• Half-Life 2 Enhancement Mod
    1,447 replies, posted
[QUOTE=Meatpuppet;38956555][url]http://facepunch.com/showthread.php?t=1068924[/url] [editline]24th December 2012[/editline][/QUOTE] bodies vanishing for fps reasons automatically means that there are a cut enemy.
I had some off time today, and didn't feel like skinning, so I sketched another Houndeye. [img_thumb]http://i.imgur.com/VDHn6.png[/img_thumb] This one would be the fatter variation. [I]Also I can't seem to get the spines on its back looking right, any suggestions on how to make them look better?[/I] [editline]24th December 2012[/editline] Oh, and Merry Christmas and Happy Holidays to all!
Not to be a dick but sketching creature designs before you even have a character modeler is kind of a waste.
[QUOTE=DinoJesus;38960742]Not to be a dick but sketching creature designs before you even have a character modeler is kind of a waste.[/QUOTE] No, cause it might interest a modeler if he knows who he's working with
[QUOTE=DinoJesus;38960742]Not to be a dick but sketching creature designs before you even have a character modeler is kind of a waste.[/QUOTE] But when they find one, they'll already have some ideas ready, so they can get to work on it?
[QUOTE=TheSporeGA;38958436]I sort of wish there were more bosses in HL2, there are currently only like 3 and they are very easy to kill. They got pretty lazy with it often just spamming striders or soldiers, or hunters or whatever the main enemy was at the time. I mean the end-boss of EP1 was just a stronger strider, that sir, is lazy.[/QUOTE] I really would have liked to have "puzzle" bosses like in HL1, instead of having bosses that are "shoot x amount of times to win" Come to think of it, they could have made multiple solutions to kill the bosses so you would have a choice of how to do it, and it would make the fights in subsequent playthroughs more interesting.
[QUOTE=Mr. Someguy;38956511]So it's like an attack dog and pack mule?[/QUOTE] Pretty much. A rough terrain apc.
Making concept art for an already created creature is unproductive. Simply look at the previous iteration of the creature and it's concept art. Infact concept art would be entirely wasted for this project since you're essentialy remaking things the way they were but prettier. Maybe additional customisation for rebels/combine soldiers might be worth drawing.. but otherwise it doesn't realy help. (on another note- Ya'l getting confused between trans- and sythetic. Trans(human) characters are made by grabing a character and doing wild shit to it until it's something else. Syths are made from scratch but emulate something else. Compare a cyborg to an android. Also... Combine soldiers aren't weak. I don't know of many people who i can shoot in the face without life termination)
oh shut the fuck up
[QUOTE=The Jack;38961730]Making concept art for an already created creature is unproductive. Simply look at the previous iteration of the creature and it's concept art. Infact concept art would be entirely wasted for this project since you're essentialy remaking things the way they were but prettier. Maybe additional customisation for rebels/combine soldiers might be worth drawing.. but otherwise it doesn't realy help. (on another note- Ya'l getting confused between trans- and sythetic. Trans(human) characters are made by grabing a character and doing wild shit to it until it's something else. Syths are made from scratch but emulate something else. Compare a cyborg to an android. Also... Combine soldiers aren't weak. I don't know of many people who i can shoot in the face without life termination)[/QUOTE] Even if they're remaking things they still need to do concept art before modelling stuff. You don't simply start building a 3D object with no reference. It helps [I]immensely.[/I] Plus it's fucking fun, what's the point of working on something if you aren't gonna have fun doing it? [QUOTE=Fat-Corgi-Guy;38955753] I mostly agree, the bulk of Beta content should not be added, but small things like Bullsquids, Houndeyes, the Gauss Gun, and Combine Assassins would be nice variations of things to add. aaaand please note again, that the new weapons will most likely just be special secret area weapons you can find.[/QUOTE] Oh yeah, of course. That's pretty much what I meant. I was referring to the people suggesting crazy stuff like the Hydra.
[QUOTE=The Jack;38961730]Making concept art for an already created creature is unproductive. Simply look at the previous iteration of the creature and it's concept art. Infact concept art would be entirely wasted for this project since you're essentialy remaking things the way they were but prettier. Maybe additional customisation for rebels/combine soldiers might be worth drawing.. but otherwise it doesn't realy help. (on another note- Ya'l getting confused between trans- and sythetic. Trans(human) characters are made by grabing a character and doing wild shit to it until it's something else. Syths are made from scratch but emulate something else. Compare a cyborg to an android. Also... Combine soldiers aren't weak. I don't know of many people who i can shoot in the face without life termination)[/QUOTE] You've never made a model, have you?
[QUOTE=Da Big Man;38948764]I can't imagine what kind of creature this used to be. [img]http://images3.wikia.nocookie.net/__cb20090527202760/half-life/en/images/thumb/a/a4/Shield_scanner_open.jpg/200px-Shield_scanner_open.jpg[/img][/QUOTE] [img]http://images1.wikia.nocookie.net/__cb20090705144340/half-life/en/images/4/4a/Shock_Roach.jpg[/img] Or is it just me?
[QUOTE=Vort97;38962911][img]http://images1.wikia.nocookie.net/__cb20090705144340/half-life/en/images/4/4a/Shock_Roach.jpg[/img] Or is it just me?[/QUOTE] Why would they remove it's ability to shoot then?
[QUOTE=TheSporeGA;38962940]Why would they remove it's ability to shoot then?[/QUOTE] Maybe those weren't that easy to manipulate or something like that Edit: On second thought nevermind
Actually those things fucking love being manipulated, they jump on the nearest arm they can find. Mostly due to the fact that they cannot survive on their own and require a bond with some sort of user. That user being a Shock Trooper or Gordon Freeman. But they do look similar I'll give you that.
[QUOTE=WillerinV1.02;38962731]You've never made a model, have you?[/QUOTE] It's quite hard to model purely from a single concept picture. Preferably you'd have at least a front and side view, if not all of them.
[QUOTE=The Jack;38961730]Making concept art for an already created creature is unproductive. Simply look at the previous iteration of the creature and it's concept art. Infact concept art would be entirely wasted for this project since you're essentialy remaking things the way they were but prettier. Maybe additional customisation for rebels/combine soldiers might be worth drawing.. but otherwise it doesn't realy help. (on another note- Ya'l getting confused between trans- and sythetic. Trans(human) characters are made by grabing a character and doing wild shit to it until it's something else. Syths are made from scratch but emulate something else. Compare a cyborg to an android. Also... Combine soldiers aren't weak. I don't know of many people who i can shoot in the face without life termination)[/QUOTE] You don't read very well, do you. And it seems you don't like practically anything we're doing for the project. [QUOTE=lintz;38963005]It's quite hard to model purely from a single concept picture. Preferably you'd have at least a front and side view, if not all of them.[/QUOTE] Right now I'm just drawing simple concept pictures to rough out a final design,[I] once[/I] I've done that, I will do all angles of it, color it, and then send it on to whatever modeler we get for this sort of thing.
[QUOTE=lintz;38963005]It's quite hard to model purely from a single concept picture. Preferably you'd have at least a front and side view, if not all of them.[/QUOTE] Well yeah, obviously, but that doesn't mean that making concept art at all is void.
-scratch that just looked on the half life wiki-
Oh, here's a suggestion: Some minor alterations to Highway 17 so that it actually makes sense for what it is. Highway 17 is actually pretty coherent and true to the map you see at the rebel base for the most part (it's just a little disproportionate, nothing blatant unless you're looking at all the maps stitched together), but there are at least 2 sections which completely fail to make sense: 1a. At one point, the highway ends abruptly at large house by a Train Bridge, it picked up just as abruptly on the other side. On the map, the Highway actually goes over the bridge. In the HL2 Beta, that bridge was actually a vehicle bridge which you were supposed to cross with the Buggy. It's obvious that this was a spur of the moment change possibly driven by the need for a developer to add a 'dodge the train' scenario. I believe the road should continue up and over the bridge, with the rails being ontop, so that it appears the bridge has been repurposed rather than the highway simply vanishing and reappearing. 1b. The Train Bridge itself makes little sense, as on the other side of the tunnel the train comes from is just a cliff and the bay, with City 17 on the other side of the bay, and no evidence that the train could have come from anywhere. I suggest you could add a 'wasteland train' style train bridge spanning the bay in the previous maps, which would help maintain the continuity of the maps. 2. Highway 17 ends abruptly yet again at Lighthouse Point. According to the highway map, it should actually continue south-west, heading back away from Nova Prospekt. I believe this should be re-added, only have the highway blocked off after LP. 3. The Lighthouse Point battle always felt strange to me for one simple factor: even when everyone is dead at the end, the battle suddenly resumes the second you step onto the cliffs. It felt as if you left a ghost town, only to hear the sounds of a huge battle in the background. The solution is simple trickery: have 2-3 rebels spawn discreetly inside the buildings after each wave (or enough to keep up a decent population), and when the Gunship arrives, all surviving rebels simply take cover in the buildings and stay put inside.
[QUOTE=Mr. Someguy;38964244] 3. The Lighthouse Point battle always felt strange to me for one simple factor: even when everyone is dead at the end, the battle suddenly resumes the second you step onto the cliffs. It felt as if you left a ghost town, only to hear the sounds of a huge battle in the background. The solution is simple trickery: have 2-3 rebels spawn discreetly inside the buildings after each wave (or enough to keep up a decent population), and when the Gunship arrives, all surviving rebels simply take cover in the buildings and stay put inside.[/QUOTE] i was always sad when everyone died
[QUOTE=Meatpuppet;38964262]i was always sad when everyone died[/QUOTE] I always 'trapped' the last 2 or 3 inside one of the buildings with props so they couldn't run outside and get killed by the Gunship because of suicidal AI :v:
[QUOTE=Vort97;38962911][img]http://images1.wikia.nocookie.net/__cb20090705144340/half-life/en/images/4/4a/Shock_Roach.jpg[/img] Or is it just me?[/QUOTE] Technically not canon
[QUOTE=Da Big Man;38964309]Technically not canon[/QUOTE] No I'm pretty sure its a shock cannon silly.
It's kinda strange, I played HL2 again to prepare for Black Mesa's release, now I'm waiting for this to play HL2 again and I'm playing BM to prepare for this.
[QUOTE=Mr. Someguy;38964244]Oh, here's a suggestion: Some minor alterations to Highway 17 so that it actually makes sense for what it is. Highway 17 is actually pretty coherent and true to the map you see at the rebel base for the most part (it's just a little disproportionate, nothing blatant unless you're looking at all the maps stitched together), but there are at least 2 sections which completely fail to make sense: 1a. At one point, the highway ends abruptly at large house by a Train Bridge, it picked up just as abruptly on the other side. On the map, the Highway actually goes over the bridge. In the HL2 Beta, that bridge was actually a vehicle bridge which you were supposed to cross with the Buggy. It's obvious that this was a spur of the moment change possibly driven by the need for a developer to add a 'dodge the train' scenario. I believe the road should continue up and over the bridge, with the rails being ontop, so that it appears the bridge has been repurposed rather than the highway simply vanishing and reappearing. 1b. The Train Bridge itself makes little sense, as on the other side of the tunnel the train comes from is just a cliff and the bay, with City 17 on the other side of the bay, and no evidence that the train could have come from anywhere. I suggest you could add a 'wasteland train' style train bridge spanning the bay in the previous maps, which would help maintain the continuity of the maps. 2. Highway 17 ends abruptly yet again at Lighthouse Point. According to the highway map, it should actually continue south-west, heading back away from Nova Prospekt. I believe this should be re-added, only have the highway blocked off after LP. 3. The Lighthouse Point battle always felt strange to me for one simple factor: even when everyone is dead at the end, the battle suddenly resumes the second you step onto the cliffs. It felt as if you left a ghost town, only to hear the sounds of a huge battle in the background. The solution is simple trickery: have 2-3 rebels spawn discreetly inside the buildings after each wave (or enough to keep up a decent population), and when the Gunship arrives, all surviving rebels simply take cover in the buildings and stay put inside.[/QUOTE] Thanks for the CC! I'm gonna do some concepts for this today, I'll maybe post them tomorrow :) EDIT I always loved these images, early concept art from the beta: [T]http://images1.wikia.nocookie.net/__cb20090620171018/half-life/en/images/9/97/E3_depot_desert1.jpg[/T] [T]http://images2.wikia.nocookie.net/__cb20090620171026/half-life/en/images/c/cd/E3_depot_desert2.jpg[/T] [T]http://images4.wikia.nocookie.net/__cb20100224181532/half-life/en/images/3/3d/Scrapland_cracks.jpg[/T] [T]http://images4.wikia.nocookie.net/__cb20091223232957/half-life/en/images/7/79/Seafloor_railroad.jpg[/T] [T]http://images3.wikia.nocookie.net/__cb20091009162412/half-life/en/images/f/f9/Wasteland_bridge.jpg[/T] and one of my favourties: [T]http://images2.wikia.nocookie.net/__cb20091007091517/half-life/en/images/1/13/Wasteland_Airex_skybox.jpg[/T] I really like the design of the railway, maybe we could add something similar like it to the maps.
So have you guys considered adding headcrab latching? Of course it would be completely optional, and it might even make sense for something like the poison headcrab.
[QUOTE=Marbledemon;38966000]Thanks for the CC! I'm gonna do some concepts for this today, I'll maybe post them tomorrow :) I really like the design of the railway, maybe we could add something similar like it to the maps.[/QUOTE] Those old wasteland concepts are one of my favorite cut things
[QUOTE=Marbledemon;38966000]Thanks for the CC! I'm gonna do some concepts for this today, I'll maybe post them tomorrow :) EDIT I always loved these images, early concept art from the beta: pics I really like the design of the railway, maybe we could add something similar like it to the maps.[/QUOTE] here's scenebuilds that i made in gmod a year ago, inspired by those [img_thumb]http://img812.imageshack.us/img812/5379/razortrain.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/64365913/depot2.png[/img_thumb] and my own version of the air exchange [img_thumb]http://dl.dropbox.com/u/64365913/airex.png[/img_thumb]
It's a shame that you only see such small portion of the wasteland, and for such little time. [IMG]http://combineoverwiki.net/images/thumb/5/51/The_Wasteland_chapter_1.jpg/800px-The_Wasteland_chapter_1.jpg[/IMG]
Sorry, you need to Log In to post a reply to this thread.