't merely backdrops to a story-they are tools 
                 that must be used to advance in the game. For 
                 instance, an underground train system takes players to 
                 numerous stations and allows them to backtrack. Some 
                 vehicles also contain, or can be used as, weapons to 
                 mow down monsters. 

                 Ducking, crouching, and crawling: 
                 For more realistic and varied action, Half-Life lets 
                 players duck and crawl in addition to stand, walk, run, 
                 and jump. In addition to expanding players' tactical 
                 options, being able to duck and crawl opens up myriad 
                 spaces once sealed off to first-person shooters, such 
                 as a maze of duct work which can be used to help 
                 elude monsters or reach otherwise impossible rooms. 

                 Improved physics: 
                 In Half-Life, physics and gravity behave more like in 
                 the real world than in other games. Flooring can be 
                 unstable and rickety railings can give way. Even typical 
                 tactics for obliterating the enemy must yield to 
                 Newtonian physics. For instance, blowing up a soldier 
                 who's wearing a backpack of desirable goods also 
                 destroys the goods. An initial surprise to experienced 
                 gamers, it will challenge players to dream up some 
                 interesting alternative solutions. 

                 Scripted sequences to advance the story and interact 
                 with: 
                 Rather than jar players out of their immersion by 
                 plugging in backstory details as a voiceover or text 
                 screens between levels, Valve's new scripting 
                 technology reveals information through sophisticated 
                 scripted animations that can be deliberately or 
                 accidentally interrupted (such as by shooting at a 
                 character or bursting into a scene in progress). 

                 2.7 When will Half-Life be released? 
 
 

                 Half-Life is available in stores now! 
 
 

                 3. Half-Life System Requirements 
 
 

                 3.1 What are Half-Life's system requirements? 
 
 

                 - being required 
                 + not being required 

                 - Pentium 133 
                 + MMX processor 
                 - 16 MB RAM (32 recommended) 
                 - CD-ROM Drive 
                 - SVGA graphics adapter 
                 - Windows supported sound card 
                 + OpenGL, Glide and D3D supporting 3D accelerator 
                 + 400 MB hard drive space free 
                 (Cd will be required to play) 

                 3.2 Under which Operating System will Half-Life 
                 run? 
 
 

                 Windows 95/98 and Windows NT 4.0/5.0 

                 3.3 Will Half-Life make use of a 3D accelerator 
                 and/or MMX processor? 
 
 

                 Half-Life will support Direct 3D and OpenGL. 
                 One of Valve's enhancements to the Quake engine is 
                 support for MMX(tm) processors (Pentium MMX or 
                 Pentium II). If you have a 3D accelerator, capable of 
                 running Direct 3D, Glide or OpenGL at a decent speed, 
                 it will look mind-bogglingly cool. 

                 Other chipset support is not known at this time. 

                 3.4 Will Half-Life make use of a 3D sound card? 
 
 

                 Half-Life sounds great with chips supporting the 
                 Aureal's A3D and Creative's EAX sound API's. Half-Life 
                 also supports Microsoft's DirectSound API. 

                 For more information on 3D hardware issues, check out 
                 Sierra's Half-Life support page. 
 

                 4. Multiplayer 
 
 

                 4.1 What kind of multiplayer capabilities will there be 
                 in Half-Life? 
 
 

                 With the multiplayer functionality in Half-Life, we are 
                 going to make action gaming on the Internet a lot 
                 more fun and a lot less frustrating to the mainstream 
                 gamer" 
                 :said Scott Lynch, Senior Vice President of Sierra 
                 Studios. 

                   Half-Life multiplayer features 

                 Won Authentication issues: 
                 To play Half-Life online, you must own the game and 
                 enter the serial number that's on the cd case upon 
                 installing the game. When you try to connect to a 
                 server, Won will authenticate your copy. Some people 
                 who have bought the game have had problems logging 
                 in and playing multiplayer games both online and 
                 setting up games on a LAN. Alot of these issues have 
                 been addressed in the 1.0.0.6 patch for Half-Life. 
                 Always be sure to have the latest version so you can 
                 stay up to date. 

                 One button play: 
                 Gamers will be able to be up and running in a 
                 multiplayer game with the press of a single button. 
                 There will be no configuration hassles, no IP 
                 addresses, and no need for additional utilities or 
                 patches. The Half-Life launcher will automatically 
                 connect to the Internet, locate the master server, 
                 select an appropriate low-ping game, download any 
                 resources necessary to play, and launch the game. 

                 Find Your Friends: 
                 With Half-Life's integrated communications and 
                 searching facilities, gamers will be able to find their 
                 friends no matter where they are on the Internet, get 
                 together, talk to each other, and then jump into a 
                 game together. It's also easy to set up a private game 
                 that only you and your friends can play. 

                 Be Yourself: 
                 Anonymity is a thing of the past with Half-Life. As part 
                 of customizing the appearance of their onscreen 
                 character, players can scan a picture of themselves 
                 onto their computer and have that appear as their 
                 character's face in the game (and on their opponents 
                 screen). Members of clans can spray paint their clan 
                 logo or other bitmap on the opposing teams territory to 
                 let them know who's really in charge. A master server 
                 keeps track of your accomplishments and standings 
                 versus all of the other Half-Life players. 

                 Lag-friendly game design: 
                 For many players new to the Internet the amount of 
                 time it takes for information to travel back and forth 
                 across the Internet, known as lag, can make the fast 
                 pace of action gaming very frustrating. By the time the 
                 server has registered a fire command, the target has 
                 already moved. Half-Life addresses this by designing 
                 for lag. One example of this is one of the weapons, the 
                 Snark, a fire-and-forget organic grenade that is 
                 completely independent of the player's ping time. 

                 Cooperative and Competitive scenarios: 
                 Many mainstream gamers are interested in both the 
                 competitive and cooperative aspects of the multiplayer 
                 experience. Half-Life will contain both head-to-head 
                 and cooperative scenarios. 

                 Auto Download and Configuration: 
                 Even experienced gamers can be frustrated by the 
                 complexities of downloading new maps, placing 
                 add-ons into the right directories, and knowing which 
                 of these should be used with which servers. Half-Life 
                 makes all of these operations automatic and 
                 completely transparent to the player. If a player 
                 connects to a server, and the server administrator is 
                 running a Half-Life game that requires new sounds, 
                 new models, new maps, or additional DLL's, all of 
                 these will be automatically downloaded and configured 
                 for the user. 

                 Additional Features: 
                 In addition to the above, Half-Life features 32-player 
                 Internet and LAN multiplayer support. Servers are 
                 available via WON.net, Gamespy or user hosted 
                 servers. Half-Life's skeletal animation system lets 
                 players see which weapons opponents are using. 
                 Half-Life's dynamic environments add to the realism 
                 and chaotic fun: burn marks, bullet holes and blood 
                 marks appear on surfaces. Multiplayer levels include 
                 player-controlled trains and conveyer belts, which offer 
                 creative means of offense and defense. 

                 Team Fortress 2: 
                 Valve announced in May 1998, the acquisition of TF 
                 Software Pty. Ltd., Australian developer of Team 
                 Fortress, one of the most popular multiplayer games 
                 on the Internet. 

                 Team Fortress (TF) is a first person action game with 
                 strong team oriented play and strategic elements. Each 
                 member of a team takes on a specific class, such as 
                 scout, sniper, or engineer, in competition with other 
                 teams. The player's class determines his or her 
                 appearance, tools or weapons, and skills. Close 
                 coordination with other team members is the key to 
                 success in the game; it is also the source of the 
                 game's long-standing popularity. The original Team 
                 Fortress, developed as an extension to id Software's 
                 Quake, was released in August 1996. Today, 
                 approximately 40% of current Quake servers are 
                 dedicated to Team Fortress. 

                 Sierra Studios and Valve also announced that Team 
                 Fortress 2 will be shipping as a Half-Life expansion 
                 pack about a month after the game hits the store 
                 shelves. "Half-Life is clearly perceived in both the user 
                 and press communities as the best single-player action 
                 game for 1998. Team Fortress is one of the most 
                 popular games being played on the Internet. Building 
                 TF 2 on top of Half-Life's will result in a multiplayer 
                 experience of much greater depth and broader appeal 
                 than anything currently available," said Scott Lynch, 
                 Senior Vice President of Sierra Studios. 

                 Here is what level designer Dario Casali had to say 
                 about internet play: 
                 "Net play in Half Life will have QuakeWorld style 
                 functionality and we are currently discussing this with 
                 several gaming services. We are making sure that the 
                 process of getting a net game going will be a simple 
                 one." 
 
 

                 5. Half-Life Editing 
 
 

                 5.1 In what ways will Half-Life be editable? 
 
 

                 Half-Life is Windows/NT based, allowing people to use 
                 C/C++ to develop add-ons. Editing will be different in 
                 Half-Life, as Valve is using .DLL's instead of .QC files. 
                 DLL's can be used for models, sounds, levels. Almost 
                 everything. Half-Life will allow experienced 
                 programmers to modify via modules. Programming in 
                 Half-Life will avoid using an interpreted language 
                 approach (ie, QC), which is better suited for Dos 
                 games. 

                 Worldcraft: 
                 Worldcraft is the leading 3D action game level 
                 development tool. An enhanced version of the editor 
                 will be included with Half-Life, and will take advantage 
                 of the numerous technical advancements found in the 
                 Half-Life engine. Worldcraft, called "sleek, swift, and 
                 completely intuitive" by Wired magazine, has long 
                 been the favorite map editor among gamers developing 
                 customized levels for Quake. 

                 The current version of Worldcraft has been called "the 
                 undisputed king" of level editors by PC Format 
                 magazine. It is an intuitive, easy-to-learn tool that 
                 incorporates dozens of powerful features previously 
                 available only to advanced programmers. The newly 
                 enhanced version of Worldcraft-which will be included 
                 in the Half-Life box-will support Half-Life's many 
                 technological innovations, including programming AI, 
                 24-bit textures, chrome and translucency. It will also 
                 contain advanced editing features, including vertex 
                 manipulation and clipping planes for faster shaping of 
                 architecture, support for Direct 3D and OpenGL, and 
                 improvements to the user interface to make frequently 
                 performed editing tasks faster and easier. Worldcraft 
                 will continue to support 8-bit legacy games. 

                 For more information on editing, check out the links 
                 below for tutorials, tips, etc: 

                 Wavelength 
                 The Official Half-Life Editing Resource Center 
                 The Forge 

                 5.2 The Half-Life console 
 
 

                 In order to use the Half-Life console, load the game 
                 with "hl.exe -console" (or make a shortcut that adds 
                 the -console command line option). You'll see a gray 
                 CONSOLE button in the upper-left of the main menu, 
                 and the traditional ~ (tilde) will bring down the 
                 console in a game. 

                 Visit the following pages for lists of cheats, console 
                 commands, map list and console command variables: 

                 Console Commands 
                 Cheats 
                 Maps 
                 Variables 
 

                 6. The Half-Life Team 
 
 

                   Gabe Newell -Founder/Managing Director 
                 Gabe held a number of positions in the Systems, 
                 Applications, and Advanced Technology divisions during 
                 his 13 years at Microsoft. His responsibilities included 
                 running program management for the first two releases 
                 of Windows, starting the company's multimedia 
                 division, and, most recently, leading the company's 
                 efforts on the Information Highway PC. His most 
                 significant contribution to Half-Life was his statement 
                 "C'mon, people, you can't show the player a really big 
                 bomb and not let them blow it up." 

                   Mike Harrington - Founder/Director of Development 
                 Mike's development career began at Dynamix, where he 
                 worked on a variety of sports titles for 
                 GameStar/Activision. He spent the last nine years at 
                 Microsoft working as a developer or lead developer on 
                 OS/2, Windows NT and Microsoft Bob v1 and as a 
                 development manager on Microsoft Bob v2 and 
                 Microsoft News Viewer. Mike was pleased to learn that 
                 resistance is not, in fact, futile. 

                   Monica Harrington - Business Development Manager 
                 Monica has been in the software business for fourteen 
                 years, eleven of them at Microsoft, where she was 
                 most recently a senior marketing manager in the 
                 Interactive Media Group. At the time Mike and Gabe 
                 decided to start Valve, Monica had just taken a job as 
                 the group marketing manager for Microsoft's consumer 
                 software businesses, including games. She decided to 
                 change jobs so she could continue to pump Mike for 
                 inside information on Head Crabs, Big Momma, and Mr. 
                 Friendly. Monica's maiden name is Harrington. She 
                 claims Mike changed his name. 

                   Ted Backman -Art Director/Conceptual 
                 Artist/Illustrator/Animator 
                 Ted has been a freelance artist and animator in the 
                 Seattle area for the last four years. Ted developed 
                 many of the more unusual monsters for Half-Life, 
                 including the Head Crab, Mr. Friendly and Big Momma. 
                 He is also a black-belt karate instructor. 

                   Lisa Mennet - Director of Marketing 
                 Prior to Valve, Lisa worked for 12 years in software 
                 marketing at Aldus Corporation and Starwave 
                 Corporation. She also has a master's degree in 
                 Educational Psychology, and uses her clinical training 
                 at work whenever possible. 

                   Harry Teasley -Game Designer/Level Designer/Artist 
                 Harry came to Valve from Shiny Entertainment, where 
                 he was working on the upcoming game Wild 9's. Prior 
                 to Shiny, Harry was at Williams Entertainment where 
                 he was lead artist and designer for PlayStation Doom, 
                 and was lead designer for Doom64. Before Williams, 
                 Harry worked with Sid Meier at Microprose on 
                 Civilization as well as Pirates Gold, among other 
                 projects. 

                   Chuck Jones -Illustrator/3D Artist 
                 Chuck joins Valve from Apogee/3D Realms where he 
                 was an artist and animator for Duke Nukem 3D, Rise of 
                 the Triad, Shadow Warrior and, most recently, the 
                 Duke Nukem Plutonium Pack. Formerly a tattoo artist, 
                 Chuck tagged Jerry Cantrell of rock group Alice In 
                 Chains long before he created the space aliens who 
                 invaded Los Angeles. 

                   Ken Birdwell -Senior Software Development Engineer 
                 Ken has contributed to a wide range of projects in the 
                 last 15 years. These include in-circuit emulators 
                 (CodeTap), 3D surface reconstruction (Surfgen), 3D 
                 prosthetics design tools (Shapemaker), and satellite 
                 networking (Microsoft's Broadcast PC). He also wrote 
                 one of the first graphical shells for multiplayer on-line 
                 games for Compuserve's Sniper. Oddly enough, Ken 
                 has a BFA from Evergreen State University, where he 
                 studied painting, photography, and animation. Ken has 
                 designed and implemented the animation system and 
                 many other engine components for Half-Life. 

                   Yahn Bernier - Software Development Engineer 
                 Yahn was an Atlanta patent lawyer with a degree in 
                 chemistry from Harvard. So obviously he ended up in 
                 Seattle developing computer games. He taught himself 
                 to program at the age of 12 and, more recentley, 
                 developed what we at Valve have called "that other 
                 level editor," BSP. Now that he's getting paid to make 
                 games, he figures he'll practice law in his spare time 
                 (little does he know). Yahn is working on Half-Life's 
                 multiplayer code, and on Worldcraft 2.0. His favorite 
                 phrase, when imbibing too freely, is "Yucca will 
                 assimilate you." 

                   Kelly Bailey -Senior Software Development 
                 Engineer/Musician 
                 Kelly, formerly a product unit manager at Microsoft, 
                 has a programming background that includes consumer 
                 multimedia, database engines, and networking. He 
                 created all of the music and sound effects for Half-Life. 
                 He is also lead singer for a Seattle band, Lucy's Fishing 
                 Trip, and, therefore, shaves less than the rest of the 
                 staff. 

                   Dario Casali -Level Designer 
                 Joining Valve from England, Dario is a world-famous 
                 level designer. His work includes some of the most 
                 popular deathmatch levels on the Internet, as well as 
                 Final Doom, published by id Software. 

                   Steve Bond -Game Designer/Engineer 
                 Having made the great trek westward from Fort Walton 
                 Beach, Florida, Steve is responsible for much of 
                 Half-Life's sophisticated monster and entity behaviors, 
                 of which the squad-level AI is his favorite. Steve 
                 worked with John Guthrie on several projects that 
                 demonstrated the power and flexibility of the QuakeC 
                 development environment, which caught John 
                 Carmack's attention, who in turn referred him to us. 
                 Before that, Steve worked at a local Internet service 
                 provider and delivered pizza, a fact that we rarely let 
                 him forget, even in his corporate bio. 

                   John Guthrie -Game and Level Designer 
                 Along with Steve Bond, John started the influential and 
                 popular Internet gaming site, Quake Command. John 
                 was also the co-creator of Quake Airplane and Quake 
                 Kart. Today, he occupies Valve's darkest office, where 
                 he is hard at work constructing the chambers and 
                 corridors of Half-Life's treacherous missile base and 
                 underground train system. 

                   Brett Johnson -Level Designer/Composer 
                 Brett's craftsmanship as a musician is matched only by 
                 his ability to create traps which snare, snag and frag 
                 unwary explorers in 3D environments. Valve lured Brett 
                 mid-way through his final year at Rensselaer 
                 Polytechnic Institute and a promising career in 
                 biochemistry. A hard-assed New Yorker, Brett 
                 continues to deny Seattle's claim to being the 
                 birthplace of espresso. 

                   Karen Laur -Illustrator/Texture-Maker/Artist at Large 
                 Karen has contributed to Starwave Corporation's Castle 
                 Infinty and Eastwood, and Activision's Zork Nemesis. 
                 She was the sole creator of Materia Prima, a texture 
                 collection published by the Valis Group, and was head 
                 designer for Maya Romanoff, a prestigious producer of 
                 hand-made wallpaper. Karen was also owner/operator 
                 of the Washington DC restaurant, Dante's. 

                   Dave Riller -Level Designer 
                 Prior to joining Valve, Dave was an active developer in 
                 the on-line Quake community, and worked with id 
                 Software on the deployment of Quake World. For his 
                 day job, Dave was a program designer/analyst at MSI, 
                 a Windows software developer located on the East 
                 Coast. He also ran their website. Dave has been a beta 
                 tester for Doom 2, Hexen, Quake, and Warcraft II. In 
                 his virtually non-existent spare time, Dave is a pilot 
                 and musician. 

                   Marc Laidlaw -Writer/Game Designer 
                 Marc Laidlaw is the author of half a dozen strange 
                 novels, including Dad's Nuke and The 37th Mandala. 
                 While writing a cover-story about Quake for Wired 
                 Magazine, he determined that level designers had the 
                 coolest jobs on earth--although the fact that he'd been 
                 working as a legal secretary for 10 years might have 
                 warped his perceptions very slightly. In addition to 
                 building levels for upcoming projects, Marc will be 
                 working to ensure that Valve's stories and scripts are 
                 as intense and entertaining as all the other elements 
                 of its games. Oddly, he refuses to do anyone else's 
                 typing. 

                   Jay Stelly - Engine/Special Effects Developer 
                 Jay recently joined Valve from Tetragon where he was 
                 lead engineer and 3D engine developer of Virgin's 
                 Nanotek Warrior. Before that, he developed titles for 
                 Sony Playstation & 3DO. Way before that, he wrote his 
                 first computer game (at age 9) and had a game 
                 published in a magazine (at age 15). A native of Cajun 
                 Country, Jay finds Northwest buildings too hot (what, 
                 no air conditioning?) and the food not hot enough. 

                   Gregg Coomer - Game Designer/Art Director 
                 Gregg has worked on a variety of graphic design, 
                 multimedia, and web projects for Nintendo and 
                 Microsoft. Resident art-boy, he'll critique your shoes, 
                 interior decoration, and interface design, in that order. 
                 His secret dream is to create a game called 'Aksidenz 
                 Grotesk'. You know, for kids. 

                   Yatzse Mark - Artist/Texture Illustrator 
                 Yatsze Mark (pronounced "Mark") came to Valve from 
                 San Diego where she was working at the Lightspan 
                 Partnership, doing background painting for traditional 
                 cel animation in educational games. Prior to Lightspan, 
                 she worked at Leland Interactive Media (later to 
                 become Midway Home Entertainment) after her 
                 graduation from Art Center College of Design in 
                 Pasadena. Her exceptional skill at painting is only 
                 exceeded by her questionable taste in husbands. 

                   Doug Wood - Animator/Modeler/2d Artist 
                 Doug joins us from Apogee/3DRealms where he worked 
                 on projects such as Duke Nukem3d, Shadow Warrior, 
                 Prey (before everyone left) and the Plutonium/Atomic 
                 Edition for Duke. Before 3DRealms, he worked for 
                 Origin down in Austin. As far as we know, Doug is the 
                 only member of Valve who has ever been a Guardian 
                 Angel in New York City. Doug is responsible for many 
                 of Half-Life's scripted sequences, including tentacles 
                 that pull unsuspecting scientists through the ceiling. 

                   Louis Donaldson - Office Manager 
                 Louise is the only person at Valve who wasn't a 
                 hardcore gamer before joining. She is still a bit 
                 suspicious when we tell her that not only is it OK to 
                 play games at work, but that we expect her to play 
                 games at work. Her daughter thinks it is sooo cool that 
                 her mom is working at a games company, even though 
                 her mom won't let her play Half-Life until she is ten. 

                   Mona Lisa Guthrie - Office Manager 
                 Mona comes to us by way of Florida. She spends her 
                 time pretending to work at the front desk, ICQ'ing the 
                 entire development staff, and forgetting to send faxes. 
                 She has a nice haircut, so we forgive her. 

                   Joe Bryant - Programmer 
                 Joe, an Alaska native, recently joined Valve from 
                 Realtime Associates, where he was lead programmer 
                 on Magic: BattleMage. Before that, he was a 
                 programmer for the Alaska Army National Guard for 6 
                 years (yippee COBOL!). Joe also worked on medical 
                 and oil pipeline robotics and once spent 3 days on an 
                 Arctic Ocean beach debugging code for an oil robot. 

                   Steve Theodore - Game Designer/Animator 
                 Steve Theodore comes to Valve from FASA Interactive 
                 in Chicago, where he made BattleMechs (tm) for FASA 
                 Interactive's MechCommander and the ill-fated 
                 MechWarrior III. He's probably the only animator you'll 
                 ever meet with a degree in Roman History and a 
                 reading knowledge of ancient Greek. Despite his 
                 professorial manner, Steve was a member of Chicago's 
                 famous art-rock trio, "The Chimps" and was feared and 
                 hated by his former landlady. 

                   Karl Deckard - Designer/Artist 
                 Karl comes to Valve by way of Nintendo, where he was 
                 responsible for graphic design and production on 
                 Nintendo Power Magazine and several player's guides, 
                 including Killer Instinct, Yoshi's Island, and Super 
                 Mario RPG. His thorough familiarity with paper-based 
                 role-playing games, wargames, and CCGs, combined 
                 with his knowledge of PC and console video games, 
                 mark him as Valve's quintessential game fanatic. 

                   Randy Lundeen - Mapper/Artist 
                 Randy comes to Valve by way of Microsoft, where he 
                 worked as an interface designer for the Internet 
                 Gaming Zone. Randy designs some of the most 
                 unusual and original levels in the company; he also is 
                 the most likely person to be pushing the polygon and 
                 memory limits of our engine. In his distant past, he 
                 was a key staff member at a potato processing plant 
                 (his responsibilities including peeling and potato 
                 quality oversite). 

                   Robin Walker - Game Designer/Development Engineer 
                 Robin co-wrote the popular Quake mod TeamFortress 
                 with John Cook and Ian Caughley, before being 
                 assimilated when Valve acquired TeamFortress 
                 Software. He's now hard at work on the TeamFortress2 
                 design and game code, and has no time to answer 
                 email, so please don't send him any. Easily identified 
                 by the large inflatable kangaroo mounted on his 
                 monitor, Robin has no idea how to relax now that his 
                 hobby has become his job. 

                   John Cook - Software Development Engineer 
                 Formerly of TeamFortress software, John is lead 
                 programmer on the TeamFortress2 project recently 
                 acquired by Valve. Before that, John studied computer 
                 science at RMIT in Australia. John is apparently still 
                 suffering jetlag from the move to Seattle, as he 
                 doesn't seem to be able to make it in to work until 
                 past noon. 

                   Aaron Stackpole - Network / Systems Administrator 
                 Aaron magically appears whenever there are computer 
                 problems. With a background in game and level design, 
                 Aaron's status as a Microsoft Certified Professional 
                 with over eight years of computer software and 
                 network support experience makes him a valued ghost 
                 around the offices. His work for the Gunman TC has 
                 brought him acclaim in what he laughingly calls his 
                 spare time ... we're still trying to figure out why. Aaron 
                 also became the proud father of twin baby girls on 
                 September 14, 1998. 
 
 

                 7. Where to find more information about Half-Life 
 
 

                 7.1 WWW 
 
 

                 You can check out the following webpages: 

                 Valve Software 
                 Offical Half-Life site 
                 Sierra On-Line 

                 Visit our links section for an up to date list of all the 
                 Half-Life fan sites. 
 
 

                 7.2 IRC 
 
 

                 #contaminated, #half-life or #valve on 3DNet 
                 ...get mIRC at www.mirc.co.uk and select the 3DNet 
                 server. 
                 Then type /join #half-life or #valve and chat with other 
                 Half-Life fans, and Valve employees. 

                 7.3 NewsGroups 
 
 

                 Currently unknown, but dang it, there should be. 

                 7.4 Public Forums 
 
 

                 Contaminated.net's public Half-Life forum 
                 Telefragged's public Half-Life forum 
 
 

                 8. Credits 

                 Valve Software 

                 - extra big super-duper thanks to Lisa Mennet, and 
                 everyone else from Valve 

                 Bakshra-"Rock!" 

                 Jason Thierbach(a.k.a.)jaspur 

                 Thanks to Satanic maintainer of the Official Hexen II 
                 Faq 
 
 

                 9. Revision History 
 

                 v.10 - Almost finished for first non-public release 
                 v.20 - Too many things to be mentioned 
                 v.21 - Changes in links, system requirements, and 
                 team sections 
                 v.22 - Changed release date 
                 v.23 - Changed release date again, system 
                 requirements, team sections, added and changed a few 
                 things here and there 
                 v.25 - Changed release date. Added more multiplayer 
                 info (TF2). Changed system requirements. More 
                 Worldcraft info. Other things, here and there. 
                 v.30 - Brought various sections up to date since the 
                 games release: sound, editing, multiplayer. 
 
 

                 If this FAQ doesn't answer your question, check out 
                 HLH's New Unofficial Half-Life FAQ.