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Frontline Force (FLF) was a total conversion Half-Life mod developed by Adrian Finol in 2000. Finol created a unique mod that focused on intense, fast paced game-play that set it apart from other total conversion mods. Finol's goal was to create an online first person shooter that was more 'team based' than Counter-Strike, with bonuses for acting with team mates.
Development[edit | edit source]
Several versions were created under Finol's lead, each one adding new features and tweaking the game-play. In late 2001, Finol handed the FLF torch to Dave Dynerman so that he could start a new career with Valve Software. Several key contributors of the original FLF team now work for Valve.
Under the lead of Dynerman, FLF went through several upgrades, resulting in even more versions. Dynerman went on to join Raven Software early in 2003 and Tony Sergi took over as the lead coder.
Sergi created many versions for FLF, although not all became public. As the release of Half-Life 2 approached Sergi, along with the development team, faced a difficult decision. A great deal of time and work from all aspects had gone in to the most recent unreleased versions of FLF (1.9 and Defiance), but the mod would have a hard time competing with other mods that were moving to the Half-Life 2 Source engine. Faced with a declining player base and only a handful of members left, the development team with real life time constraints for some, put further FLF work on hold.
Frontline Force: Classic[edit | edit source]
Work began anew on FLF: Classic in early 2005. Jeff Russo stepped up as the project manager while Sergi left FLF to pursue other interests. Russo began working in conjunction with the remaining development team members, and the community itself, to see where FLF stood and where it needed to be. With the addition of a new lead coder and some needed help from the Lethal Agents mod team, "Frontline Force: Classic" began to emerge.
The new mod hopes to incorporate many of the same features previous versions of FLF had that made it so popular and addictive but using the technically superior Source engine.
Blackened Interactive takes over project[edit | edit source]
After the project stagnated for some time, Blackened Interactive took over the project in 2008. The project is now on hold.