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Version of Half-Life Red Alert Xpantion for developers — mod for Half-Life by HLRA team (aka Psychodelic ink) version July 6, 2025. Join us!
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download HLRA for developing dated July 6, 2025. [347 Mb in .7z archive].
This version starts from the developers corner with five portals. HLRA has two alternative beginnings of history: firstly, it modified initial sequences of maps by Dzug@ru and Roofman from !lenin1.bsp (now most of these maps have a prefix "!") to neb3.bsp map (and next map neb4 is still being finalized and has not been included). All this has been completed over the past few years by a member of the HLRA team — ObaGlaza to remove unnecessary cubicity and glitches, add details, ambient spaces and scenes.
And secondly, an alternative later story, which was created by Mig-29 based on the first maps and is also being finalized by ObaGlaza. The main maps are the new lenin1.bsp, lenin2.bsp, lenin3.bsp and is interrupted on lenin3b.bsp, since lenin4 starts from the underground space, until the transition there is made (these two maps cannot be combined with each other and require an additional intermediate map or two).
Both stories begin with three prologue maps, which were still in their infancy in 2011, so for 2025 the prologue maps can be called new without exaggeration.
The third portal takes us to another sequence of maps that begin with a lenin_after.bsp by Roofman and are interrupted by glucka.bsp made by Nazgul. To get out from the subway to the map glucka.bsp, you'll need to learn how to jump off walls.
The fourth portal takes us to a series of maps made by Loony from loony.bsp to loony8.bsp. The last one is currently a placeholder map that Freeman is supposed to use to leave the industrial zone and enter the city. Freeman enters to this maps sequence after visiting Nebula (the map after neb4).
The fifth portal takes us to two maps from Mr.Slam, with a rocket factory and an industrial zone overgrown with Xen flora.
There is also a pre-final presidium.bsp map in this entire version of the mod (no portal has been made for it in the developers corner), and there are two unfinished maps for it presidium_side and presidium_bridge, the sources for which have been lost, plus the preparation of the previous map xxx11. And decompiling maps without sources, restoration and revision require additional time. But I really hope that one day our hands or perhaps yours, reader, will reach the point of tying the plot of the maps together.
The training map was recreated almost from scratch, since there is not much left of the source, and a lot more has been done than was in the HLRA demoversion. Now you are undergoing training in the administrative and industrial premises of the research and production association. In the end, you get into a shooting range with a mass of weapons, which was originally in the demo on the training map + the final halls of the training. If you played the demo, then you probably know that not everything weapons that is in HLRA is laid out there. Some weapons are reserved for the playthrough (and also some need to be improved).
What's new in this version compared to the old demo version, which already had a lot done:
Maps: 48 maps have been significantly improved or new ones have been created, including training. Added extra space on many maps.
Since 2011, the code has not been modified, but compared to the 2003 demo version, new objects, monsters and weapons have been added, a small inventory has been added (switching with
[ and ] keys), a wall-jumping effect and visual effects.
Models: modified, created and borrowed from the outside in the total amount of more than 300 models since 2011. Most of the borrowed ones have been modified.
Countless textures have been created and redone.
In 2011 I wrote that compared to the 2003 version: soldiers and the main character's special suit were re-voiced, scientists and guards were partially re-voiced.
New sounds for the environment were added and the sound effects for objects (some trains, doors, buttons, breaking objects) was changed.
In 2025 a number of scenes with characters were voiced and old voiceovers were corrected, many additional sounds were added.
In places, small inclusions of background music. In 2011, there was already half of the music, some more was added.
Added many new and updated some existing sprites.
Improved splash screen and other game details.
This is a playable version, but at the same time it is intended as a version for development and developers.
And we are waiting for your feedback in the Guest book. Our general e-mail —
.
Examples of images from some maps of the game are in the SCREENSHOTS site section. To be honest, since 2014 I haven't gotten around to posting anything recent or updating what's changed.
Program requirements for work: it is necessary to have Half-Life 1 versions 1.1.1.0 or higher (certainly, except Half-Life 2).
Under Windows 95 or higher with DirectX 8 or higher. It is desirable, that in shared folder Half-Life instead of standard libraries hw.dll and sw.dll (are responsible for hardware and software graphics drawing) dll-libraries from DoD were used
— they are in addition capable to display the set parts of models with
an additive transparency
and a transparency alpha mask. Download that libraries hw.dll and sw.dll here.
download Half-Life update to version 1.1.1.0 (for non Steam H-L)
[80.6 Mb in .7z archive].
If you wish, you can also download the QeffectsGL graphics effects library from Xaerox, which emulates OpenGL effects using Direct3D for Quake/Half-Life engine. Its latest version is available on the code.google.com archive page or can be downloaded from our website. Discussion of the QeffectsGL library in the forum topic hlfx.ru/forum/showthread.php?threadid=3587, including a link to the source code. This .dll library should be placed in a folder with hl.exe file. It adds several graphic effects such as Bloom, HSL color correction, Multisample anti-aliasing (and in some cases Depth of Field, Screen-space emboss bump-mapping and Screen-space ambient occlusion (but SSA occlusion doesn't work good in HLRA)). You can use it if you want to see them.
Map source | About map | Screenshot examples |
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Lenin1![]() |
Gordon leaves a clinic insulator. New version. |
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lenin3 |
Gordon has gone away from the clinic. New version. |
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!lenin1![]() |
Gordon leaves a clinic insulator. Initial map of the old demoversion. |
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!lenin2![]() |
Another floor of the clinic. Headcrabbed zombies press. On the basis of the old demoversion. |
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!lenin3![]() |
The final clinic area where the staff barricaded. On the basis of the old demoversion. |
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!lenin4![]() |
Intense gameplay with soldiers on the refrigerator stock. On the basis of the old demoversion. |
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!lenin5![]() |
Basements and drainage system. Monsters sat down in the beginning
and then on the way you meet hostile soldiers. On the basis of the old demoversion. |
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!lenin6 |
Underground storage of spent nuclear fuel. And of course zombies and headcrabs. On the basis of the old demoversion. |
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!lenin6b![]() |
Underground complex with a mini-reactor and the reservoir with the emergency spilled solution for spent nuclear fuel.
Black liquidators wedged pump which pumps radioactive substance and blocked the exit. Based on the old demo. |
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!lenin7sav![]() |
By night snowy street, overcoming sniper fire and drifts. Based on the old demo. |
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!xxx1 |
Underground again. Unused transport tunnels. Based on the old demo. |
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!xxx2 |
Monorail subway entrance. Based on the old demo. |
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xxx3 |
Transport tunnels continues. |
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Railroad![]() If you have an error "MAX_PATCHES number exceeded" when you try to compile the map, we recommend to use hlrad with parameter -chop 96 or -chop 88. Besides all 4 wad files from HLRA mod this map uses also \valve\halflife.wad. |
Wide snow-covered territory with railway station and depot. |
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Loony6![]() |
Workshop and railway bridge. |
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Loony7![]() |
Factories and tunnels. Map complements industrial space from map Loony6. |
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Map source | About map | Screenshot examples |
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dm_south_base![]() |
The large terrestrial square territory with a large number of hindrances and variety of the weapon, including the stationary.
But its style is somewhat primitive — then were not much experience of mapping. Authors: creator of the map S@sh@ Che@ter. [SPBC]Piton and RooFman finished it. |
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dm_meat |
A large garage building, open space and the tunnel. Authors: creator of the map S@sh@ Che@ter and ObaGlaza made small remake. |
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