[QUOTE=QWERTERBERY;52214000]You seem stupid or something? Of course not, you HEAR MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEE-[/QUOTE]
And then his head explode. Tnx [B]livelong[/B], you killed our only remaining link to the wonderful secret world of... of whatever all that was.
[QUOTE=QWERTERBERY;52214000]You seem stupid or something? Of course not, you HEAR MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!! If available, all youtubers and twitchers have made dull videos on footage.
[highlight](User was banned for this post ("Shitpost" - Novangel))[/highlight][/QUOTE]
I still don't understand how this man survives on facepunch.
Let us remind ourselves of all his wonderful moments.
And then quickly move on, because we all have work to do.
[QUOTE=Mech Bgum;52214893]Facepunch is a warm and caring community[/QUOTE]
Said no one. Ever.
[QUOTE=Mech Bgum;52214893]Facepunch is a warm and caring community[/QUOTE]
Only as warm as the fiery pits of hell.
More like "warm as a fresh pile of manure" type of warm.
No offense to you guys.
[QUOTE=TurretCube;52215096]Said no one. Ever.[/QUOTE]
I don't know man, I've been to reddit, and facepunch is as welcoming as a cozy Inn offering free hot chocolate or coffee compared to that place.
[QUOTE=TurretCube;52215096]Said no one. Ever.[/QUOTE]
It's not gonna be warm and caring if you are a shitty poster, obviously.
Apparently in late 2007, Valve published maps showing where players died most in Half-Life 2: Episode Two. Forum members of HL2World, an HL2 fan community, decided to troll Valve by jumping down to their deaths from the cliff in the first map, thus resulting in a bright, red blip on the death map:
[IMG]https://pbs.twimg.com/media/C_i-j9LXYAAqyAB.jpg[/IMG]
[IMG]https://pbs.twimg.com/media/C_i-krbXsAAsvJ8.jpg[/IMG]
Source: [url]https://twitter.com/ValveTime/status/862649623357386753[/url]
i mean, literally anyone tried to get down there at least once. There's nothing else to do during alyx's speech. it's not exactly exclusive to a few clowns.
Even if it were, they can just manually suicide anywhere.
[QUOTE=Hell-met;52215973]i mean, literally anyone tried to get down there at least once. There's nothing else to do during alyx's speech. it's not exactly exclusive to a few clowns.
Even if it were, they can just manually suicide anywhere.[/QUOTE]
If you're really careful, you can jump from the cliff to a tiny spot on the top of a pine tree and avoid the death trigger and then explore basically the entire off-limits parts of the map (or maybe just the first area, due to the skybox brushes; that's quite big enough, anyway). And people gnawed on me for not putting enough invisible walls in the DI demo.
[QUOTE=Gamer#1;52215966]Apparently in late 2007, Valve published maps showing where players died most in Half-Life 2: Episode Two. Forum members of HL2World, an HL2 fan community, decided to troll Valve by jumping down to their deaths from the cliff in the first map, thus resulting in a bright, red blip on the death map:[/QUOTE]
No offence, but I fail to see how this is related to cut content from Valve...
I'd recommend moving stuff from ValveTime that's not related to cut content/beta content back to the Half-Life and Portal discussion thread :hiddendowns:
[QUOTE=bw1119;52216318]No offence, but I fail to see how this is related to cut content from Valve...
I'd recommend moving stuff from ValveTime that's not related to cut content/beta content back to the Half-Life and Portal discussion thread :hiddendowns:[/QUOTE]
All these players [I]cut[/I] themselves from existence so to speak, hence cut... nah, makes no damn sense.
[QUOTE=Gamer#1;52215966]Apparently in late 2007, Valve published maps showing where players died most in Half-Life 2: Episode Two. Forum members of HL2World, an HL2 fan community, decided to troll Valve by jumping down to their deaths from the cliff in the first map, thus resulting in a bright, red blip on the death map:
[IMG]https://pbs.twimg.com/media/C_i-j9LXYAAqyAB.jpg[/IMG]
[IMG]https://pbs.twimg.com/media/C_i-krbXsAAsvJ8.jpg[/IMG]
Source: [url]https://twitter.com/ValveTime/status/862649623357386753[/url][/QUOTE]
I swear I remember this, I remember seeing this on an official valve site sometime in like 2009, 2010 or something like that.
Yeah, they had heatmaps for Episode 2, L4D and I think portal?
I would like ti see those.
[QUOTE=Cows Rule;52217083]I would like ti see those.[/QUOTE]
[url]http://steampowered.com/status/ep2/ep2_stats.php[/url]
[url]http://web.archive.org/web/20100601163334/http://steampowered.com:80/status/tf2/tf2_stats.php[/url]
The others doesn't have death maps
[url]http://www.steampowered.com/status/ep1/[/url]
[url]http://www.steampowered.com/status/l4d/[/url]
[url]http://www.dayofdefeat.com/stats/[/url]
ep1 deathmaps actually caused the rebalance of the elevator fight.
way more barrels and props and ammo than on release.
[QUOTE=QWERTERBERY;52212435]The early prototypes builds of [B]Vampire: The Masquerade — Bloodlines[/B] (2001-2002, archival assemblies Activision), [B]Arx Fatalis 2[/B] (Dark Messiah Might and Magic, Arx Fatalis, 2002, Ubisoft FTP Archive).[/QUOTE]
Any links to these would be greatly appreciated.
So I've been working on this metalwall044d recreation [B](missing texture, frequently used in the old versions of the Airex)[/B] for about two days, and now I'm ready to release it. It's not a perfect recreation (partly because textures were almost always changed in some way when Valve used them in a composite/ texture), but it's pretty good for what it is:
[URL="https://drive.google.com/open?id=0B_1w5HB0F8oAa1ZuRThodDJrak0"][B]Download link can be found right here!
(VTF/VMT, $detail and $selfillum equipped)[/B][/URL]
[B][I]Image of my texture:[/I][/B]
[IMG]https://i.imgur.com/LPGv0D5.png[/IMG]
The old texture itself appears in the composite textures [B]airexchangesetsmall002a[/B] and [B]airexchangesetsmall001a[/B], which helped me work out the texture's colours and overall look[B] (metalwall044d/parts of it are highlighted in red)[/B]:
airexchangesetsmall001a
[IMG]https://i.imgur.com/dIp4dBD.jpg[/IMG]
airexchangesetsmall002a
[IMG]https://i.imgur.com/tMHJxKz.jpg[/IMG]
The old airex_01 envmap helped me place the texture:
[IMG]https://i.imgur.com/TlhapLu.png[/IMG]
Same area (hidden away) in airex_0102, with my recreation (more or less anyway):
[IMG]https://i.imgur.com/kWaMvug.jpg[/IMG]
Have fun, make sure to credit me if you use it :smile:
[QUOTE=Starscre4M;52217293][url]http://steampowered.com/status/ep2/ep2_stats.php[/url]
[url]http://web.archive.org/web/20100601163334/http://steampowered.com:80/status/tf2/tf2_stats.php[/url]
The others doesn't have death maps
[url]http://www.steampowered.com/status/ep1/[/url]
[url]http://www.steampowered.com/status/l4d/[/url]
[url]http://www.dayofdefeat.com/stats/[/url][/QUOTE]
Man, I miss old Steam design
[QUOTE=bw1119;52217681]So I've been working on this metalwall044d recreation [B](missing texture, frequently used in the old versions of the Airex)[/B] for about two days, and now I'm ready to release it. It's not a perfect recreation (partly because textures were almost always changed in some way when Valve used them in a composite/ texture), but it's pretty good for what it is:
[URL="https://drive.google.com/open?id=0B_1w5HB0F8oAa1ZuRThodDJrak0"][B]Download link can be found right here!
(VTF/VMT, $detail and $selfillum equipped)[/B][/URL]
[B][I]Image of my texture:[/I][/B]
[IMG]https://i.imgur.com/LPGv0D5.png[/IMG][/QUOTE]
Good effort and props for even figuring out that envmap, but don't you think it's kind of too pale/highlighted? The metal frame should be more pronounced, be darker.
[QUOTE=PwnGModer;52218091]Man, I miss old Steam design[/QUOTE]
I prefer the new one. I don't know what it is about the old one, but I think it has too much, well, [I]green[/I]
[QUOTE=bw1119;52217681]Amazing stuff.[/QUOTE]
Nice job! I will surely use it :)
So basically these composites are basically a mash of independent, already existing textures.
With enough recreations like this, we may be able to recreate those composites in a decent resolution.
I've also been trying to improve my old concrete wall texture.
[IMG]https://images.discordapp.net/.eJwFwcENwyAMAMBdGACDS5yQbwepkINIJIIRuOqj6u69-5r3qGY3p2qfO8BxTZZx2KkyUsm2iJSaU7-mZbkhqSY-79x0Aq6OEOPiMYYtBhcdPNzqIyJ62kKghSjAUxqPrPmTanWe-GV7K-b3B3JqJgs.SSpbYD5frkuiIUdNx98xdsuVJTk[/IMG]
It's currently WIP but feel free to give me any constructive criticism, while also testing it out on the Hl2 leak.
Could someone please make a vector/SVG version of the 2 logos used for TF2 in it's 1999-2001 stages of development? Source/reference images below:
[IMG]https://wiki.teamfortress.com/w/images/7/74/Teamfortress_link.jpg?t=20110426084056[/IMG]
[IMG]https://wiki.teamfortress.com/w/images/6/66/TFB.jpg?t=20110509074107[/IMG]
Can you not just pretty them up in Paint.NET or similar and find a converter online yourself, or even just download a trial of Adobe Illustrator to do it there? The first one might take a bit because you'd have to make it solid colors but come the fuck on for the second one
[QUOTE=CaptainZed;52219416]Could someone please make a vector/SVG version of the 2 logos used for TF2 in it's 1999-2001 stages of development? Source/reference images below:
-images-
[/QUOTE]
The top one would be a pain in the ass to vector (and have it look good) with all the grunge and stuff on it
[QUOTE=gmadador;52210795]Where is this from?[/QUOTE]
sample.wad is on some disc version of Opposing Force (which I think had Opposing Force CTF on it if that narrows it any more).
Also, dustblow2.bsp?
And did the Half-Life alpha have things in .pak files? Seems odd that a game in development would already have its assets packed.
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