[QUOTE=SFC003;39579458]I'd love more details like citizens running away, and etc. when your running from the combine on the rooftops[/QUOTE]
That'd be really cool actually, several citizens running down the street while MP's run up it firing at you.
[QUOTE=Mr. Someguy;39585362]That'd be really cool actually, several citizens running down the street while MP's run up it firing at you.[/QUOTE]
It would be cool, but I was kinda under the impression that a lot of the streets were blocked off, and that the citizens weren't allowed on the street unless they were heading to and from work or it was round meal times.
Good, but the holes doesn't look like a real hole.
get some parallax mapping on them
[QUOTE=Yourself;39586018]get some parallax mapping on them[/QUOTE]
Sadly, it doesn't work with decals from what I've heard.
[QUOTE=Fat-Corgi-Guy;39585524]It would be cool, but I was kinda under the impression that a lot of the streets were blocked off, and that the citizens weren't allowed on the street unless they were heading to and from work or it was round meal times.[/QUOTE]
But there's a gate that leads out to that street in d1_trainstation_02
[t]http://puu.sh/22qx5[/t]
[QUOTE=Ken Chan;39585812][IMG]http://cloud.steampowered.com/ugc/577855333421249905/CDB16EF37F4BBC1202199E0168BDB6E0B0D17191/[/IMG]
Hmm tasty.[/QUOTE]
Get rid of the hole in the middle and you're golden. The hold always bothered me, 'cause it's very clearly not really a hole.
Some more of my decals-
[IMG_thumb]http://i.imgur.com/6tPMEvn.jpg[/IMG_thumb][IMG_thumb]http://i.imgur.com/F9nOnGr.jpg[/IMG_thumb]
[editline]14th February 2013[/editline]
[QUOTE=Mr. Someguy;39586476]Get rid of the hole in the middle and you're golden. The hold always bothered me, 'cause it's very clearly not really a hole.[/QUOTE]
Ok, I'll remove it.
Alright, took a bit longer than expected (Fucked up the func_occluders), but here's the first version (still WIP) of d1_trainstation_04:
[T]https://dl.dropbox.com/u/36921974/Hammer/trainstation4/sdk_d1_trainstation_040002.jpg[/T][T]https://dl.dropbox.com/u/36921974/Hammer/trainstation4/sdk_d1_trainstation_040006%20%282%29.jpg[/T][T]https://dl.dropbox.com/u/36921974/Hammer/trainstation4/sdk_d1_trainstation_040004.jpg[/T][T]https://dl.dropbox.com/u/36921974/Hammer/trainstation4/sdk_d1_trainstation_040005.jpg[/T][T]https://dl.dropbox.com/u/36921974/Hammer/trainstation4/sdk_d1_trainstation_040006.jpg[/T]
Some cubemaps are still fucked up and I just noticed that the window brush is still in there, but besides that, I think it's pretty good. The thing I'd really need now are window models, I imported the tiled ones from L4D2 and fit them in there, but many other textures actually require their own model:[T]https://dl.dropbox.com/u/36921974/Hammer/trainstation4/sdk_d1_trainstation_040002%20%282%29.jpg[/T][T]https://dl.dropbox.com/u/36921974/Hammer/trainstation4/sdk_d1_trainstation_040004%20%282%29.jpg[/T]
The idea with the running citizens is pretty good actually, I'm gonna see how I could implement them.
As usual, post criticism/ideas or anything else you'd like to add.
Quick question, how far are you going to go to fix 'nonsense' in maps? I know we've discussed fixing the Coast before, but the coast isn't the only map with weirdness.
For example, some HL2 maps have a problem where if you ever try to strip them down and imagine them pre-Combine, they don't make much sense design wise. The Trainstation seems more like a series of hallways and large rooms with a trainstation [I]theme[/I], rather than an actual station. Plus, it's a massive building with a huge facade, but [I]only[/I] 2 doors on the front and no parking areas?
Another example is Ravenholm, which is a mining town. However rather than a coherent track system, they're just sorta strewn about randomly throughout the town. The mines are similar, being a large cave with a train track (that goes from one wall to the other), and then a mine shaft that leads outside. But this mine shaft has a low detailed box with no wheels activated by a switch in the middle of the tracks! The shaft itself doesn't lead anywhere that would make sense for a mineshaft to go.
There are also developer oversights that can be corrected. One particularly jarring example that comes to mind is in Route Canal, there's a railroad track where 3 trains go by, so clearly it's a very busy and maintained area right? Well when you get to the next map (where the MG is) you can actually see that not only is there a highway collapsed [I]on[/I] the railroad, but piece of the railroad bridge itself is collapsed!
[QUOTE=Mr. Someguy;39586721] Plus, it's a massive building with a huge facade, but [I]only[/I] 2 doors on the front and no parking areas?[/quote]
Wasn't there another set of doors behind the sweeping vortigaunt in the trainstation? Maybe the parking was over there?
Side objects would be cool, for the people who like indepth exploring to get extras...?
Oh, I just remembered something that needs to be fixed in D1_trainstation_04: if you go around the combine after they break into the attic area, there's nothing behind the door that the civi was propped against.
What about that catwalk outside Kleiner's window that doesn't actually lead anywhere?
[IMG]http://i.imgur.com/p1JnRP3.png[/IMG]
[QUOTE=Mr. Someguy;39586721]Quick question, how far are you going to go to fix 'nonsense' in maps? I know we've discussed fixing the Coast before, but the coast isn't the only map with weirdness.
For example, some HL2 maps have a problem where if you ever try to strip them down and imagine them pre-Combine, they don't make much sense design wise. The Trainstation seems more like a series of hallways and large rooms with a trainstation [I]theme[/I], rather than an actual station. Plus, it's a massive building with a huge facade, but [I]only[/I] 2 doors on the front and no parking areas?
Another example is Ravenholm, which is a mining town. However rather than a coherent track system, they're just sorta strewn about randomly throughout the town. The mines are similar, being a large cave with a train track (that goes from one wall to the other), and then a mine shaft that leads outside. But this mine shaft has a low detailed box with no wheels activated by a switch in the middle of the tracks! The shaft itself doesn't lead anywhere that would make sense for a mineshaft to go.
There are also developer oversights that can be corrected. One particularly jarring example that comes to mind is in Route Canal, there's a railroad track where 3 trains go by, so clearly it's a very busy and maintained area right? Well when you get to the next map (where the MG is) you can actually see that not only is there a highway collapsed [I]on[/I] the railroad, but piece of the railroad bridge itself is collapsed![/QUOTE]
realism = fun ?
[QUOTE=Marbledemon;39586545]*pictures*[/QUOTE]
I'm a bit clueless here without comparison. What did you do?
[QUOTE=Francisco;39589052]realism = fun ?[/QUOTE]
realism = immersion = fun
To an extent.
[QUOTE=QwertySecond;39589604]realism = immersion = fun
To an extent.[/QUOTE]
i don't think even 1% of the people who played HL2 noticed those things
[QUOTE=Francisco;39589052]realism = fun ?[/QUOTE]
Oh sorry I didn't realise it was impossible to design more sensible maps without losing entertainment value.
On the topic of decals (and I'm sure this has been discussed before, I remember it) is it possible to assign different decals to different weapons? It's always bugged me that in practically every Source engine game, a melee weapon (crowbar, in this case) will generate a decal that's the same as a bullet hole...
Can that be fixed? Unique decals that match the weapon and impact type would be insanely good.
I'd be fine if the crowbar didn't leave any decal at all.
[editline]14th February 2013[/editline]
Also, when I was playing earlier I noticed this interesting little thing here:
[t]http://puu.sh/22Hc6[/t]
Heh, seems they never removed the highway exit from the 'under bridge' map when they redesigned it.
[QUOTE=Mr. Someguy;39593413]I'd be fine if the crowbar didn't leave any decal at all.
[editline]14th February 2013[/editline]
Also, when I was playing earlier I noticed this interesting little thing here:
[t]http://puu.sh/22Hc6[/t]
Heh, seems they never removed the highway exit from the 'under bridge' map when they redesigned it.[/QUOTE]
Are you using BM's 357 in HL2, or HL2 in Black Mesa?
[QUOTE=SFC003;39593611]Are you using BM's 357 in HL2, or HL2 in Black Mesa?[/QUOTE]
HL2 in BM. Was testing what happens out of curiosity.
So far the only major effect was the lack of most NPC's (Barnacles, Headcrabs, Eli, Kleiner and Vortigaunts(hostile) still appeared), weapons (Crowbar, .357, Shotgun, Crossbow, RPG, and Grenades appeared), and some scripted sequences involving them being broken. Minor effects include some props using BM textures instead and Chargers being sideways + holding exactly 100 points worth. Oh, headcrab shellings were broken too.
I did it half out of curiosity, and half to take a real good look around without being disturbed by noises or NPC's. That is what inspired my post above mentioning the odd designs of the Train Station or incoherent transport system in Ravenholm.
When I said it sounded like a COD-esque thing, I meant how COD has bodygroups for different weapons, not that the entire enhancement of the mod was like COD. Shit.
[QUOTE=Mr. Someguy;39592556]Oh sorry I didn't realise it was impossible to design more sensible maps without losing entertainment value.[/QUOTE]
Yes, but who actually cares while playing through the maps?
[QUOTE=Falchion;39596773]Yes, but who actually cares while playing through the maps?[/QUOTE]
Most people don't, it's why average playtesters never notice these things. But once released and the game has been played many times they start being noticed.
Thanks for the dumbs but can anyone please tell me what Marbledemon did to the map? I haven't played HL2 in a while so I have hard time spotting any changes.
[QUOTE=Marden;39596970]Thanks for the dumbs but can anyone please tell me what Marbledemon did to the map? I haven't played HL2 in a while so I have hard time spotting any changes.[/QUOTE]
Windows, roof edging, fixing up the bridge, adding more stuff under and on top of the bridge, extra detailing on the buildings (having certain details of the textures that were flat before made 3D). And a few other things.
[QUOTE=Mr. Someguy;39586721]Quick question, how far are you going to go to fix 'nonsense' in maps? I know we've discussed fixing the Coast before, but the coast isn't the only map with weirdness.
For example, some HL2 maps have a problem where if you ever try to strip them down and imagine them pre-Combine, they don't make much sense design wise. The Trainstation seems more like a series of hallways and large rooms with a trainstation [I]theme[/I], rather than an actual station. Plus, it's a massive building with a huge facade, but [I]only[/I] 2 doors on the front and no parking areas?
Another example is Ravenholm, which is a mining town. However rather than a coherent track system, they're just sorta strewn about randomly throughout the town. The mines are similar, being a large cave with a train track (that goes from one wall to the other), and then a mine shaft that leads outside. But this mine shaft has a low detailed box with no wheels activated by a switch in the middle of the tracks! The shaft itself doesn't lead anywhere that would make sense for a mineshaft to go.
There are also developer oversights that can be corrected. One particularly jarring example that comes to mind is in Route Canal, there's a railroad track where 3 trains go by, so clearly it's a very busy and maintained area right? Well when you get to the next map (where the MG is) you can actually see that not only is there a highway collapsed [I]on[/I] the railroad, but piece of the railroad bridge itself is collapsed![/QUOTE]
It'd be interesting the day someone decides, where Half Life 2 is ported to "Source 2" called "Half life 2: Source 2". Then they turn around and remake it in the Source 2 engine. This mod is in 10 years in development and only release the first half of the game. To inwhich its an amazing re-imagination of the game leaving the followers craving for the second half.
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