• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Where would you be looking out of the rubble from anyway? In the beginning of EP1 you can't see shit until Dog pulls out the rock in front of your face.
[QUOTE=gk99;41781051]Where would you be looking out of the rubble from anyway? In the beginning of EP1 you can't see shit until Dog pulls out the rock in front of your face.[/QUOTE] How about using that effect when you die and flash back into the game when loading is done?
[QUOTE=SirLemon;41777715]That's weird to me...so were you and Alyx just standing in the rubble for a few days after the citadel blew up?[/QUOTE] Well no, the Vortigaunts got you and Alyx to safety, so its safe to assume they just travelled through time a little.
[QUOTE=gk99;41781051]Where would you be looking out of the rubble from anyway? In the beginning of EP1 you can't see shit until Dog pulls out the rock in front of your face.[/QUOTE] You'd just be seeing the rocks and the little cracks of light. The storytelling at this point would be in the audio and the cracks of light fading to black signifying a passage of time.
What about player's death? Is it already decided how it will look? Stock, some animation like in Cry of Fear or ragdoll with camera placed on head? I am quite curious because I remember myself dying in SMod just so I could watch my body from first person roll down the stairs or free fall in that sector in citadel.
[QUOTE=The Party Spy;41776223]Don't forget about the slow teleport, which took over a week[/QUOTE] I know that, but you still play HL2 on 3 different days.
How about we have week 1, week 2 and so on instead of having day 1, day 2 and day 3?
[QUOTE=miroki;41784017]How about we have week 1, week 2 and so on instead of having day 1, day 2 and day 3?[/QUOTE] I think you misunderstood something here. The maps in HL2 are named d1_, d2_ and d3_ which stands for different days.
If you were to replace the 'Day' titles, I think that 'Act' would work well. But 'Day' is better.
I think the D should remain.
[QUOTE=Coffee;41785898]I think the D should remain.[/QUOTE] I see what you did there. :v:
[QUOTE=Coffee;41785898]I think the D should remain.[/QUOTE] Yeah, We're giving it the D.
[QUOTE=miroki;41784017]How about we have week 1, week 2 and so on instead of having day 1, day 2 and day 3?[/QUOTE] Honestly, I think we should just leave it alone. Chapters are fine
[QUOTE=Dom Pyroshark;41783002]What about player's death? Is it already decided how it will look? Stock, some animation like in Cry of Fear or ragdoll with camera placed on head? I am quite curious because I remember myself dying in SMod just so I could watch my body from first person roll down the stairs or free fall in that sector in citadel.[/QUOTE] I would love ragdoll for player death, and they will have a model for the FBA system so it could possibly be used. I was also thinking it could be cool having a feint cracked glass effect over your screen - which could be interpreted by players as either the HEV helmet cracking, or his eyeglasses cracking, though I'm not sure how people would feel about that.
it would be like first person deaths in metal gear go for it
[QUOTE=Bloodshot12;41787884]I would love ragdoll for player death, and they will have a model for the FBA system so it could possibly be used. I was also thinking it could be cool having a feint cracked glass effect over your screen - which could be interpreted by players as either the HEV helmet cracking, or his eyeglasses cracking, though I'm not sure how people would feel about that.[/QUOTE] It sounds a bit gimmicky. Why would his eye glasses crack and in some other cases why would they crack only after Gordon Freeman dies? Maybe that's his life force or something, he can take anything you got, but if you crack his glasses he's dead.
[QUOTE=glitchvid;41786201]Yeah, We're giving it the D.[/QUOTE] [IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/7/73/Frans_Hals_-_Portret_van_Ren%C3%A9_Descartes.jpg/245px-Frans_Hals_-_Portret_van_Ren%C3%A9_Descartes.jpg[/IMG] Aside from that, this mod looks incredible. I will be following it eagerly.
[QUOTE=I am Error;41788701]It sounds a bit gimmicky. Why would his eye glasses crack and in some other cases why would they crack only after Gordon Freeman dies? Maybe that's his life force or something, he can take anything you got, but if you crack his glasses he's dead.[/QUOTE] Yeah, it doesn't make much sense, but when you think of it like that, then wouldn't the same apply to the regular HL2 deaths? I mean, why does killing Gordon with bullets and objects cause his vision to go red, but him falling a large distance causes his vision to go black? Is buckshot to the face or getting compressed into the ground from a giant dumpster somehow less damaging to him than falling 20 feet?
[QUOTE=Bloodshot12;41789736]Yeah, it doesn't make much sense, but when you think of it like that, then wouldn't the same apply to the regular HL2 deaths? I mean, why does killing Gordon with bullets and objects cause his vision to go red, but him falling a large distance causes his vision to go black? Is buckshot to the face or getting compressed into the ground from a giant dumpster somehow less damaging to him than falling 20 feet?[/QUOTE] I say the same thing about this as I said about the "days" on the chapters, we should leave it alone. I'm all for remaking hl2 for higher standards, but there's no need to re-imagine these kind of things
[QUOTE=Bloodshot12;41789736]Yeah, it doesn't make much sense, but when you think of it like that, then wouldn't the same apply to the regular HL2 deaths? I mean, why does killing Gordon with bullets and objects cause his vision to go red, but him falling a large distance causes his vision to go black? Is buckshot to the face or getting compressed into the ground from a giant dumpster somehow less damaging to him than falling 20 feet?[/QUOTE] But we're really not talking about how the it originally did it, are we? This is about enhancing it, isn't it? Also it's red because it's a pretty clear signal of something BAD, while the camera dropping is just... something (I think it was just Source being Source) While the original death event seems weird when you think about it, in game it's pretty clear what happened and it's somewhat been designed like that. Though it could easily be made better with ragdoll physics. I mean your idea isn't that bad, but we know he has no helmet on and with glasses it just sounds wrong. Hell, at least you came up with something while I'm twiddling my fingers in this thread and commenting on stuff.
[QUOTE=RaTcHeT302;41769818] [t]http://i5.minus.com/iD9lmlGxFgTS2.png[/t][/QUOTE] snip because im dumbe
[QUOTE=I am Error;41789990]But we're really not talking about how the it originally did it, are we? This is about enhancing it, isn't it? Also it's red because it's a pretty clear signal of something BAD, while the camera dropping is just... something (I think it was just Source being Source) While the original death event seems weird when you think about it, in game it's pretty clear what happened and it's somewhat been designed like that. Though it could easily be made better with ragdoll physics. I mean your idea isn't that bad, but we know he has no helmet on and with glasses it just sounds wrong. Hell, at least you came up with something while I'm twiddling my fingers in this thread and commenting on stuff.[/QUOTE] You know what, I wouldn't even mind not having ragdoll deaths if we at least brought back the Quake 1/HL1 style deaths [T]http://cloud-2.steampowered.com/ugc/919018223041065009/C6FF3DA94119057F47E75B90B4A75E37BE875B64/[/T] There was something about that camera tilt that made dying feel more like dying. That being said, just a regular ragdoll death is fine, the glass thing was just an idea.
[QUOTE=Bloodshot12;41790085]You know what, I wouldn't even mind not having ragdoll deaths if we at least brought back the Quake 1/HL1 style deaths [T]http://cloud-2.steampowered.com/ugc/919018223041065009/C6FF3DA94119057F47E75B90B4A75E37BE875B64/[/T] There was something about that camera tilt that made dying feel more like dying. That being said, just a regular ragdoll death is fine, the glass thing was just an idea.[/QUOTE] Or, maybe that combined to the fade-to-black effect like when you fail an objective.
To me dying feels more like dying if you can't actually see anything. I seriously doubt I'd have better spacial awareness when I'm dead than when I'm asleep. [QUOTE=Bloodshot12;41789736]I mean, why does killing Gordon with bullets and objects cause his vision to go red, but him falling a large distance causes his vision to go black? Is buckshot to the face or getting compressed into the ground from a giant dumpster somehow less damaging to him than falling 20 feet?[/QUOTE]I think the reason it doesn't just cut to black when you're killed by weapons & such is so you can look around afterwards & see whatever it was that killed you. Otherwise players could keep dying without knowing why. It's a little bit too much hand-holding for my tastes. I'd prefer it if the flatline sound starts & over ~3 seconds the whole screen blurs while edges darken & slowly fills the screen until solid black & audio fades out. Falling & getting hit by trains however would still result in instant-black death screens.
[QUOTE=Matsilagi;41790460]Or, maybe that combined to the fade-to-black effect like when you fail an objective.[/QUOTE] Don't remind me about splinter cell. [video=youtube;xZBRibR0UYE]https://www.youtube.com/watch?v=xZBRibR0UYE[/video]
He meant when you lose a vital ally or vehicle in HL2.
[QUOTE=Bloodshot12;41790085]You know what, I wouldn't even mind not having ragdoll deaths if we at least brought back the Quake 1/HL1 style deaths [T]http://cloud-2.steampowered.com/ugc/919018223041065009/C6FF3DA94119057F47E75B90B4A75E37BE875B64/[/T] There was something about that camera tilt that made dying feel more like dying. That being said, just a regular ragdoll death is fine, the glass thing was just an idea.[/QUOTE] Fact: The tilt dead view is just because your playermodel is on that position. *I can't find now any images of it on internet*
[QUOTE=Bloodshot12;41790085]You know what, I wouldn't even mind not having ragdoll deaths if we at least brought back the Quake 1/HL1 style deaths [T]http://cloud-2.steampowered.com/ugc/919018223041065009/C6FF3DA94119057F47E75B90B4A75E37BE875B64/[/T] There was something about that camera tilt that made dying feel more like dying. That being said, just a regular ragdoll death is fine, the glass thing was just an idea.[/QUOTE] I don't know how it was done in HL1 or Quake, but I could imagine that first-person deaths could get really disorienting and annoying to look at. I mean, imagine getting shot with a rocket and flying across the map banging your head on every surface imaginable - you wouldn't want to look at that. Thirdperson deaths are more forgiving/eye-pleasing in regards to that.
How about a death animation where you see your glasses fall off to the ground too. Similar to DXHR or BF3.
[QUOTE=wauterboi;41795384]I don't know how it was done in HL1 or Quake, but I could imagine that first-person deaths could get really disorienting and annoying to look at. I mean, imagine getting shot with a rocket and flying across the map banging your head on every surface imaginable - you wouldn't want to look at that. Thirdperson deaths are more forgiving/eye-pleasing in regards to that.[/QUOTE] No third person. HL2 is not a TPS.
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