Half-Life

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Logic Difficulty

How much firepower logic assumes you need to clear a mission. strict: a mission is only expected of you once you own weapons suited to it. In Half-Life that means a firearm from We've Got Hostiles, explosives from Blast Pit, and heavier weapons with explosives from Power Up on; Xen wants the Tau cannon and the RPG, plus the long jump module and HEV suit when those are shuffled. Opposing Force and Blue Shift ask for a firearm, then heavier weapons, as their fights grow. Safe for anyone, and the default. loose: weapon requirements are dropped, so the generator may expect you to clear Surface Tension with a crowbar. What a mission cannot be crossed without still applies at any difficulty: the Xen equipment, Opposing Force's grapple, and the firearm Duty Calls needs to get past its barrel. Gates are per mission, not per part: being in logic means the mission is enterable, not that every corner of it is comfortable.
25
0
0

Exclude Intro Missions

Leave each included game's opening ride out of the seed. Black Mesa Inbound, Incoming and Living Quarters Outbound: minutes of riding and listening with nothing to fight. Turned on they go entirely (no regions, no checks, no unlock item) and they stop counting toward the missions required.
0
25
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0

DeathLink Amnesty

How many deaths are forgiven before one is sent to the multiworld. Only outgoing DeathLinks are affected: an incoming one always kills you. The death message says how much amnesty is left. Once the allowance runs out the next death goes out to the multiworld and the allowance starts again. 0 sends every death. The default forgives four.
This is a range option.

Accepted values:
Normal range: 0 - 20
0 ❌
25 ❌
0 ❌
0
0
0
0
Games

Include Half-Life

Include Half-Life's missions. Turning every game off turns this one back on: a seed needs something to play.
0
25
0

Missions Required

How many Half-Life missions open Nihilanth. Nihilanth is never unlocked by an item -- it becomes available once this many other missions have been finished. The default is every one of them.
This is a range option.

Accepted values:
Normal range: 1 - 17
0 ❌
25 ❌
0
0
0
0

Include Opposing Force

Include Opposing Force's missions, and its weapons. Needs Opposing Force installed alongside Half-Life, and `/install` run after it was, so its maps and content are linked into the mod. Its finale, Worlds Collide, becomes part of the goal.
25
0
0

Opposing Force Missions Required

How many Opposing Force missions open Worlds Collide. Ignored unless Opposing Force is included.
This is a range option.

Accepted values:
Normal range: 1 - 11
0 ❌
25 ❌
0
0
0
0

Include Blue Shift

Include Blue Shift's missions. Needs Blue Shift installed alongside Half-Life, and `/install` run after it was. Its finale, Power Struggle (with A Leap Of Faith), becomes part of the goal.
25
0
0

Blue Shift Missions Required

How many Blue Shift missions open Power Struggle. Ignored unless Blue Shift is included.
This is a range option.

Accepted values:
Normal range: 1 - 5
0 ❌
25 ❌
0
0
0
0
Item Pool

Random Starting Weapon

EXPERIMENTAL. Start with a random melee weapon from the included games. Half-Life and Blue Shift bring the crowbar, Opposing Force the combat knife and the pipe wrench. The ones you do not start with become items. With only Half-Life or Blue Shift included there is nothing to choose, and you start with the crowbar as always. Off: the first included game's own (the crowbar, or the knife for an Opposing Force-only seed).
0
25
0

Shuffle HEV Suit

Shuffle the HEV suit into the item pool. What the item controls is armour: until it arrives, armour is held at zero from every source -- the campaign's own loadout, batteries, charge panels and filler grants alike. You keep the suit itself throughout, because in GoldSrc it is the suit that draws the weapon HUD and a player without one cannot change weapons at all. The Xen missions expect it either way, because the long jump module runs off suit power.
25
0
0

Shuffle Long Jump Module

Shuffle the long jump module into the item pool. When on, the Xen missions expect it in logic, and you cannot long jump until the item arrives however many modules the campaign puts in front of you. When off, the module stays where the campaign hands it over, in Forget About Freeman: picking it up there sends it to you like any other item, so you keep it into Xen however you get there.
25
0
0

Shuffle Flashlight

Shuffle the flashlight into the item pool. Until the Flashlight arrives, the flashlight key does nothing on Half-Life's and Blue Shift's maps. With Opposing Force in the seed, its night vision is a separate item, the Night Vision Goggles, needed on its maps. The hub is always lit. When off, you have both from the start, as in the retail games.
25
0
0

Add Melee Throw

Add Melee Throw to the item pool. Once it arrives, secondary fire throws the crowbar or the knife. It hits four times as hard as a swing and lands on the floor; walk over it to pick it back up, or it returns to you by itself after ten seconds. When off, there is no throw at all.
25
0
0

Progressive Air Acceleration

Add Progressive Air Acceleration items to the item pool. Air acceleration (`sv_airaccelerate`) is how much you can steer and gain speed in mid-air by strafing. It starts at Air Acceleration Minimum and each item raises it a step, the last one reaching Air Acceleration Maximum. Steps start at 2 and grow by about a tenth each, so the count follows from the two bounds: 15 items for the defaults, 23 for the full 0 to 150. When off, air acceleration is left at whatever the game has (10 in retail).
25
0
0

Air Acceleration Minimum

Air acceleration before any Progressive Air Acceleration item arrives. Ignored unless Progressive Air Acceleration is on. Retail is 10; 0 is no air control at all.
This is a range option.

Accepted values:
Normal range: 0 - 150
0 ❌
25 ❌
0 ❌
0
0
0
0

Air Acceleration Maximum

Air acceleration once every Progressive Air Acceleration item has arrived. Ignored unless Progressive Air Acceleration is on. Gains past 150 are negligible, so that is the ceiling.
This is a range option.

Accepted values:
Normal range: 0 - 150
0 ❌
25 ❌
0 ❌
0
0
0
0
Checks

Chargesanity

Every health charger and HEV charge panel is a check. 111 of them, spread through the campaign, sent the moment you press use on one -- an empty charger counts, so this is about finding them rather than needing them. Turn it off and the seed drops to the 96 map checks, the 18 mission checks and the 15 weapon checks, which makes for a much shorter run with far less filler.
0
25
0

Include Microwave

The break room microwave in Anomalous Materials is a check. One press only starts it beeping: keep pressing its button until the casserole inside explodes.
25
0
0
Itemsanity

Healsanity

Every health kit, battery and Blue Shift armour vest or helmet is a check, sent the moment you touch it, even at full health or armour (it stays where it is). So is every crate that drops one: break it, then touch what falls out. 567 of them: 311 in Half-Life, 173 in Opposing Force and 83 in Blue Shift. Expect a much longer run with far more filler.
25
0
0

Ammosanity

Every ammo pickup is a check, sent the moment you touch it, even with that ammo full (it stays where it is): clips and boxes on the floor, the weapon boxes some maps leave lying about, Opposing Force's spore plants, and every crate that drops ammo when broken. 858 of them: 506 in Half-Life, 242 in Opposing Force and 110 in Blue Shift. Expect a much longer run with far more filler.
25
0
0
NPCSanity

Scientistsanity

Every scientist is a check, sent when one dies and you saw it happen: you killed it, or it died in plain sight or close by. A death you did not witness sends nothing, and that check waits until the mission is replayed from the hub. Scientists whose death fails the mission, or who can never be reached, are left out. On the intro tram ride, only the ones in sight of the tram count, and they need a gun. The Questionable Ethics tau cannon test sends when its blast goes off. 118 of them: 83 in Half-Life (8 on the intro ride), 18 in Opposing Force and 17 in Blue Shift (8 on the intro ride).
25
0
0

Barneysanity

Every security guard, Otis included, is a check, sent the same way as Scientistsanity's: when one dies and you witnessed it. 50 of them: 33 in Half-Life (3 on the intro ride), 9 in Opposing Force and 8 in Blue Shift (2 on the intro ride).
25
0
0

Soldiersanity

Opposing Force only. Every friendly marine (grunts, medics and engineers) is a check, sent the same way as Scientistsanity's: when one dies and you witnessed it. 18 of them, all in Opposing Force.
25
0
0

Include Mission-Critical NPCs

With Scientistsanity, Barneysanity or Soldiersanity, also count the scientists, guards and soldiers whose death fails the mission or strands you (Rosenberg, the Insecurity guards, the guard who opens the intro train's door, and the like). The check is sent the moment one dies, before the reload, so quicksave first and quickload after. Those that fail the mission as soon as they are hurt send it on that first hurt instead. 15 scientists (8 in Half-Life, 7 in Blue Shift), 9 guards (2 in Half-Life, one of them on the intro ride, 7 in Blue Shift) and, with Soldiersanity, 3 of Opposing Force's soldiers.
25
0
0
Gameplay

Viewmodel Style

EXPERIMENTAL. Whose hands hold the weapons. per_campaign: Shephard's on Opposing Force's maps, Barney's on Blue Shift's, Gordon's on Half-Life's, as each game shipped. always_gordon, always_shephard, always_barney: that one's hands on every map, for every weapon his game has a model for (a weapon only another game has keeps that game's hands). Needs the chosen game installed. Presentation only; nothing about the seed changes.
25
0
0
0
0

Ally Weapon Drops

Let logic expect weapons dropped by allies you kill. A security guard drops his Glock when he dies, and Opposing Force's marines drop theirs. With this on, killing a friendly for their weapon counts as a way to a "First ..." weapon check. Weapons dropped by enemies always count.
25
0
0
Traps

Trap Percentage

Percentage of your filler items replaced by traps. Seven exist, all nuisances rather than punishments -- none can cost you a run: - Scientist Trap: four scientists appear around you and start following you about. - Headcrab Trap: four headcrabs, same idea, considerably less friendly. - Butterfingers Trap: you fling away the weapon you are holding. The suit reissues it after half a minute if you cannot find it again (see Butterfingers Reissue). - Bot Swarm Trap: six crowbar-wielding bots appear around you, run about crouch-jumping over things, and swing at whatever they bump into -- you included. - Bunny Hop Trap: you jump every time you land, for fifteen seconds. - Sticky Key Trap: one movement key (forward, back, or a strafe) is held down for fifteen seconds. You are told which. - Reload Trap: the weapon in your hands reloads from empty. The clip goes back into your reserve first, so no ammo is lost.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Butterfingers Reissue

Whether the suit hands back a weapon the Butterfingers Trap knocked away. When on, it comes back after half a minute if you have not picked it up. When off, you have to go and get it. The suit only steps in once you have no weapons left at all. Moving to another map still returns it.
0
25
0

Scientist Trap Weight

How often the Scientist Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Headcrab Trap Weight

How often the Headcrab Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Butterfingers Trap Weight

How often the Butterfingers Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Bot Swarm Trap Weight

How often the Bot Swarm Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Bunny Hop Trap Weight

How often the Bunny Hop Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Sticky Key Trap Weight

How often the Sticky Key Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Reload Trap Weight

How often the Reload Trap is picked when a filler slot becomes a trap, relative to the other trap weights. 0 leaves it out.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.