nyuuzyou/wikis huggingface dataset:
Bioh4zard 2

== Overview ==
The campaign takes place during the events of Resident Evil 2. The Survivors find themselves following a few hours behind Leon & Claire’s footsteps, and have to once again trek through the infested Streets of Raccoon City and escape the city, which leads them to uncover the destroyed laboratory that lies between them and the escape vehicle out of Raccoon City before it is destroyed by a military missile.
== Features ==
* Uses Many custom models & textures
* Will be adapted for Left4Dead 2
* Comes in 2010 with Co-Op and Versus Mode
* Survival mode features re-compiled maps with newer areas and connecting routes to ensure a fun and balanced gameplay style.
* Features Pathing system & events similiar to those described in Left4Dead 2.
== Development history ==
In March 2009 the first Beta of the campaign was released privatley to a unnamed group of testers. Results were positive and the beta was a great success and one of the very few working campaigns pre-sdk.
It has always been the teams motto that the tools are not important, but the tools men themselves. This is why we began work in early 2009.
Since March the team have been hard at work getting the website running WWW.bioh4zard2.com however due to unfortunate College Exams with our main website developer, our progress has slowed very slightly. The campaign is fully underway now and almost 2/3 maps are fully completed. There have been many requests for PUBLIC testing, however The campaign is being fully ironed out before the 2010 release.
== Media ==
You will notice that almost all screenshots are / have been removed. These showed incomplete areas and was partially created by another mapper who left the campaign looking rather sloppy and unprofessional. He took the lead in creating the Streets map which was the first ever screenshots, I (Zac-UK) helped out with models occasionally as it began right in the middle of a Microsoft Exam i was Studying for. The original mapper has been dropped from the team and everything re-created from Scratch with a new team of people. Anything that you have seen so far (pre-RPD) is not our final work and is not to be used as a reference.
We currently have 30 NEW screenshots!
=== Maps ===
* Map 1 - Raccoon City Streets (Midtown)
* Map 2 - Raccoon City Police Department
* Map 3 - Sewers / Factory
* Map 4 - Laboratory Ruins 1
* Map 5 - Laboratory Finale
All 5 Maps are large insize, in fact the twists and turns of the RPD and the spiraling complex building can take you anywhere from 3–4 minutes to run through with NO ZOMBIES. On Beta 1 of the RPD we managed to kill 1,700 zombies.
=== Trailer ===
The first ever glimpse of Raccoon City in L4D!
http://www.youtube.com/watch?v=yD86GJAdypM&feature=channel_page
== Release information ==
2010
SEE WEBSITE FAQ
== Team ==
* Zac-UK - Environments, Models, Textures, Animations, Sounds 
* Voythas - Website Design, Textures & Poster
* Jonmag - Textures & Models
== External links ==
*Bioh4zard2.com (Down)
*
*feedback@bioh4zard2.com
Category:Left 4 Dead Projects
Bisounours Party

==Overview==
Bisounours Party is a multiplayer Half-Life 2 modification involving Care Bears, those cute animals will fight for their lives, killing each other with shotguns, bazookas, sawblades, flowers...
==Gameplay==
There will be a lot of ways to play the mod, a cooperation game where you will have to defend your wine against ginger-bread zmobies and pedobears will come along with a classic (team-)deathmatch game, "Capture the Bear" and "King of the Hill" maps and many other things with weird names, such as "Push the fat".
As in Quake 3, rocket-jumping, bunny-hoping and other specials moves will help players to reach their objectives.
==Requirements==
The only thing required to play the mod is the Source SDK Base which comes with Half-Life 2.
==Links==
*Website
*
Category:Multiplayer Mods
Category:Open source mods and games
BlackSector: Subject H.O.R.I.Z.O.N.

== Overview ==
BLACKSECTOR TC Mod is a multiplayer total conversion modification for Valve's Source engine, that combines visceral and violent Third Person Shooter action with tactical features in the aftermath of an apocalyptic war. You can choose to fight for the human race undeer the flag of the UASC or for the brutal Wraith aliens, which suddenly attacked earth.
You can storm a building as an assault trooper, cling to the shadows and rely on your active camouflage as a stealth, or unleash terrible firepower from a powered suit of exo-armor. You have the responsibility and the power to decide the outcome of every engagement. If your opponents are lucky there will be enough of them left to bury.
== The Story ==
Originally, we planned to claim the outer space for ourselves. Unrestrained use of every resource and infinite room for all human beings. But then, things did not turn out the way they should have. Nowadays, it seems our planet is the one to be conquered. Earth is in a state of emergency. The human race has been shrunk to a few hundred thousand. Our world is nearly completely destroyed. The area of the Black Sectors is spreading. Nobody knows from where the Wraith came. We know only one thing: They are damned deadly and frigging furious.
But today – on July 6, 2123 – the day has come for mankind to strike back. United Alliance’s government – formed by the heads of states of USA, Germany, Great Britain, Italy, France, Spain, China, Japan and Russia – decided to send the UASC, the United Alliance Special Corps, into the conflict areas to reclaim human habitat. The Wraith are dominating roughly 70% of world’s surface. In the meantime, men fortified in the biggest remaining megacities like London, New York and Tokyo – cut off from the environment, an enclave of fear, strongholds in the manner of forgotten times. Just to prevent human kind‘s last bastion from being annihilated.
Play either as a soldier of the UASC in several classes (like Heavy Gunner, Warrior, Light Infantry or Sniper) or get control of the mysterious, unknown Wraith. Battle worldwide in the infested Black Sectors for global dominance. No compromises, no mercy.
== Development ==
We are in alpha testing phase right now after we switched the engine from Episode One to the Orange Box.
== More Information ==
Black Mesa: Azure Sheep

is a community made mod for , a fan-made remake of on the . As the title implies, it is a reimagination of using assets from . Only part one has been released, as the developers have switched onto a new project, .
== Overview ==
The story of Justin Barnes, a Black Mesa security guard who goes to rescue his colleague after an incident. The mod features a lot of new content, including scripts, soundtrack, models, dialogues, cutscenes, and even a new chapter where you'll revisit a familiar place...
=== Media ===
Asheep - Screenshot 1.jpg
Asheep - Screenshot 2.jpg
Asheep - Screenshot 3.jpg
Asheep - Screenshot 5.jpg
Asheep - Screenshot 6.jpg
Asheep - Screenshot 7.jpg
== External links ==
* Discord
* YouTube
=== Sponsor ===
* Patreon
Category:Black Mesa (Source)
Category:Half-Life series mods and fangames
Category:HECU_Collective_mods
Black Mesa: Black Ops

is a community made mod for , a fan-made remake of on the . Mod tells story about black operator who need to deliver a bomb to the Black Mesa Research facility. But something goes wrong, he lost contact with his squad and now he need to survive.
=== Media ===
BMBO - Screenshot 2.jpg
BMBO - Screenshot 3.jpg
BMBO - Screenshot 1.jpg
BMBO - Screenshot 4.jpg
BMBO - Screenshot 5.jpg
BMBO - Screenshot 6.jpg
== External links ==
* k+Ops Workshop (restored version that runs on newest versions of the game)
* 37819 Workshop (original deprecated version)
* Discord
* YouTube
=== Sponsor ===
* Patreon
Category:Black Mesa (Source)
Category:Half-Life series mods and fangames
Category:HECU_Collective_mods
Black Mesa: Blue Shift

is a community made mod for , a fan-made remake of on the engine. As the title implies, it is a remake of using assets from . It expands on many of the principles that Half-Life: Blue Shift introduced in a very similar way that Black Mesa did to Half-Life.
== Overview ==
Initially developed and released by Gearbox Software in 2001, the second Half-Life add-on, Half-Life: Blue Shift is a return to the Black Mesa Research Facility and another look at the Incident's consequences from the eyes of Gordon Freeman's friend Barney Calhoun. Black Mesa: Blue Shift is the HECU Collective's attempt at remaking Half-Life: Blue Shift in the same way that Black Mesa remade Half-Life. This mod recreates many areas in HLBS with increased fidelity. It adds more gameplay elements, such as two security guards who follow the player throughout the game and assist in many areas.
=== Media ===
Category:Black Mesa (Source)
Category:Half-Life series mods and fangames
Category:HECU_Collective_mods
Black Mesa (Industrial)

== Introduction ==
The latter part of Half-Life and Opposing Force drops the player in an industrial portion of Black Mesa. While there are laboratories, this area is more for processing. This portion includes Lambda Bunker.
== Architecture ==
This half of the facility is darker overall, compared to the laboratory region. Rooms, often made of dark concrete or metal, have very high ceilings. Crates and boxes litter these rooms, providing cover and an occasional maze-like design.
Tunnels are common for transport, both with the flat railcar and with the transit system featured at the start of the game. These are equally as dark, and are often littered with tight hallways and corridors to proceed down.
In the labs of Lambda bunker, equipment seems to be of higher tech than early in the game. Some labs seem adaptive, built out of existing storage rooms. It can be assumed that the entire area was used for storage of large items when the base was used by the military.
== Environment ==
Since this area is darker overall than the first portion of Black Mesa, both by lights and by textures, the lighting difference can be used to a level designer's advantage, either for dramatic effect or for atmosphere.
Sounds are increased a bit in this area, with equipment noise being added to the mix. Again, the particular sound to use depends on what is around the player and what effect is desired.
Also beneficial is the appearance that the military has been there, accomplished either by leaving behind boxes and radios or by simple graffiti. A radio's presence also implies soldiers, causing the player to advance more cautiously.
== NPCs ==
Aliens are as common here as in the labs, but the types appearing have changed slightly. Vortigaunts still appear, as do headcrabs, but also appearing are Grunts and Alien Controllers. Barnacles are also relatively more common in this half of the facility. Most of the assassin encounters take place within the large, crate-filled rooms of this area, allowing them to jump from hiding place to hiding place easily.
The military has set up many blockades in an attempt to stop Gordon, using the darkness and design of the rooms to their advantage. Tripmines are placed where the player is likely to go, with some places housing high-power TNT tripmines that kill Gordon instantly. Almost all scientists or security guards in this area have been killed, either by aliens or soldiers. The few that survive in Lambda Bunker help Gordon get to Xen.
== Reference ==
Category:Regions & Atmospheres
Category:Half-Life Continuity
Black Mesa (Source)/Anomalous Materials

Anomalous Materials is the second chapter of .
It is the sector of Black Mesa that Gordon Freeman works at. The early part of the game leading into the Resonance Cascade is spent here.
==Architecture==
Anomalous Materials is composed partially of industrial materials (metal and lab equipment) and partially of domestic materials (tile and drop ceilings). Metal walls should be balanced with the concrete walls on the outer edges of the lab. The hallways have high ceilings, but not high enough for two full players on top of each other. Air ducts come out of walls and into others.
==Environment==
Lab equipment such as monitors and computers are common. There are occasional windows, as seen in the hallway leading towards the coolant reserve. Retinal scanners should be found near doors leading out of the sector to restrict access. Although it's a lab, break rooms should be found at least once a map containing a few tables, vending machines and trash cans.
The machinery in the facility should get denser as the player gets closer to the anti-mass spectrometer.
==NPCs==
The main NPCs players should find here are scientists and security guards. Security guards should mainly be used to restrict access to areas where retinal scanners wouldn't make sense or to add variety. They are never found entirely idle.
Scientists can usually be found typing on computers or studying data on whiteboards. They may also be found in the break rooms tidying up.
==Maps==
The following .bsps comprise this chapter.
*
*
==Gallery==
File:Black_Mesa_c1a0a.jpg|Front lobby
Category:Regions & Atmospheres
Category:Half-Life Continuity
Black Mesa (Source)/Black Mesa Inbound

Black Mesa Inbound is the first chapter of . Like the original , the game begins with Gordon Freeman in the tram, heading to Sector C Test Labs.
==Maps==
The following .bsps comprise this chapter.
*
*
*
==Gallery==
Bm_c0a0a_Inbound.jpg|Inbound - Level 3 Dormitories
Bm_c0a0a_area3.jpg|Area 3 Security Dep.
Bm_c0a0a_barney.jpg|Barney knocking the security door
Bm_c0a0a_Area9.jpg|Area 9
Bm_c0a0b_Factory1.jpg|A factory
Bm_c0a0b_Factory1_altview.jpg|Another view of the factory
Bm_c0a0b_Factory2.jpg|Rocket factory
Bm_c0a0b_outside_black_mesa.jpg|Outside of Black Mesa
Bm_c0a0b_helicopter.jpg|Helicopter
Bm_c0a0c_waste.jpg|
Bm_c0a0c_ToSectorC.jpg|Now arriving at Sector C Test Labs & Control Facilities.
Bm_c0a0c_SectorCArea.jpg|Thank you, and have a very safe and productive day.
Category:Regions & Atmospheres
Category:Half-Life Continuity
Black Mesa East

Black Mesa East is the 5th chapter of .
==Introduction==
Black Mesa East is the name of Eli Vance's laboratory off the canals. Its attack leads to the player heading into Ravenholm.
==Architecture==
The lab is built out of some sort of waterworks facility, quite possibly an abandoned hydroelectric power station. Indoors, the building is largely concrete, with some high ceilings, long corridors, freight elevators and curved lower ceilings. There are larger tunnels, one of which is the entrance, one leading to Ravenholm, which are fairly similar to the smaller halls. All entrances in use are equipped with a body-scanning device. Otherwise, the lab is fairly simple.
==Environment==
Aside from the river outside the facility, and the rocky grotto where Alyx and Dog play, most of the area is indoors. The river area should have other similar buildings around it, to create consistency. Power cables are also wise additions. The land around the water should be grassy and lush, with plenty of trees.
Indoors, lab equipment should be commonplace. The small hallways are fenced in the official map, so consider doing the same. Living quarters are included in the building's structure, so including those in a level allows more variety. Despite being a distant location, Kleiner's lab can be used for inspiration in those areas.
The grotto appears to have once been a drainage lake, considering the pipes coming from the facility. There is now a large amount of crates and varied materials, allowing the mapper to create more linear paths, or full-fledged mazes.
==NPCs==
Within the game, only rebels, the Vances, Judith Mossman, Dog and vortigaunts appear within the lab. Some crows appear within the grotto as well. Scanners show up at the end, along with some Combine soldiers bursting in forcing the player to leave, but otherwise the hostile presence is limited. The setting can be used in a multi-player map, however, and will be more action-filled. In single player the peaceful Black Mesa East is used only as a kind of a resting place for the player. Humorously, there is a Vortiguant Chef in the kitchen.
==See also==
* Black Mesa East soundscapes
* Black Mesa East on Wiki
* Half-Life 2 Sky List - See maps d1_eli_01 and d1_eli_02.
==Reference==
Image:Blackmesaeast interior.jpg|Interior lab of Black Mesa East.
Image:black_mesa_east_1.jpg|Outside Black Mesa East, with the lab on the left and the dam on the right.
Image:black_mesa_east_3.jpg|A typical Black Mesa East corridor.
Image:black_mesa_east_4.jpg|The scrapyard.
Category:Regions & Atmospheres
Category:Half-Life Continuity
Black Mesa Inbound

Black Mesa Inbound is the first chapter of . The game begins with Gordon Freeman in the tram, heading to Sector C Test Labs.
==Maps==
The following .bsps comprise this chapter.
*
*
*
*
*
*
==Gallery==
c0a0_inbound.png|Inbound
c0a0_barney.png|Barney knocking the door
c0a0_inbound2.png|Another part of the Inbound
c0a0a_factory.png|A factory
c0a0b_outside.png|Outside of Black Mesa
Category:Regions & Atmospheres
Category:Half-Life Continuity
Black Mesa Level Aesthetics

== Black Mesa Level Aesthetics ==
This is a guide about the aesthetics of various Black Mesa levels.
Black Mesa: Source and contain many detailed environments. This guide aims to help you recreate some of these.
== Specific Areas ==
=== Anomalous Materials Labs ===
The Anomalous Materials Labs are seen in the chapter Anomalous Materials.
The labs are mostly made from metal, with a clean and utilitarian feel to them. Hallways and rooms should be spacious and uncluttered, and often have high ceilings and computers and equipment lining the walls. There should be many scientists, and a few guards. The lighting usually is white, with a slight teal tint.
==== Material Filters ====
lab
==== Model Folders ====
props_am
props_lab
props_office
props_blackmesa
props_canteen
=== Offices ===
The offices (or sector D administration) are seen in the chapter Office Complex.
The tight areas suit close-quarters combat.
The offices are made from plaster and brick, with tile floors and ceilings that can conceal barnacles, with breezeblocks and concrete tiles in maintenance areas. The rooms are much smaller, and suit the shotgun. Offices have wooden doors and breakable windows with blinds. Interiors include desks, separated from each other by breakable cubicle walls in open areas, old-style desktop computers with CRT monitors, bookshelves, TVs and seating areas with sofas and armchairs. Areas are usually separated by red push bar doors, which are often locked and require the player to crawl through an extensive vent system to bypass. There are also locked, static doors throughout the chapter, making the area seem much bigger.
==== Material Filters ====
office
concrete
==== Model Folders ====
props_office
props_blackmesa
props_generic
props_canteen
props_pipes
=== Warehouses ===
The warehouses are seen in the chapter "We've Got Hostiles!".
The open areas are best for fighting against enemies such as marines, assassins and bullsquids
The warehouse are made from concrete, with high ceilings and support columns. Being warehouses, there should be many storage shelves, which can be used for cover and to store supplies. 
==== Material Filters ====
hostiles
concrete
==== Model Folders ====
props_blackmesa
props_generic
props_junk
props_industrial
== Small areas ==
=== Marine Camps ===
Marine camps are seen throughout the game, mostly in the chapter "Forget About Freeman!".
They are small areas the marines have fortified with sandbags, barbed wire/razor wire, and 50 cal machine guns. They also contain supplies such as medkits, weapons and ammo. Make sure you only place weapons used by the marines such as MP5s, shotguns and RPGs, and not weapons like the .357 Magnum. Nearby crates should also use the "military" and "military_big" script presets, to drop various military stuff when broken. In outdoor areas, they have camo nets (displacements with the texture bms/army_net) and wooden boards on the ground. Some camps also have been used for medical outposts, having cotts and iv stands. They also sometimes have healthkits.
==== Material Filters ====
army
wood
==== Model Folders ====
props_marines
Category:Black Mesa level design
Black Mesa Research Facility

==Introduction==
Where it all began, the research center built out of a military base in Black Mesa, New Mexico. It becomes a large complex of laboratories, an Anti-Mass Spectrometer, and more questionable structures by the time Dr. Gordon Freeman first steps inside. This facility is the major setting for Half-Life, with Xen being the other large setting.
For convenience, the industrial portion of Black Mesa (near the end of Half-Life and Opposing Force) is listed separately.
==Architecture==
The structure is largely concrete on the outside, and apparently metal in the laboratory areas. The largest change in design occurs when going into the industrial area.
In the laboratories, the ceilings are high, corners can be curved, and computers line several walls. The facility is well-ventilated, so vent sections can be used to get past blockades (and tend to be full of headcrabs). Overall, the architecture in the laboratory section is simple, designed solely to serve the lab's function.
Outside, the structure is more clearly a military base, with its heavy use of concrete and metal doors. The mesa that the facility seems to be built into has a relatively awkward shape, which allows for sheer rock faces to serve as barriers and stone archways to add to the atmosphere.
==Environment==
Since Black Mesa is in New Mexico, the surrounding area is largely desert. There are several other mesas surrounding the facility, some of which can be seen in the cliff sequence about halfway through Half-Life. Water is fairly uncommon outside of laboratories, or the one river Gordon swims through. Therefore, water should be used minimally, or as something more dangerous such as radioactive waste.
Lighting, where it works (the accident causes several power problems), should be clean and sterile. Whites and soft blues tend to give this impression best. Outdoors, the sun should feel hot- this is New Mexico, after all. A near yellow-orange color can produce this effect. Hazard lights are turned on in several places where damage is higher, such as the office area, and can provide a good lighting situation for sudden attacks.
Sounds can vary from military radio messages, to laboratory activity sounds, to alien cries. Which one is appropriate depends on where the player is, and what has already happened- alien cries would seem highly out of place if no aliens have shown yet. In general, the sounds are used both to create a horror feeling and to warn the player of what may be to come.
==NPCs==
Virtually every creature that appeared in Half-Life made its way into Black Mesa. Vortigaunts, headcrabs, and zombies are commonplace. Ichthyosaurs occasionally populate the waterways. Some boss creatures also make their way into Black Mesa, while some larger ones remain in the Xen world. 
Along with the alien creatures, soldiers and assassins appear to deter Gordon. Coming to his assistance are the scientists and the security guards. However, for the bulk of the game, Gordon is on his own, followed only by Gman.
==See also==
*Wikipedia:Black Mesa Research Facility
*Black Mesa (Source)
Category:Regions & AtmospheresCategory:Half-Life Continuity