• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=Cvoxalury;51979127] :words: [t]https://pp.userapi.com/c626518/v626518802/56e0f/NYBx-uoeq64.jpg[/t][/QUOTE] I am really looking forward to this unique old story experience through the eyes of Gordon Freeman while he's on psychedelic drugs
Some of the screenshots look pretty good. Captured the atmosphere pretty well imo [IMG]http://images.akamai.steamusercontent.com/ugc/85972156539245839/5A1335BD86AAB86EB1846587C9F4FB9A3700013D/[/IMG]
[QUOTE=PikaCommando;51981041]Some of the screenshots look pretty good. Captured the atmosphere pretty well imo[/QUOTE] You're joking... right?
Sorry guys, looks like I'm officially diagnosed with shit taste.
[QUOTE=PikaCommando;51981111]Sorry guys, looks like I'm officially diagnosed with shit taste.[/QUOTE] Well then, try to play it "[B]Half-Life 2: Total Mayhem[/B]": v1.0.0.4 ([B]19-OCT-2004[/B]): [url]https://web.archive.org/web/20041012223448/http://www.top-download.net/games/halflife2-flash/HL2-Total-Mayhem.php[/url] v1.0.0.3 ([B]31-AUG-2004[/B]): [url]https://www.fileplanet.com/145369/140000/fileinfo/Half-Life-2---Total-Mayhem-Flash-Game[/url] v1.0.0.2 ([B]27-AUG-2004[/B]): [url]http://www.gamingcloud.com/play/half-life-2-total-mayhem.html[/url] The very first attempt to restore Half-Life 2: Beta (E3 2003), hehe: [url]http://webcache.googleusercontent.com/search?q=cache:5Is_ioi27YcJ:forums.gamecentralnetwork.net/index.php%3Fshowtopic%3D3800+&cd=1&hl=ru&ct=clnk&gl=ru[/url]
[QUOTE=PikaCommando;51981041]Some of the screenshots look pretty good. Captured the atmosphere pretty well imo [IMG]http://images.akamai.steamusercontent.com/ugc/85972156539245839/5A1335BD86AAB86EB1846587C9F4FB9A3700013D/[/IMG][/QUOTE] Those destroyed buildings in the top left are so insultingly lazy I could do a better job and the only time I even used Source SDK was in 2008 to make TF2 maps. And that Leaning Tower of Pisa looking shit right next to it, christ.
I bet y'all are just a bunch of haters who won't make anything better than this :v:
[QUOTE=DoktorAkcel;51981963]I bet y'all are just a bunch of haters who won't make anything better than this :v:[/QUOTE] I'll show you. I'll make my own leak Half-Life, with blackjack and hookers! -Amateur mod development team #452
[QUOTE=CaptainZed;51980063]Surely they will have learned from their past wrongs and mistakes, will remove the unnecessary STALKER and tree props and will actually stay faithful to the source material. /s[/QUOTE] Well they have their own props for sure! [t]https://pp.userapi.com/c638322/v638322335/2cc22/blRValAvQ98.jpg[/t] The Organic Citadel!
Why does it have wings
Their Palace map is also built on top of my decompiled fix. I can tell by the crate with a paint can on top which were new additions in that fix. Lazy!
[QUOTE=Cvoxalury;51982063]Well they have their own props for sure! [t]https://pp.userapi.com/c638322/v638322335/2cc22/blRValAvQ98.jpg[/t] The Organic Citadel![/QUOTE] I saw that model a while back, and it looks like they've made it EVEN WORSE since then.
So, if you had a Greenlight page, about your beta related mod, what would you put on there? What I feel the main thing a Greenlight page is supposed to do is advertise the very best of what your game/movie/ect. is supposed to be by catering to the specific niches your product is aimed for. What comes to my mind after seeing this; Is this high-quality output to them, to the point that they'd feel good about putting this on their Steam Greenlight; Does that mean, if this image is supposed to show the best thing about this mod, that most of their stuff is worse than this; If this is what goes for a HL2-Beta mod, how does that make this community look; is this a good example of a high-quality Beta recreation mod, or a bad one? I'm looking at this thread at 5:30 A.M for me, and as funny as Oldschool Story being bad is, it's just making me feel sad. I wish I could map stuff that decent, so that there could be another person to outweigh Oldschool Story.
[QUOTE=BillnTedison;51982344]So, if you had a Greenlight page, about your beta related mod, [B]what would you put on there?[/B][/QUOTE] Render all the maps, models n shit outside the source engine and claim it's totally the source engine without console nerfs /s [URL="https://www.youtube.com/watch?v=hrHlEI77gNs"]technically it wont be a complete lie[/URL]
[QUOTE=Sergeant Stacker;51981012]I am really looking forward to this unique old story experience through the eyes of Gordon Freeman while he's on psychedelic drugs[/QUOTE] Fear and Loathing in City 17 starring Gordon Freeman i'd play that :v
[QUOTE=bw1119;51980693][URL="https://steamcommunity.com/sharedfiles/filedetails/?id=886188991"]Now it's on Steam Greenlight![/URL][/QUOTE] Well, it was funny for now. I am very disappointed that the author does not even understand that his "creativity" only harms the reputation of the whole hl-community. Later, it will probably look like this: "Hey look! He's that stupid russki from the Russian segment of the hl-community." All this is bad.
[QUOTE=DoktorAkcel;51981963]I bet y'all are just a bunch of haters who won't make anything better than this :v:[/QUOTE] I could probably make some better city maps than him given time and some sort of rewarding payoff, but cities are dull to make and hard to do right so I'll give him credit for that. But seriously, I can see the empty sky box. I wouldn't be showing jack shit to the public until I remedied that issue.
[QUOTE=Cvoxalury;51982063]Well they have their own props for sure! [t]https://pp.userapi.com/c638322/v638322335/2cc22/blRValAvQ98.jpg[/t] The Organic Citadel![/QUOTE] Dear god, it's like some inbred version of the Skyrim logo. [editline]19th March 2017[/editline] [QUOTE=CheezMan;51982526]Fear and Loathing in City 17 starring Gordon Freeman i'd play that :v[/QUOTE] holy shit, I would too actually
Just a concept-art of the citadel, except instead of the citadel it's just the silhouette of the Skyrim logo, and in the Skyrim logo is a picture of Dr. Breen's face, and under his face it says "Beta Bitches FTW".
[QUOTE=bw1119;51980693][URL="https://steamcommunity.com/sharedfiles/filedetails/?id=886188991"]Now it's on Steam Greenlight![/URL][/QUOTE] The sad thing is that it'll probably get greenlight anyways just because it's Half-Life. We all LOVE Half-Life, but this just makes both the modding and beta communities look bad. These guys need to stop before we get another Half-Life: Before. (No pun intended)
Well, we should give them a chance. Always give a chance! Also, there are no STALKER models anymore, they're L4D models (yes, the truck on the logo is, too, fom L4D). If it turns out as a bad mod, well it can't ruin the community, can it? And they certainly will never be able to sell it.
[QUOTE=Cvoxalury;51986323]Well, we should give them a chance. Always give a chance! Also, there are no STALKER models anymore, they're L4D models (yes, the truck on the logo is, too, fom L4D). If it turns out as a bad mod, well it can't ruin the community, can it? And they certainly will never be able to sell it.[/QUOTE] Yes, giving them a chance is something we should do, but it's kind of hard to when the Greenlight screenshots are literally WC mappack maps with better lighting instead of remimagined maps like Missing Information, or original maps like Dark Interval. I thought Insolence was lazy, but at least that was slightly original (the custom map). This one takes the cake.
You can all say anything to show your own importance (A sense of self-importance) by destroying the whole world, what is happening around, what you see. Who will develop, believes those people who humiliate you to the very bottom, they still say everything well, everything is fine. There is nothing beautiful, because you destroyed it (their actions, dirty utterances), there is nothing left. That's is called "WAR". When they are on your bones want to create their own empire. Erected their own greatness for centuries. History always loves to repeats, those who do not want ever to learn and understand how to really need to live your life. I am bored of these eternal nagging that we eat&play shit (thank you bitch unfinished). Still do not understand why nothing is happening, nothing comes out of your ass, bugger. Only scolded all shit themselves in this erection earn, fag. Go, any real progress, stop doing this stupid & nonsense (as they say the elderly), start real work. I'm really fed up with all the showouts. "[I][B]To change your idea of the world is the crux of sorcery. Power provides according to your impeccability[/B][/I]". - Carlos Castaneda, "Tales of Power", 1978 "[I][B]For the nagual Julian, his own importance was a monster with three thousand heads. And the one who entered into battle with her could defeat her in one of three ways. The first method consisted in cutting off each of the heads in turn, the second was the achievement of a mysterious state of being, called the place of absence of pity, which destroyed its own importance, slowly killing it with hunger, the third was the payment of the immediate annihilation of the thousand-headed monster with its symbolic death. Don Juan assured me that in order to accomplish the feat of making myself miserable I had to work in the most intense fashion, and that it was absurd. I had now realized I could work just the same in making myself complete and strong. "The trick is in what one emphasizes," he said. "We either make ourselves miserable, or we make ourselves strong. The amount of work is the same"[/B][/I]". - Carlos Castaneda "The Power of Silence", 1987.
[QUOTE=OfficialPCF;51986582]Yes, giving them a chance is something we should do, but it's kind of hard to when the Greenlight screenshots are literally WC mappack maps with better lighting instead of remimagined maps like Missing Information, or original maps like Dark Interval. I thought Insolence was lazy, but at least that was slightly original (the custom map). This one takes the cake.[/QUOTE] Would even argue if it's [I]better[/I] lighting. I don't like overdoing the colours, huge contrast over the whole map (some places very bright, neon, others are pitch black), if you've seen later DI screenshots you know I'm going for very balanced, medium tones lighting model (or if it's a night map, there's plenty of artificial light and never any blackness). Another questionable is just how those maps would play out for general audience. I know the routes, I can navigate them, but when you're not familiar with the mappack (and few people are), and your supposed route is often so very dark, and there's no indication of interactivity on the elements you're supposed to interact with, this is just bad gameplay. If you object to more prominent indication models - such as item glow, item highlight - then you need to research how to do it subtly, with lighting, or sparks, or connective elements (wires or pipes), or even sound; but when you don't have playtesters and lack self-criticism, self-distancing so to speak, you need other people to point it out. They need more independent playtesters (their VK followers won't do, they're biased), but they don't like to listen and change. So I predict bad gameplay, yeah. Nothing is quite worse than a puzzle in which the author is so certain it's logical, obvious, smart, inventive only because they spent too much time working on it and didn't have an independent person come in and point out the flaws. ([I]spoiler: DI's first demo totally has this issue, because I worked on it alone with no playtesting[/I])
When I first saw the new Citadel I thought it was something out of MLP :/
I am preparing you all a real gift, which will not have any historical & egoistical value. I do not want to frighten anyone in advance. I do not want to interfere with anyone and cross other people's research. Now I'm doing a map to demonstrate the entire cut out location and dialogues. When it is ready, I do not know, a little bad I rummage in the new map editor.
HEY REMEMBER WHEN I WAS WORKING ON A MOD?? [IMG]http://i.imgur.com/yPg9yBnh.jpg[/IMG] [IMG]http://i.imgur.com/2XEUXIwh.jpg[/IMG]
[QUOTE=Cvoxalury;51986699]Would even argue if it's [I]better[/I] lighting. I don't like overdoing the colours, huge contrast over the whole map (some places very bright, neon, others are pitch black), if you've seen later DI screenshots you know I'm going for very balanced, medium tones lighting model (or if it's a night map, there's plenty of artificial light and never any blackness). Another questionable is just how those maps would play out for general audience. I know the routes, I can navigate them, but when you're not familiar with the mappack (and few people are), and your supposed route is often so very dark, and there's no indication of interactivity on the elements you're supposed to interact with, this is just bad gameplay. If you object to more prominent indication models - such as item glow, item highlight - then you need to research how to do it subtly, with lighting, or sparks, or connective elements (wires or pipes), or even sound; but when you don't have playtesters and lack self-criticism, self-distancing so to speak, you need other people to point it out. They need more independent playtesters (their VK followers won't do, they're biased), but they don't like to listen and change. So I predict bad gameplay, yeah. Nothing is quite worse than a puzzle in which the author is so certain it's logical, obvious, smart, inventive only because they spent too much time working on it and didn't have an independent person come in and point out the flaws. ([I]spoiler: DI's first demo totally has this issue, because I worked on it alone with no playtesting[/I])[/QUOTE] I actually thought DI's puzzle was pretty easy to figure out. My only gripe about DI is that I got lost for a couple minutes around the areas with all the people typing. (Also, since you're on the dev team, what is the state of the next build of DI, and when do you predict a release?)
[QUOTE=OfficialPCF;51987334]I actually thought DI's puzzle was pretty easy to figure out. My only gripe about DI is that I got lost for a couple minutes around the areas with all the people typing. (Also, since you're on the dev team, what is the state of the next build of DI, and when do you predict a release?)[/QUOTE] Well, this is sorta complicated. Initially I was hoping for a winter release of Chapter II. Didn't happen. Early Spring release also didn't happen, because I started building the prologue (which I wasn't initially going to do, but now I am doing it), plus we need to rework the four maps in the first chapter - fix bugs, secure map boundaries, add some things, improve the placeholder dialogue system, etc. This is all on me (since I'm doing all the mapping and programming), so all the delays are also on me; doesn't help the cituation that I'm a huge Mass Effect fan (I have almost as many hours in ME3 as I have in Source SDK), and Andromeda is coming out tomorrow (Idk what anyone says, I played the trial version and it's great), so, well, you understand. I'm still hoping for a Spring release. I essentially have to make 12 maps and so far I have 4 done-but-in-need-of-fixing (that's the initial demo ones) and 4 new ones done in rough form (require sound work and playtesting). And there's some code that needs to be written but that won't take nearly as long as even a small map takes. I openly admit that the initial demo is flawed, but the next release should become a proper release of a 3-chapter chunk of the game.
[QUOTE=Cvoxalury;51987393]Well, this is sorta complicated. Initially I was hoping for a winter release of Chapter II. Didn't happen. Early Spring release also didn't happen, because I started building the prologue (which I wasn't initially going to do, but now I am doing it), plus we need to rework the four maps in the first chapter - fix bugs, secure map boundaries, add some things, improve the placeholder dialogue system, etc. This is all on me (since I'm doing all the mapping and programming), so all the delays are also on me; doesn't help the cituation that I'm a huge Mass Effect fan (I have almost as many hours in ME3 as I have in Source SDK), and Andromeda is coming out tomorrow (Idk what anyone says, I played the trial version and it's great), so, well, you understand. I'm still hoping for a Spring release. I essentially have to make 12 maps and so far I have 4 done-but-in-need-of-fixing (that's the initial demo ones) and 4 new ones done in rough form (require sound work and playtesting). And there's some code that needs to be written but that won't take nearly as long as even a small map takes. I openly admit that the initial demo is flawed, but the next release should become a proper release of a 3-chapter chunk of the game.[/QUOTE] Well, I love DI, and I hope for the best! Good luck! (P.S.Will DI have voice acting?)
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