A few weeks back, I received an unexpected e-mail from a fan of an old Half-Life mod by the name of Nightwatch. This was a single player mod I started way back in 2002, a few months before I would strike my largest amateur success with Natural Selection’s ns_eclipse.
I’ve been meaning to partner this release with a postmortem of sorts on the mod’s successes and failures as well as as thorough a “where are they now?” list I can manage, but even after all this time I have a lot to say and this has been held back long enough. So, for anyone out there who might still be fighting the good fight with old Half-Life 1 content, or for anyone who wants to see what we were working with, please enjoy this:
The Nightwatch textures are… finally… released.
These files are the most recent I have, dating to November 2004 (a few months after my departure – there are some textures in here I hadn’t even seen before). It is possible that other former team members may have newer versions – if this is the case, please contact me and I’ll update accordingly.
Without further ado (links updated 01/2012):
- Textures – nightwatch_textures.rar (46.52 MB)
- .rad files – rad.rar (5 KB):
From the readme:
Half-Life: Nightwatch - Textures -------------------------------- nw.wad nw_xeno.wad Textures by: Adam Foster, Henning Horstmann, Mohammad Alavi, Tomislav Spejic, and Tom DiLazaro. One additional texture by Cayle George. Includes additional textures created from bases by and/or originally authored by Randy Reddig and Kevin Roberts. All textures are the property of their authors. You may use and re-distribute these textures for any non-commercial purpose, provided you include credit to the original authors (please copy from the list above) and the Nightwatch team. Special thanks to everyone who ever worked on Nightwatch, and everyone who supported it. Please forgive me for not seeing to it that these were released sooner.
Here’s a small sampling of what you’ll receive:
I don’t expect there will be much demand for these in 2009+, but I’m glad to finally make them available. I plan to see about a future .rmf release of some of our level source files.
I’ll be back later with a look back at the project and team that in a large part launched my career… despite also being my biggest failure.