![]() “I'm a total Half-Life lore nerd, so I had all of these notes and theories to hand. This proved a welcome challenge due to Richardson serving as one of the lore keepers for Lambda Generation, the team behind fan-made Half-Life 1 remake Black Mesa. So Richardson started over, planning something built specifically in the Half-Life universe. That put me off the concept because the story wasn't based in the Half-Life universe.” "But it looked like Half-Life 2, sounded like Half-Life 2, played like Half-Life 2. “One day I sat down and just thought I'd play through it and I felt dismayed because it was an interesting idea, sure," Richardson begins. However, years of work were slowed when Richardson became a parent. He even produced his own custom campaign, The Hartley Asylum. He’d become active in the scene, known for his Garry’s Mod maps in the early 2000s, most notably the GM_Ghosthunt Trilogy, a series of maps users could roleplay or goof around on with randomly scripted events. Where many would be looking towards brand-new triple-A releases, Richardson was enamored by the Half-Life modding scene, which was full of expansive, user-made campaigns both serious and silly. ![]() RELATED: The Half-Life Orange Box For Dreamcast That Never Was In the years shortly after, I discovered mods when my family got broadband.” “I was very young so didn't really make anything amazing at the time, but I was getting my footing with the concept of world-building. It was during that time I dabbled with mapping, and I was overjoyed when I discovered 'Worldcraft' ,” he tells me. For as grand a success as Entropy: Zero 2 is now, for Johnny “Breadman” Richardson it all came from humble beginnings.
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