• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=BlackSnow;52214377]I still don't understand how this man survives on facepunch.[/QUOTE] Facepunch is a warm and caring community
[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.
For the last couple of days, I've been rebuilding Borealis' exterior, for own use. [t]https://pp.userapi.com/c836630/v836630812/37e46/4sThFzUDIrw.jpg[/t] All done from scratch, used the original as reference a couple times. Also incorporated parts of the Russian nuclear icebreakers, Yamal and Krasin (such as that "tower" in the middle (also present in the Ep2 "photo" of the ship), and lifeboat holders on the side (not shown in the pic)). Currently it's at 835 brushes/5.7k faces, and it's not done yet, I will clone that crane at least two times more, and it alone is composed of 41 brushes/399 faces. At this point I'm considering if I should turn it into a model but I dunno.
[QUOTE=UberMunchkin;52220261][t]https://my.mixtape.moe/yrhhlg.svg[/t] It's nowhere near perfect but until someone with better vector skills comes along it should suffice. [URL="https://my.mixtape.moe/bdamly.png"]Here are the rough[/URL] [URL="https://my.mixtape.moe/ciushq.png"]clean recreations of the logo[/URL] I "quickly" made to work off of.[/QUOTE] Nah, it is actually pretty good in my opinion. As spot on as it gets. If I could rate your post "Winner" then I sure as hell would.
[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: [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][/QUOTE] Done one for the [URL="https://my.mixtape.moe/bqlbdc.svg"]2nd logo[/URL], not sure about the first one though [t]https://my.mixtape.moe/bqlbdc.svg[/t] Edit: Might be able to do the "worn down" look of the first one using a clipping mask in Illustrator maybe?
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