[QUOTE=Dr. Gestapo;38968456]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][/QUOTE]
and that's a scene where I'd love to recreate the feel of the original wasteland...
Im all for recreating just about anything from the beta.
speaking of which
[T]http://imageshack.us/a/img208/2914/railroad.jpg[/T]
[URL="http://www.moddb.com/mods/depot/images/railroad#imagebox"]http://www.moddb.com/mods/depot/images/railroad#imagebox[/URL]
[QUOTE=Marbledemon;38966000]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]
I really like the design of the railway, maybe we could add something similar like it to the maps.[/QUOTE]
[QUOTE=Yourself;38969063]speaking of which
[T]http://imageshack.us/a/img208/2914/railroad.jpg[/T]
[URL="http://www.moddb.com/mods/depot/images/railroad#imagebox"]http://www.moddb.com/mods/depot/images/railroad#imagebox[/URL][/QUOTE]
Ah, that's exactly the kind of bridge I had in mind when I mentioned adding a 'wasteland style' bridge across the bay. Best part is, by implementing this at the beginning of Highway 17, we'd actually be fixing a continuity issue rather than creating one.
[editline]25th December 2012[/editline]
It seems the bridge should be visible in at least one area: on the third map (the one with the crane puzzle and gunship battle), it should be visible crossing the water, on the "north" (not sure if it's actual north, but the toward the top of which the map is oriented) side. Iirc the First and Second maps contain a fog which would make the bridge impossible to see, as it would be too far out in the bay and would be blocked from sight by said fog. (and by fog I mean purposely limited draw distance, which I assume was implemented for simplicity, and will be left in).
[QUOTE=Dr. Gestapo;38968456]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][/QUOTE]
Isn't the wasteland non-canon now, because of episode 2 showing that its all just wild forests and plains outside?
[QUOTE=DohEntertainmen;38972680]Isn't the wasteland non-canon now, because of episode 2 showing that its all just wild forests and plains outside?[/QUOTE]
It could be anywhere in the world, really. Doesn't have to be right next to City 17.
The teleport could've sent him somewhere else on the planet, much farther from City 17, where there is a wasteland of sorts.
the wasteland area looks like nevada
[QUOTE=Marcolade;38972722]The teleport could've sent him somewhere else on the planet, much farther from City 17, where there is a wasteland of sorts.[/QUOTE]
But then how did Lamarr get back?
[QUOTE=NathanFail;38972907]But then how did Lamarr get back?[/QUOTE]
Through the teleporter just like Gordon?
[QUOTE=NathanFail;38972907]But then how did Lamarr get back?[/QUOTE]
-snip-
[QUOTE=Marcolade;38972994]video-macro response[/QUOTE]
Might want to snip that before a mod sees it, since its against the rules to use video responses now (I think).
[QUOTE=NathanFail;38972907]But then how did Lamarr get back?[/QUOTE]
You could ask that question anyway, how DID he get back?
Baby got back
[QUOTE=Coffee;38972822]the wasteland area looks like nevada[/QUOTE]
The Wasteland is a broad term that basically refers to "anywhere that isn't a city". For all we know, the term "wasteland" was coined by the Combine to keep citizens from wanting to escape the city, seeing as the Coast isn't actually that bad, and White Forest is rather lush.
There is a literal wasteland out there somewhere, probably the result of the Combine fucking with Earth, but we haven't been there for more than 3 seconds. All we've glimpsed of it is that it appears to have taken on a desert-like state, the road is buried beneath the dust, a car sits there rusting in the foreground, and there is a rusted metal headframe (device used for vertical mining) in the distance.
[QUOTE=Coffee;38972822]the wasteland area looks like nevada[/QUOTE]
The Nevada area could actually be likely.
Remember, Black Mesa got nuked.
[QUOTE=BigJoeyLemons;38973750]The Nevada area could actually be likely.
Remember, Black Mesa got nuked.[/QUOTE]
Although Black Mesa was in New Mexico, but the Arizona area would be more likely to get a share of the nuke.
In fact, this is probably where it's located.
[url]http://en.wikipedia.org/wiki/San_Ildefonso_Pueblo,_New_Mexico[/url]
Just some thoughts .. it was actually going to be a short post.. but i think too much.
If you have access to the hydra model/textures... Why not make them a purely underwater creature that acts as a deterent from going where you're not supposed to go (like leaches) You could create a whole load of waterlife if you wanted too so long as it doesn't ruin gameplay. Regular eastern European water life would be fine too.
you could also probably add ambient land animals.. though away from areas in which our superior alien fauna reside. Most importantly (this is not a request, it is a fucking demand) you must give citizens a cat hugging animation. Possibly a throwing cat into teleporter animation. If i were to point out what animals specifically id say...
Frog/alien frog
rat/alien rat
Cockroaches and flies. Billions of them.
More birds
ep2- rabbits
Guitars. Ever played stalker? Give a citizen an instrument and put them in the corner of some place. It'd realy add emotion to scenes. A sad tune when you walk through the apartments when first ariving in c17. A more progressive one when you get to black mesa east or the few outposts along the sea. Flutes, violins,harmonicas, ukulele etc would be cool too.
-a different helmet/reskin would be good for snipers/helicopter pilots.
-Barney should probably change outfit when he's a rebel on the streets... perhaps he puts a civilian jacket over his cp uniform.
-You should give a lot of rebels less disciplined weapon animations (like giving them the metrocop smg animations where they fire from the hip wildly) whilst keeping a minority more professional.
Also it would be good to implement alyx's hand to hand fighting animations into female rebels but adding failure animations in which the combine/antlion/headcrab wins or a draw occurs.
- Motolov coctails for Rebels.
For looks as well as for people who are attentive to detail. The ar2 should normally come without the energy ball launcher and it's container. It seems like a part of the rifle that would be the most expensive to produce and so it would logicaly get ommited for those who don't use it. [url]http://www.deviantart.com/download/97951727/Overwatch_AR_2_Pulse_Rifle_by_SgtHK.jpg[/url] id assume that everything under the top barrel and infront of the trigger is the energy ball launcher part.
Copy the portal 2 energy shield? it's far better. maybe make the ar2 tracers more similar to the alien swarm engineer rifle.
where will the rebels get the fuel for the molotovs?
[QUOTE=Coffee;38974219]where will the rebels get the fuel for the molotovs?[/QUOTE]
Good point...
Dead striders?
Apcs?
Abandoned cars?
bad combine food?
they could probably also put acid into jars.
[QUOTE=Coffee;38974219]where will the rebels get the fuel for the molotovs?[/QUOTE]
Oh I don't know, the [I]hundreds[/I] of gas cans and explosive barrels that litter the canals and outlands?
Alternatively, the same place they get the fuel that runs their vehicles and generators.
[QUOTE=The Jack;38974185]snip[/QUOTE]
First of all, I don't think most of the animals would just turn into aliens unless some real transformation happened. I doubt there would be a lot of birds of rabbits as their resources are drained out, and food is scarce.
About the guitar thing, maybe it'd work out. That is, if they don't start smashing them into Combine brains.
I know this is an enhancement mod, but I really like the idea of adding darker overtones to the HL2 universe with beta inspiration.
I mean HL2's backstory is fairly dark, wouldn't mind seeing more reflection of those elements in the game's environments visually (not counting the existing stuff ofc).
If you could replicate the sounds of the subway (and even a see through grate) in the city maps, that would be amazing. Like this video. I love this video. This is the best video of the HL2 beta in my opinion.
[video=youtube;rkjg6ck5sro]http://www.youtube.com/watch?v=rkjg6ck5sro[/video]
[QUOTE=The Jack;38974459]Good point...
Dead striders?
Apcs?
Abandoned cars?
bad combine food?
they could probably also put acid into jars.[/QUOTE]
I doubt the combine would use petroleum products for any of their stuff
and most of the abandoned cars would have had their fuel syphoned off by this point in the game
Vodka?
[QUOTE=The Jack;38974185]
Guitars. Ever played stalker? Give a citizen an instrument and put them in the corner of some place. It'd realy add emotion to scenes. A sad tune when you walk through the apartments when first ariving in c17. A more progressive one when you get to black mesa east or the few outposts along the sea. Flutes, violins,harmonicas, ukulele etc would be cool too. [/QUOTE]
Have you ever read [I]Night[/I] by Elie Wiesel? The man survived the Holocaust, and wrote a book detailing the inhumanity he saw in the concentration camps. One thing that's noted is that the Nazis let some people keep their instruments if they already had them, but only let them play German music, which they would really rather not do. With this in mind, and considering the similarities between Combine Earth and the Holocaust, I would suspect instruments to be some sort of CP violation in the Half-Life universe. Of course, that means there could be a part in City 17 where a citizen runs outside with a beaten up guitar and starts playing an old song with the strings a little out of tune and tries to sing, and a Metro Police officer comes and kills him, with an ambient version of the song playing quietly in the background afterward.
[QUOTE=The Jack;38974185]Just some thoughts .. it was actually going to be a short post.. but i think too much.[/QUOTE]
-I don't want to add hydras, period. Even if we did, they'd be a pain in the butt to code, model, and get it all working perfectly.
-ambient land animals is an 'ok' idea, I mean Combine haven't killed off the world population of pigeons and blackbirds, so that shows others might exist, though considering the alien population on the world at the time, and the aliens probably would have already eaten at least 80% of those 'ambient animals' for food to stay alive.
-Musical instruments...meh, I don't think it really would fit the style too well.
-Considering you never actually [I]see[/I] the helicopter pilots, and the snipers you only see if their bodies fall out the windows they hide in, it seems like a waste.
-I disagree with Barney changing outfit, why would he? He's in the middle of a street war, considering he hasn't had time to shave by the time of EP1, you think he wouldn't have time to change clothes, or want to use rebels clothes, it does nothing, he already has a bulletproof vest, and I think people can kinda tell him apart from regular Metrocops, as he doesn't wear a helmet, and they all do.
-Most of the animation implements would mean doing a whole lot of new coding, and getting new animation sets to work with the models, which would also be a pain in the butt, and pretty useless.
-As for the energy shield, I was going to just make my own, the Portal 2 emancipation grid textures are still low quality.
[QUOTE=Fat-Corgi-Guy;38975300]-[U]Considering you never actually [I]see[/I] the helicopter pilots[/U], and the snipers you only see if their bodies fall out the windows they hide in, it seems like a waste.[/QUOTE]
Technically incorrect, when the helicopter takes a hit at low health, a body (standard overwatch soldier) does fall out.
[QUOTE=Mr. Someguy;38969158]Ah, that's exactly the kind of bridge I had in mind when I mentioned adding a 'wasteland style' bridge across the bay. Best part is, by implementing this at the beginning of Highway 17, we'd actually be fixing a continuity issue rather than creating one.
[editline]25th December 2012[/editline]
It seems the bridge should be visible in at least one area: on the third map (the one with the crane puzzle and gunship battle), it should be visible crossing the water, on the "north" (not sure if it's actual north, but the toward the top of which the map is oriented) side. [/QUOTE]
In that area, there's actually a big inconsistency within the gameworld:
[T]https://dl.dropbox.com/u/36921974/Verschiedenes/HL2_overview.jpg[/T]
As you can see, it's not possible for the bridge to actually continue, so I thought of "moving" the whole thing up, so that you can see the coastline continue north of the crane puzzle.
Someone made a map where it is that way (mirrored for comparison):
[T]https://dl.dropbox.com/u/36921974/Verschiedenes/map2.jpg[/T]
I think that's the best way to do it, but I'm open for any other suggestions.
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