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Heart of Evil

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Mod Information

Title : Heart of Evil.
Version : 1.02 (episodes a, b, c, d, e and f plus Village of the Damned)
Email : foolish_mortal@hotmail.com
URL : http://www.planethalflife.com/heartofevil/
Description : A moving and heart rending tale of one woman's courage in fighting the ravages of breast cancer in a patriarchal capitalist society.
Previous levels : The Evil Thing, Little Skyscraper of Horrors.


Play Information

Single Player : Yes.
Deathmatch : No.
Cooperative : No.
Difficulty Settings : Yes, obviously.
New textures : Yes.
New sounds : Yes.
New models : Yes.
Running the level : Run Half-Life, go to Custom Game, select Heart of Evil, click on Activate, click on Done, start a New Game to run Heart of Evil or do the Hazard Course to run Village of the Damned.


Construction

Editor used : Worldcraft 2.1 and 3.3.
Build time : I started this back in May 2000, I haven't been working on it solidly all that time, but still, Bloody Hell.
Compile machine : P266 with 48Mb RAM, and later an Athlon 800 with 128 Mb RAM, and later still 384 Mb RAM.
Pointless quote to make me look intellectual : "Every Communist must grasp the truth: Political power grows out of the barrel of a gun." - Mao Tse Tung

Stuff you should know

If you've played the earlier episodes and don't want to go through them again, then I've included saved games that start you off at the beginning of each episode.

If you have previous versions of Heart of Evil installed, please delete them before installing this. They can cause bugs in the new one.

If it is possible to USE something in this mod, a message will appear at the bottom of the screen showing its name. The only thing this doesn't apply to is people. Sometimes if you cannot use a usable object you may need to pick up something or destroy something first.

You can give commands to people (like Barney) who are following you. Pressing the following keys gives the following commands:
a - "Attack!" (or if no enemies can be seen: "Try and find something to attack.")
b - "Behind you!"
c - "Come here!"
g - "Get down!"
o - "get the hell Out of my way!"
r - "Retreat!"
s - "lay down Surpressing fire!"
They won't always obey you, for example if they are too busy fighting or something. You can edit the key configuration in the controls menu.

MP3s and fog effects are featured in some places. These cause some peoples computers to crash (fog only works in OpenGL mode) so they can be turned off by typing "fog 0" or "mp3 0" in the console, or turned on by typing "fog 1" and "mp3 1". You can also do this by editing the file hoeconfig.cfg in your "Evil" directory and setting them there. The default for fog is OFF, the default for MP3 is ON.


Village of the Damned

How to Play : Go to the Hazard Course option in the opening menu.

Plot : On the way back from a routine patrol, you and your men find yourselves hopelessly and inexplicably lost. After trekking for days through the jungle with no sign of civilisation, plagued by mosquitos and traps left by the Viet Cong, you are close to exhaustion when suddenly you hear an unearthly moaning sound from the trees up ahead. After advancing cautiously for another few hundred feet the jungle opens up into an unexpected clearing.

You've heard about this place. According to the legends, no one has ever gotten out of here alive. Everyone thought it was just a myth but now there's no mistaking where you are. You have stumbled upon... THE VILLAGE OF THE DAMNED!!!!!!!!! MUWHAHAHAHAHAH!!!

Objectives : Find all the weapons, kill everyone!

There are a lot of monsters on this level, but then there are also a lot of guns.
- Watch out for any booby traps.
- Try completing it without saving.
- The rmf file is included in this release (in Evil\maps), so you can change the locations of monsters, weapons, etc. if you want (see below).


Making your own Heart of Evil levels

If you make any Heart of Evil levels that you want to release to the wider world then we can help by hosting them on the website, or at least linking them, so email me. Below is a guide to the new entities:

Ambient entities

ambient_mp3 : Plays an mp3 file, which must be in the sound/Evil/mp3s directory (and not in a pak file). Some peoples computers crash when playing mp3s in Half-Life, for this reason you can turn them off by typing "mp3 0" in the console (or "mp3 1" to turn them on), or by editing the file hoeconfig.cfg (in your Evil directory) using notepad and setting it there.


Environment entities

env_bush : Bush, a sprite model. Makes a rustling sound if you touch it. Sheds leaves if blown up or shot.

env_fog : Fog. Only works with OpenGL! For this reason fog is turned off by default, to turn it on you have to type "fog 1" in the console (or "fog 0" to turn it off), or open the file hoeconfig.cfg (in your Evil directory) using notepad and set it there.

env_palm : Palm tree, comes in three different sizes. Can be blown up, if you like that sort of thing.

env_rain : NB - env_rains have been superceded by env_rainarea, so use that instead!
You can place these in worldcraft and they fire raindrops towards the ground roughly underneath them. It's best to place them in a grid, each about 128 or 256 units apart. The 'Max Dist from Player' field is for optimisation - you don't want too many raindrops on the screen all at once as it uses up the epoly and the temporary entities, so if they are over a certain distance from the player (default 1500) they don't work. If you set this distance very small, and the frequency very high, it will look like a tiny localised rainstorm is moving above your head, like in cartoons.
Model, Code by Nathan Ruck.

env_rainarea : Fires raindrops at the ground in a square area around the player (you don't want them firing when you're not around, it just eats up memory). You can set the maximum distance from player, the frequency with which it fires them, and the number of raindrops per 256 unit square area that are fired each time. Note that the drops are fired from the top of the bounding box of the entity, so there's no point in making this one any interesting shapes as it'll just use the rectangle around them.
Model, Code by Nathan Ruck, with help from Laurie Cheers, Spirit of Half-Life mod.


Items

item_healthkit : You can change the body of this to be NVA or US.
Models by Chris Kane.

item_helmet : Replaces item_battery.
Model by Chris Kane.

item_flakjacket : Replaces the wall-mounted func_recharges.
Model by Chris Kane.


Monsters

monster_alien_slave : Now with a blue color scheme instead of green!
Skin by Daniel Pickford, adapted from Valve's.

monster_barney : As with Valve's but with a new skin. Now carries a Colt 1911A1, and can throw grenades.
Skin and code by Nathan Ruck
Voice acting by Carleton Falzone (Wintermute)

monster_bullsquid : Is green instead of yellow: more suited to a jungle environment.
Skin by Daniel Pickford, adapted from Valve's.

monster_charlie : Viet Cong / NVA trooper. Carries an AK47 or an RPG7. Can operate in squads - this means they will co-ordinate their efforts a bit more. Has the option to carry grenades.
Model, Vietnamese voice acting by Chris Kane
Animation, Code by Nathan Ruck.
English voice acting by Travis Torrens

monster_charlie_dead : Dead charlie, in various poses.

monster_charlie_repel : Repelling Charlie. Has to be triggered to appear.

monster_chumtoad : A harmless purple thing. Some of the other monsters like to eat them. If you step on him, he goes 'squeak' and dies.
Code by Nathan Ruck.

monster_huey : Huey helicopter. Has two forward facing miniguns which make a lot of noise but rarely hit anything, but there are also various option extras: rockets, a nose-mounted grenade launcher, a passenger, and the ability to drop troops. The rockets are like the Apache's, and have the same limitations, ie they don't fire unless you're right in front of the damn thing, which never happens since it's a helicopter and it flies *above* you. The grenade launcher fires lots of those 40mm grenades, eats up memory and causes a massive slow-down, I don't recommend using it where r_speeds are already high. The passenger fires an M60 down at you. He adds about 800 to the epoly, which is already about 1200 or something, so again be careful with this. Like the Osprey it can drop soldiers to replace dead ones of the same type. You can set the number allowed to drop at one time. In order to make it drop them, you have to use a path_corner entity as you would to make any helicopter fly around and set the "New Train Speed" to 0, when it reaches that point it will stop and drop troops if necessary, if it is not 0 then it won't. You can set the Passenger type to be Grunts, Friendly Grunts and MikeForces. This is the type of monster that will appear as the passenger with the m60 and will be dropped. For the last two the Helicopter is friendly to you and shoots at your enemies. The friendly grunts are just monster_human_grunts with the Friendly tag enabled. Medics from the appropriate side will be interspersed randomly among them.
Model by Chris Kane
Animation, Code by Nathan Ruck, adapted from Valve's.

monster_kophyaeger : A tiny, fast dinosaur-like monster, attacks by running and jumping at you. Can operate in squads. Some of the larger monsters prey on them.
Model by Chris Kane
Animation, Code by Nathan Ruck.
Sounds by Daniel Pickford.

monster_kophyaeger_adult : A big adult version of the kophyaeger. They prey on smaller monsters, including the kophyaeger, and will attack other large predators. They can also operate in squads but unlike the kophyaeger rival squads will attack each other.

monster_kurtz : Colonel Kurtz. No AI - just stands around looking gormless unless given scripts.
Model by Chris Kane
Animation, Code by Nathan Ruck.

monster_gorilla : A big zombie gorilla, imported from the jungles of Africa by the Army for nefarious scientific testing purposes. They prey on smaller monsters, and will attack other large predators including other gorillas.
Model by Chris Kane
Animation, Code by Nathan Ruck.
Sounds by Daniel Pickford.

monster_human_grunt : This guy now has an entirely new body, which is an authentic Vietnam period grunt uniform. He carries an M16, Remington 870, or M79 grenade launcher. Has the option to carry handgrenades. The M79 is a bit problematic because he can't fire at close range (without killing himself). In real life he would have had a Colt 1911 or something for such situations but that would require a whole lot more code and animation than I feel up to making right now. So if you're too close he either runs away or if he can't do that, runs up to you and attempts to kick you inna nuts.
You can set this guy to be on your side with the 'Friendly' tag. If you shoot him his squad mates will attack you. He won't follow you as the MikeForces or Barney does though. If he is not "friendly" and his body tag is set to random then he will sometimes have an evil bloody face.
Model by Chris Kane
Animations, Code by Nathan Ruck.
Voice acting by Daniel Pickford.

monster_hgrunt_dead : Dead grunt, in various poses.

monster_grunt_repel : As above, but with a rope.

monster_human_grunt_medic : Medic for the monster_human_grunt, carries a Colt 1911 pistol. Behaves the same as a grunt except that he will heal people next to him, including the player. If he is in a squad then members of the squad can call him over to heal them. In theory at least.

monster_grunt_medic_repel : As above, but with a rope.

monster_mikeforce : Friendly American guy in a tiger skin uniform, carries an M16, Remington 870 or M60. You can get him to follow you around. Has the option to carry grenades. Ticking Pre-Disaster stops him from following you and makes him use different idle chatter wavs, as in episode a. Can operate in squads - this means they will co-ordinate their efforts a bit more.
Model and voice acting by Chris Kane
Animation, Code by Nathan Ruck.

monster_mikeforce_dead : Dead MikeForce, in various poses.

monster_mikeforce_repel : Repelling MikeForce. Has to be triggered to appear.

monster_mikeforce_medic : A friendly medic, carrying a Colt 1911. Behaves the same as a MikeForce except that he will heal people next to him, including the player. If he is in a squad then members of the squad can call him over to heal them. In theory at least.
Model and voice acting by Chris Kane
Animation, Code by Nathan Ruck.

monster_mikeforce_medic_repel : Repelling MikeForce Medic. Has to be triggered to appear.

monster_peasant : Vietnamese peasant. You can set it to be male or female. Try not to accidentally massacre these guys - after all they're the people you're here to save. This is equivalent to the old monster_scientists - but please don't use the monster_scientists, use the monster_peasant instead.
Model and code by Nathan Ruck, adapted from Valve's.
Male voice acting by either Travis Torrens, Mark Ferland, or Dwayne Antila.
Female voice acting by Anita Gillett

monster_peasant_dead : Dead peasant.

monster_scientist : Don't use this - see above

monster_superzombie : Ultra-powerful, useful as an end-of-level boss. As strong, slow and stupid as a zombie, but carries an M16, M60, Remington 870 or an RPG7. Really only one weapon can stand against this guy: the chainsaw! Muwahahaha! If you chop off his head then he will not die instantly but slowly bleeds to death. They prey on smaller monsters, and will attack other large predators including other superzombies.
Model, voice acting by Chris Kane
Animation, Code by Nathan Ruck, adapted from Valve's.

monster_sog : An evil stealth guy with a sniper rifle and the ability to disappear at will. Can operate in squads - this means they will co-ordinate their efforts a bit more. Has the option to carry grenades.
Model by Chris Kane
Animations, Code by Nathan Ruck.
Voice acting by Daniel Pickford.

monster_sog_repel : Repelling SOG, has to be triggered to appear.

monstermaker : This entity has been altered a bit to add a child target - the entity the monster will target as soon as it is spawned (useful for hueys) and Trigger Target and Condition flags which will be copied to the created monster


Triggers

trigger_monsterAI : When activated this means that monster AI will work in this area even if the player is not there. Normally monsters only run their AI procedure when the player is in the area or if they have set an enemy (which they could only have done when the player was there) but not if a camera is in the area. So this entity is useful if you are using cameras, as in the bunkers in episode e.


Weapons

weapon_machete : A simple machete, what more can I say.
Texture Images supplied by Chris Kane. Mesh, Animations and Code by Nathan Ruck.
Sounds by Daniel Pickford.

weapon_chainsaw : A simple chainsaw, what more can I say except: Buwahahahahahahahahahahahahahhahahahahaaaaaa! Oh yeah, press secondary fire to start it, otherwise it's totally useless. Press Primary fire to wave it around, this does double the damage. Requires ammo_gas to run. Check the 'Doomed' box to play "Doomsong - the remix" the first time it starts up!
Mesh, textures, sound by Chris Kane.
Animations, code by Nathan Ruck.
Sound editing, remixing of the Doomsong by Daniel Pickford.
The Doomsong is from Doom, by id, obviously

weapon_colt1911a1 : Colt 1911A1 11.43mm pistol. You have to press primary fire repeatedly instead of just holding it down. Takes ammo_1143mm (a single clip), ammo_1143mm_40box (a box of 40 rounds) and ammo_1143mm50box (a box of 50 rounds).
Ammo models, Texture Images supplied by Chris Kane.
Mesh, Animations and Code by Nathan Ruck.
Sounds by Daniel Pickford

weapon_m16 : M16 5.56mm Assault Rifle, takes ammo_m16clip or ammo_m16box.
Mesh, Texture, Animation, Code all by Nathan Ruck.
Sounds by Daniel Pickford.

weapon_870 : Remington 870 shotgun. Takes ammo_buckshot and ammo_elephantshot (10 shells) or ammo_buckshot and ammo_elephantshot (22 shells). Secondary fire loads the elephant shot, the normal reload button loads the buckshot.
Mesh by Pete Tomich.
Ammo models, Texture Images supplied by Chris Kane.
Animation, Code by Nathan Ruck.
Sounds by Daniel Pickford.

weapon_ak47 : Ak47 7.62x39mm Assault Rifle. Takes ammo_ak47clip.
Mesh from Z0iCc3Li at the Tour of Duty mod.
Texture, Animation, Code by Nathan Ruck
Sounds by Daniel Pickford

weapon_m60 : M60 7.62 x 51mm GPMG. Takes ammo_m60box, same as the M21 (below).
Mesh, Texture, Animation, Code all by Nathan Ruck.
Sounds by Daniel Pickford
Ammo model by Chris Kane

weapon_m79 : M79 40mm Grenade Launcher. Takes ammo_ARgrenades or ammo_m79vest.
Mesh, Texture, Animation, Code all by Nathan Ruck.
Sounds by Daniel Pickford
ammo_m79vest model by Chris Kane

weapon_snark : Hand altered so it's not that damn orange HEV suit.
By Valve, slight alterations by Nathan Ruck

weapon_handgrenade : Hand altered so it's not that damn orange HEV suit.
By Valve, slight alterations by Nathan Ruck

weapon_tripmine : Hand altered so it's not that damn orange HEV suit.
By Valve, slight alterations by Nathan Ruck

weapon_m21 : M21 7.62 x 51mm sniper rifle. Takes ammo_m60box, same as the M60 (above).
This model and code is from the Tour of Duty mod.
Model by DarkReaper
Skin by Sluggo

weapon_rpg7 : RPG7 rocket propelled grenade launcher. Takes ammo_rpgclip.
This model and code is from the Tour of Duty mod.
Model and Skin by Sluggo
.

MultiPlayer Models

These are all by Chris Kane.


Prefabs

To install these, copy them (.ol files) to your Worldcraft/Prefabs directory.

The main authors of these prefabs are Nathan Ruck and Daniel Pickford. Here is a list of the ones that weren't:

Turrets
The Jacker - Scott Farby
Machine Gun - Jack Kubzine

Vehicles
The Hueys, the Cargo Plane - Kevin Quang
Mobile Radar - Jack Kubzine
F4 - Jack Kubzine (Note, there's also an F4C Phantom, made by me, which uses custom textures instead of just that same old lasgun thing)


Disclaimer

This mod is based on Vietnam war movies, not the Vietnam war. And in fact it's not even based on them that well, since I know of no 'nam movie with zombies in it. It's a fantasy theme. It is not a 'realism mod' and it is not supposed to represent any kind of comment on the Vietnam war or the people who fought and died in it.


Permissions

Copyright (c) 2002. If you pirate this mod then you will be hunted down by the Russian army and shot like the capitalist pig-dog that you are. We know where you live. We know where your family lives. Your children are ugly, and we find this very amusing.