VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=OfficialPCF;52260808][I]That makes so much more sense.[/I] I was wondering recently what purpose the Sticky Launcher had.[/QUOTE]
I'm not sure, it doesn't have concept art and it wasn't mentioned.
Maybe it's a development gun, just like the phys and brickbat?
[QUOTE=Dindex;52260816]I'm not sure, it doesn't have concept art and it wasn't mentioned.
Maybe it's a development gun, just like the phys and brickbat?[/QUOTE]
Brickbat was intended to be a weapon, it was a early idea for the gravity gun iirc
[QUOTE=gmadador;52260833]Brickbat was intended to be a weapon, it was a early idea for the gravity gun iirc[/QUOTE]
I can relate to Valve on this. Why spend hours modelling viewmodels for every prop in the game when you can just show the player "picking it up". Same thing for the Physgun and the Sticky Launcher. There is no practical gameplay purpose to those items.
[QUOTE=OfficialPCF;52260859]I can relate to Valve on this. Why spend hours modelling viewmodels for every prop in the game when you can just show the player "picking it up". Same thing for the Physgun and the Sticky Launcher. There is no practical gameplay purpose to those items.[/QUOTE]
Keep the Sticky Launcher out of this! It can have ton of practical gameplay purposes. It'd be very suitable in a game like Red Faction, but in HL2 it could've found a purpose, too. They just didn't try hard enough.
[QUOTE]Why spend hours modelling viewmodels for every prop in the game when you can[/QUOTE]
When you can program it adequately so it puts the item into the hands of the character, thus relying only on one viewmodel of the hands. And the prop's, which already has a model. Instead we get invisible hands on picked-up items and the car's wheel.
dark messiah did prop pickup like that and it honestly doesn't change much.
Invisible hands is good for when you try to stack stuff and you need clear view
[QUOTE=Koray;52260372]Also I believe it still wouldnt be possible if those stuff werent leaked on internet and they did contunie what we had as betas.They are really dark chatacters.[/QUOTE]
What does this even mean
I still think it's fucking dumb that Gordon throwing a concrete brick at someone just makes them go "wow rude" because you're not using the gravity gun and thus it does no damage.
[QUOTE=Katatonic717;52261763]What does this even mean[/QUOTE]
The common misconception that Valve cut the beta setting/ideas because they were leaked.
[QUOTE=HGrunt;52261837]The common misconception that Valve cut the beta setting/ideas because they were leaked.[/QUOTE]
It's written so poorly it looks like hes saying the opposite of that though
[QUOTE=Katatonic717;52261846]It's written so poorly it looks like hes saying the opposite of that though[/QUOTE]
We always get the weirdest people when it comes to typing
boo!
[url]http://www.moddb.com/mods/rainfall/images/hazard-course-wip#mediaform[/url]
[IMG]http://img.imgland.net/miNEOlc.png[/IMG]
Heres a shot of RainFall's hazard course, been working on & off on this area for the past 2 weeks. Looking at the few screenshots we have of this area, its hard to tell what Valve originally had planned for the hazard course, from what I can see, its just a room full of puzzles. I decided to use some aspects from retail to give it a sense of flow & to better direct the player. Heres the reference images I used (and to my knowledge, the only 2 images we have of the hazard course in it's beta state!).
[IMG]http://img02.imgland.net/E-oFb_W.png[/IMG]
[QUOTE=Exploders;52261938]We always get the weirdest people when it comes to typing[/QUOTE]
We always get the weirdest people in general
[QUOTE=Hell-met;52261664]dark messiah did prop pickup like that and it honestly doesn't change much.
Invisible hands is good for when you try to stack stuff and you need clear view[/QUOTE]
When you need clear view, invisible hands doesn't change much (except substracting from believability of the game), but making the prop semi-transparent (Deus Ex\Prey style) would change a lot, and change it for the better, and HL2 does not do even that.
Btw, you already have one viewmodel+prop model when you use the gravity gun. It literally glues the prop to the viewmodel via phys constraints. So you can easily do that with hands and not have to make multiple viewmodels. You'd need a set of animations for each model type (probably defined by model name, or maybe generalised with model size/categories), but if they really wanted to make a somewhat realistic game, they'd do that.
[QUOTE=Katatonic717;52262511]We always get the weirdest people in general[/QUOTE]
Well, we're in a thread predominantly dedicated to a the leaked development files of a game that is now 13 years old.
We're all kind of weird for that, but that's okay. :happy:
[QUOTE=RainSilves96;52262319]boo!
[url]http://www.moddb.com/mods/rainfall/images/hazard-course-wip#mediaform[/url]
[IMG]http://img.imgland.net/miNEOlc.png[/IMG]
Heres a shot of RainFall's hazard course, been working on & off on this area for the past 2 weeks. Looking at the few screenshots we have of this area, its hard to tell what Valve originally had planned for the hazard course, from what I can see, its just a room full of puzzles. I decided to use some aspects from retail to give it a sense of flow & to better direct the player. Heres the reference images I used (and to my knowledge, the only 2 images we have of the hazard course in it's beta state!).
[IMG]http://img02.imgland.net/E-oFb_W.png[/IMG][/QUOTE]
Holy mierda! It's amazing! I think it perfectly captures the two screenshots, granted with a few liberties here and there.
It does seem like we're getting a lot HL1 beta mods right now.
[QUOTE=RainSilves96;52262319]boo!
[url]http://www.moddb.com/mods/rainfall/images/hazard-course-wip#mediaform[/url]
[IMG]http://img.imgland.net/miNEOlc.png[/IMG]
Heres a shot of RainFall's hazard course, been working on & off on this area for the past 2 weeks. Looking at the few screenshots we have of this area, its hard to tell what Valve originally had planned for the hazard course, from what I can see, its just a room full of puzzles. I decided to use some aspects from retail to give it a sense of flow & to better direct the player. Heres the reference images I used (and to my knowledge, the only 2 images we have of the hazard course in it's beta state!).
[IMG]http://img02.imgland.net/E-oFb_W.png[/IMG][/QUOTE]
I honestly hope for public demo in next year like Absolute Zero team did? But still, this is awsome.
[QUOTE=Mr. Someguy;52262901]Well, we're in a thread predominantly dedicated to a the leaked development files of a game that is now 13 years old.
We're all kind of weird for that, but that's okay. :happy:[/QUOTE]
Well technically speaking everyone is weird to someone else.
[QUOTE=OfficialPCF;52262904]Holy mierda! It's amazing! I think it perfectly captures the two screenshots, granted with a few liberties here and there.
It does seem like we're getting a lot HL1 beta mods right now.[/QUOTE]
[QUOTE=ChadMcGoatMan;52262916]I honestly hope for public demo in next year like Absolute Zero team did? But still, this is awsome.[/QUOTE]
Thank you! And definitely, I really want to have a Day One demo out by the end of summer this year, I won't leave ya'll hanging! :cat:
[QUOTE=OfficialPCF;52260859]Sticky Launcher[/QUOTE]
Speaking about this, have anyone ever feel annoying about the female blkops in hl1 well cause they too fast and love jumping around and hl2 leak show there more enemies have same act like that (Combine assasin, Alien assasin, fast zombie). So my thought it was intended to be a weapon against those or against gunship or striderbut the point is there no model or concept for it we must imagine how it looks.
Sounds more like what the SLAM or Hopwire grenade were for
[QUOTE=Gainer149;52263490]Speaking about this, have anyone ever feel annoying about the female blkops in hl1 well cause they too fast and love jumping around and hl2 leak show there more enemies have same act like that (Combine assasin, Alien assasin, fast zombie). So my thought it was intended to be a weapon against those or against gunship or striderbut the point is there no model or concept for it we must imagine how it looks.[/QUOTE]
Or maybe its just a test item
[QUOTE=RainSilves96;52262319]boo!
[url]http://www.moddb.com/mods/rainfall/images/hazard-course-wip#mediaform[/url]
[IMG]http://img.imgland.net/miNEOlc.png[/IMG]
Heres a shot of RainFall's hazard course, been working on & off on this area for the past 2 weeks. Looking at the few screenshots we have of this area, its hard to tell what Valve originally had planned for the hazard course, from what I can see, its just a room full of puzzles. I decided to use some aspects from retail to give it a sense of flow & to better direct the player. Heres the reference images I used (and to my knowledge, the only 2 images we have of the hazard course in it's beta state!).
[IMG]http://img02.imgland.net/E-oFb_W.png[/IMG][/QUOTE]
The best HL1 Beta recreation around posted an update. Amazing!
I dont know if its some kind of post processing, but I love this blue-ish color correction you have in all your media. Makes the game sharper, and prettier.
Months ago, I've might of stated that Marc laidlaw said that the single antlion king was a just a random sketch and it was never modeled in-game, today I've decided to ask one of the valve employees regarding the confusion. I asked David speyar that if this claim was true. They've stack of loads of concept art and ideas during the games development, and selected one of the few concept arts that they've found during 2004 when making RtB. Then David mentioned that the Antlion king didn't escape from it's concept stage and was never modeled in-game.
[IMG]http://i.imgur.com/T6S6ZEt.png[/IMG]
This is for the people that have been reading one of my emails regarding this topic, either if the character was ever develop or has been an accidental hoax. The real answer remains unkown but it might been clear to some people.
How could have it been? It was 2001/2002. Not something easy to model in a game with an engine in the middle of development.
[QUOTE=95Navigator;52264567]How could have it been? It was 2001/2002. Not something easy to model in a game with an engine in the middle of development.[/QUOTE]
It's not that. The reason why most things aren't modeled because concept art in early development works like "Hey guys here's my 100 absolutely random monsters/people/objects sketches for today, let's find the most interesting ones" and not "Okay, in our monthly meeting we decided that we want a big ant, so get to work, Ted".
[QUOTE=notbarnik;52264682]"Hey guys here's my 100 absolutely random monsters/original characters/objects sketches for today, let's find the most interesting ones"[/QUOTE]
I think it sounds a lot better like this
I would love one day to see each and every concept art made during the 6 years. Who knows, maybe they have concept art from the Chicago/Cairo/Arctic days that was never shown.
Would it be too much of a reach to guess that the sticky bomb pistol is a debug weapon to test out the explosion physics on props and ragdolls?
[QUOTE=Gentleman Cat;52265313]Would it be too much of a reach to guess that the sticky bomb pistol is a debug weapon to test out the explosion physics on props and ragdolls?[/QUOTE]
Yes.
[QUOTE=Gentleman Cat;52265313]Would it be too much of a reach to guess that the sticky bomb pistol is a debug weapon to test out the explosion physics on props and ragdolls?[/QUOTE]
Three people tagged this post with 'artistic'. I am confused now.
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