• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
It's beautiful... Would love to see some proper stormy action in a Half-Life game.
Valve must of originally had rain in the Ep1 engine but removed it after the maps were made for some reason. I would leave it in because it looks great.
[QUOTE=Sobek-;39425172]It's beautiful... Would love to see some proper stormy action in a Half-Life game.[/QUOTE] I don't think it's the kind of map for it, though. EP1's color scheme is basically "FUCK YOU HERE'S SOME ORANGE I HOPE YOU CHOKE ON IT," so I'd imagine it would look pretty weird. Pretty cool, but pretty weird too.
That looks pretty awesome though if used correctly. How's the performance on that rain? Hopefully it's better than the stock rain especially after I fixed it. [media]http://www.youtube.com/watch?v=oFeiMFzYdPg[/media]
maybe it'll look great in the ravenholm graveyard stand-off
At the end of Water Hazard when you fight the helicopter it looks like a storm is looming in the distance. Maybe make Black Mesa East have some light rain and then Ravenholm develops into a storm
Ravenholm is meant to be quiet and eerie, it's supposed to make you wary of every little sound. Having constant heavy rainfall would detract from that massively.
sample of one of the brick textures I'm working on: [IMG_thumb]http://i.imgur.com/B2dw9A8.jpg[/IMG_thumb] [editline]2013[/editline] You guys do know this is not meant to look exactly the same?
Another idea I came up with some time ago was to have mini meters for the flashlight and aux power around the crosshair like the health and ammo mini meters, since I see those 2 things as pretty important. But, as far as my source engine hud code knowledge goes, you would have to add a fair bit of scripting to make that happen since there is no script to allow that in the original game, and IDK if it would clutter the crosshair area too much.
[QUOTE=EarlCdwards;39425802]Ravenholm is meant to be quiet and eerie, it's supposed to make you wary of every little sound. Having constant heavy rainfall would detract from that massively.[/QUOTE] I think it'd really add to the atmosphere. Remember, a lot of Ravenholm's roofs are made of thin metal - imagine the rain pinging off the sheets above your head as you scan the empty corridors, raising your shotgun, just in case something looking an awful lot like a person should slump out from around a corner and start howling. Ravenholm needs something other than the silence to keep it interesting. When I replay it, it doesn't feel as much like the town is dead, as it is that it's just empty and honestly kind of boring. It isn't a suspenseful silence, it's just the kind of regular silence that I'm used to.
[QUOTE=Cone;39426016]I think it'd really add to the atmosphere. Remember, a lot of Ravenholm's roofs are made of thin metal - imagine the rain pinging off the sheets above your head as you scan the empty corridors, raising your shotgun, just in case something looking an awful lot like a person should slump out from around a corner and start howling. Ravenholm needs something other than the silence to keep it interesting. When I replay it, it doesn't feel as much like the town is dead, as it is that it's just empty and honestly kind of boring. It isn't a suspenseful silence, it's just the kind of regular silence that I'm used to.[/QUOTE] I agree, Ravenholm was always pretty boring to me, adding a thunderstorm in the distance would be cool, then as you go through the levels, it slowly gets closer until it's raining and thundering right overhead. There could also be flashes of lightning that go off from time to time.
[QUOTE=Fat-Corgi-Guy;39426110]I agree, Ravenholm was always pretty boring to me, adding a thunderstorm in the distance would be cool, then as you go through the levels, it slowly gets closer until it's raining and thundering right overhead. There could also be flashes of lightning that go off from time to time.[/QUOTE] It would add to the difficulty of locating zombies and headcrabs by sound. I always found it very easy to avoid dying because there was generally a distinct sound with nothing to mask it. The sounds of a storm would add to the difficulty of the later stages.
[video=youtube;Gd9KT4eulaM]http://www.youtube.com/watch?v=Gd9KT4eulaM[/video] for reference
I think the rain idea is great. It would add great contrast to the other levels and make it stand out a bit more. For instance, as you emerge from the mines at the end of ravenholm you have a bunch of birds twittering and the sun is finally bright again which makes you feel awesome because your finally out of Ravenholm, it just seems like a good idea.
Add some rain but not loads and at the start when you get teleported you should be teleported to where xen creatures are for a few moments
what could go right is a random option of raining/not raining in those specific areas, for diversity
[QUOTE=Francisco;39428072]what could go right is a random option of raining/not raining in those specific areas, for diversity[/QUOTE] That, unless I'm wrong, would be more trouble than it's worth.
[QUOTE=Sobek-;39420881]Hey I recognise that guy! [IMG]http://img4.imageshack.us/img4/6785/sondis.jpg[/IMG][/QUOTE] [IMG]http://i.imgur.com/zg7Kyfg.jpg[/IMG]
Actually, rain in EP1 would add even more to the chaos that errupted in C17 after Citadel got destroyed, and orange sky while raining shows that everything is out of control.
[QUOTE=Mashak;39428909]Actually, rain in EP1 would add even more to the chaos that errupted in C17 after Citadel got destroyed, and orange sky while raining shows that everything is out of control.[/QUOTE] That would be acid rain then so we'd need to script Citizens to always play pain/screaming noises when out in the street
[QUOTE=Fat-Corgi-Guy;39426110]I agree, Ravenholm was always pretty boring to me, adding a thunderstorm in the distance would be cool, then as you go through the levels, it slowly gets closer until it's raining and thundering right overhead. There could also be flashes of lightning that go off from time to time.[/QUOTE] And as you emerge from a building a deep booming sound of thunder rolls out and a crack of lighting illuminates the rooftops and that's when you see it- [sub][sup][sub][sup]A fat russian on the roof.[/sup][/sub][/sup][/sub] Fast Zombies.
[QUOTE=Chonch;39422347]I rather enjoyed the minimalist HUD of HL2, anything more would be intruding upon the game's unique style. Hell, I could go for no crosshair at all, would really sell the point of the first person perspective.[/QUOTE] By redesign i didn't mean to change that, I just meant to make it overall look better - you can still keep a HUD minimalistic while making it nicer to look at. As it is HL2's HUD is really just HL1's HUD with transparent boxes around it and a different font. I think it would look a lot better without those transparent boxes Excuse the shitty mockup HL2 HUD: [t]http://techgage.com/articles/graphic_cards/settings/oct_2008/half_life_2_episode_two.jpg[/t] No boxes: [t]http://imageshack.us/a/img341/9532/hl2mockup.jpg[/t] As I said, i don't want it to change from HL's style, just something to make it look less like windows on a screen.
I'd like it if we added adaptive HUD bloom like BMS's in addition to the boxless HUD.
Keep the boxes, they help the numbers stand out more in certain situations. They look nice too.
I'd like a more computery look for them, like they are being projected, rather than being in perfect resolution. Kinda like Operation: Black Mesa's HUD
Changing the HUD just seems like changing stuff for the sake of changing stuff.
BM:S's bloom on the HUD does actually look really nice imho, but other than adding that in and [I]maybe[/I] changing the font to a very slightly different one there's nothing else I think should be changed
[QUOTE=Uberslug;39429643]Changing the HUD just seems like changing stuff for the sake of changing stuff.[/QUOTE] not neccasarily a bad thing
but why bother?
[QUOTE=Yourself;39430022]but why bother?[/QUOTE] why not bother? :u
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