I just came across an incredibly interesting article that’s making me want to rethink my proposal for the Virtual Space module, here’s a short excerpt of the article.
The game we were playing was Action Half-Life, an immaculately balanced mod built from a dream of FPS multiplayer combat that was more cinematic and less twitchy than what was offered at the time. AHL was our Counter-Strike, except it was slower and had more room for heroics and villainy.
But AHL was also the favoured mod of a mad cabal of mappers who obsessed over easter eggs. What had started as the routine addition of little secrets which l33t players could show their friends quickly spiraled out of all proportion as AHL grew in popularity, and soon levels were being unleashed on the community with entire levels hidden inside them, mazes so big, inventive and intricate that the PC modding scene hasn’t seen the likes of them since.
And if the AHL community was the mecca for crazy mappers, then Hondo was God. The immaculate deathmatch maps Hondo constructed were dwarfed by the secrets buried underneath them, areas so cruel, opaque and imaginative they felt like claustrophobic expeditions into a broken mind.
Two of Hondo’s secrets even tied together into a single epic saga where players traveled through time trying to defeat an inter-dimensional beast known as Hgrethedelon, who appeared as a giant, unblinking eye. To look upon Hgrethedelon was death, and one of these two linked secrets ended with players marooned on a floating island that gradually broke apart to reveal a city-sized eye staring up at them. Players were giving no choice but to fall into the inky iris, and drown.
AHL_5AM was Hondo’s swansong– on the surface a cramped city downtown intelligently designed to facilitate action and player motion, few of the players who dived around it blowing holes in one other knew what lay beneath their feet. Behind a secret portal in 5AM was a labyrinth so nightmarish that the only person who knew the way through was Hondo himself. No player had ever seen the end of it, and trying to decompile 5AM to look at it in a map editor would crash whatever software you were using.
So, of course my friends and I had to try and beat it.
Full article over at Rock, Paper, Shotgun.
What I find so interesting about this is that it’s just absolutely crazy. At the face of it, Hondo was just making Deathmatch maps, but when you dug deeper, there was this absolutely insane easter egg hidden deep inside and, well, it’s just not something you really get to experience in gaming, and that’s a damned shame.
Here’s a video of the first part of one of his maps.



















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