[QUOTE=XenoCrab;42002431]could you have gotten a picture that wasn't meant for ants[/QUOTE]
[IMG]http://i1-games.softpedia-static.com/screenshots/Team-Fortress-2-2fort-King-of-the-Hill-Map_1.jpg[/IMG]ART THOU SATISFIED?
[QUOTE=SirLemon;42002449][IMG]http://i1-games.softpedia-static.com/screenshots/Team-Fortress-2-2fort-King-of-the-Hill-Map_1.jpg[/IMG]ART THOU SATISFIED?[/QUOTE]
No, now we just feel like ants :smith:
I make it small, they arent happy. I make it big, still arent happy. WHAT DO YOU PEOPLE WANT FROM ME?!
what he is talking about is the skybox and enviroments around the walkable map area
[QUOTE=SirLemon;42000997]Not really, the barriers would still be logical. Like, in 2fort the fences were quite high, you cant even jump that high without rocket jumps or stickies (which arent even in hl2), but it still lets you see more of the world.[/QUOTE]I'm all for adding new stuff to the skyboxes so long as they don't show things too close or things much more interesting than the content of the map. I think the Citadel should be visible pretty much anywhere above ground, even in Ravenholm. I really wanted to climb the water tower at the end of Water Hazard, it was worse in Episode 2 I tried to climb the radio tower in Riding Shotgun. :suicide:
The problem is all of HL2's maps are already pretty logical with their barriers, excusing some oddly-placed/shaped buildings, the only thing really arbitrary is the placement of the Combine Walls, which would be hard to replace. I'm just saying that if anything more barriers might need to be added to divert player attention, rather than add more inaccessible areas that would be disappointing if the player could never visit.
[QUOTE=DONOTWANT;42003900]I'm all for adding new stuff to the skyboxes so long as they don't show things too close or things much more interesting than the content of the map. I think the Citadel should be visible pretty much anywhere above ground, even in Ravenholm. I really wanted to climb the water tower at the end of Water Hazard, it was worse in Episode 2 I tried to climb the radio tower in Riding Shotgun. :suicide:
The problem is all of HL2's maps are already pretty logical with their barriers, excusing some oddly-placed/shaped buildings, the only thing really arbitrary is the placement of the Combine Walls, which would be hard to replace. I'm just saying that if anything more barriers might need to be added to divert player attention, rather than add more inaccessible areas that would be disappointing if the player could never visit.[/QUOTE]
Well currently IMO a lot of the levels, as fun as they can be, sometimes feel like a linear arena with nothing else. I'm not saying every level needs this kind of thing, but I [I]am[/I] saying that there are some parts where there's kinda nothing on large parts, or just a big ass wall with nothing behind it, that could benefit greatly with some added skybox add-ons, and a few little zones just for scenery purposes to remind you that the world exists beyond the immediate area.
[QUOTE=SirLemon;42002607]I make it small, they arent happy. I make it big, still arent happy. WHAT DO YOU PEOPLE WANT FROM ME?![/QUOTE]
The D.
[QUOTE=ColossalSoft;42004876]The D.[/QUOTE]
[URL="http://i1295.photobucket.com/albums/b640/vincent_mitchell1/1369618292496_zps46a7a35a.jpg"]If it's what the people want...[/URL]
[QUOTE=Snood_1990;41972953]That's right, son.
Personally I would go off the look of the hud icon, and probably would for most of the weapons in the game.
[IMG]http://images.wikia.com/half-life/en/images/8/88/Rpg_hud_icon.svg[/IMG]
It's very low detail of course but I think you should be able to extrapolate from it using most of the details from the view model, and come up with something really nice that looks like a comfortable middle between the world and view model.[/QUOTE]
Agreed here, plus that icon looks super slick. Romka's looks amazing as well, FOV is a bit weird to me though.
As for the sounds, despite the above criticism, I love the airboat gun sounds. I also love the 'tink' the grenade makes, very distinctive. The Shotgun should be more metallic like the video posted, and the reload sounds strange to me. AR2 was pure awesome though!
Also hello again everyone :v:
[QUOTE=Mr. Someguy;42015101]Agreed here, plus that icon looks super slick. Romka's looks amazing as well, FOV is a bit weird to me though.
As for the sounds, despite the above criticism, I love the airboat gun sounds. I also love the 'tink' the grenade makes, very distinctive. The Shotgun should be more metallic like the video posted, and the reload sounds strange to me. AR2 was pure awesome though!
Also hello again everyone :v:[/QUOTE]
I liked them all but the grenade, it doesnt sound like a grenade, but a tin can of metal bits. It should sound less hollow
Alright, I see most people liked my latest version of the explosions better, although I made a v2 just in case, tell me whether you like this version or the previous one better, that one would be the one for the mod.
This version has a bit more bang to it, it is similar to the default but different at the same time.
NOTE: None of the skins and other stuffs are part of the mod.
[video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=xGyBbATu81c[/video]
About the grenade impacts, they sound like that in real life when hitting hard surfaces, they are like very solid pieces of metal, but I´ll see if I can make it more bearable and fitting for the hl2 style, I am posting here to hear the criticism and suggestions after all.
P.S: I am liking the looks of that rpg above.
I'm liking that boom. That is some nice boom.
You gonna be making the new NPC sounds too? (also is it just me or is the comment editor on FP different)
You nailed the explosion imo. But the grenade kinda [I]needs[/I] that beep.
I am indifferent to its removal. There's pros and cons both ways.
Make the beep into a boop.
If not a beep or a boop, why not a tick or a tock?
Ticks and tocks are too mechanical.
[QUOTE=xalener;42028662]You nailed the explosion imo. But the grenade kinda [I]needs[/I] that beep.[/QUOTE]
I dunno man, a grenade that gives itself away isn´t practical, the red trail when is active looks cool and there is probably an explanation like some sort of chemical composing the mixture of explosive elements inside it emanating when the spoon flies off, but the beeping was too much IMO.
But maybe we could keep it and just make it a lot less loud idk.
NOTE: That is just my opinion.
How about we make the HEV suit tell the player about the status of newly thrown grenades?
It doesn't really fit the canon of the HEV suit, but it's game-play friendly.
[QUOTE=tehstrelok;42034950]I dunno man, a grenade that gives itself away isn´t practical, the red trail when is active looks cool and there is probably an explanation like some sort of chemical composing the mixture of explosive elements inside it emanating when the spoon flies off, but the beeping was too much IMO.
But maybe we could keep it and just make it a lot less loud idk.
NOTE: That is just my opinion.[/QUOTE]
The reason the grenade gives itself away isn't because it' supposed to be practical, it's a gameplay element. It lets you know when an enemy's thrown a grenade and where the grenade is.
[QUOTE=tehstrelok;42034950]I dunno man, a grenade that gives itself away isn´t practical, the red trail when is active looks cool and there is probably an explanation like some sort of chemical composing the mixture of explosive elements inside it emanating when the spoon flies off, but the beeping was too much IMO.
But maybe we could keep it and just make it a lot less loud idk.
NOTE: That is just my opinion.[/QUOTE]
Well if we're going for that much realism why dont we just make a single bullet to the head from any gun kill you instantly
[QUOTE=SirLemon;42035361]Well if we're going for that much realism why dont we just make a single bullet to the head from any gun kill you instantly[/QUOTE]
To be honest that's sorta escalating it.
[QUOTE=AnonyCrab;42035459]To be honest that's sorta escalating it.[/QUOTE]That's was kinda the point.
Lack of beeping aside, that loud clink that it makes upon touching anything's probably going to let you know there's a grenade somewhere. I'm pretty sure metal doesn't make that noise when it touches grass on the ground. Waiting for the next version of that sound.
[QUOTE=The Vman;42035089]The reason the grenade gives itself away isn't because it' supposed to be practical, it's a gameplay element. It lets you know when an enemy's thrown a grenade and where the grenade is.[/QUOTE]
It didn't do that in Half-Life, and those soldiers used way more grenades.
[QUOTE=AnonyCrab;42035731]Lack of beeping aside, that loud clink that it makes upon touching anything's probably going to let you know there's a grenade somewhere. I'm pretty sure metal doesn't make that noise when it touches grass on the ground. Waiting for the next version of that sound.[/QUOTE]
This is why I was thinking. You complain about the sound now, but listen to how unique it is, only the Grenade makes that sound.
[QUOTE=Mr. Someguy;42035759]It didn't do that in Half-Life, and those soldiers used way more grenades.
This is why I was thinking. You complain about the sound now, but listen to how unique it is, only the Grenade makes that sound.[/QUOTE]
That could work, but I'm not sure how hard making different noises for different surfaces, or an omni-noise for most surfaces, would be.
Addition: Maybe that's why there was even a beep, I dunno.
Ohlook95pages.
Addition again: To make myself clearer, I believe with tweaking the idea could work but the current bounce sound or whatever just doesn't fit, in my opinion. As I said earlier, not sure how hard making different noises for different materials would work, and I'm not sure of an omni-noise used for most surfaces would work.
[QUOTE=AnonyCrab;42035791]That could work, but I'm not sure how hard making different noises for different surfaces, or an omni-noise for most surfaces, would be.[/QUOTE]It would just have to do it the same way regular props do. Even then there's no reason it couldn't have unique sound for each different material type.
[QUOTE=Mr. Someguy;42035759]It didn't do that in Half-Life, and those soldiers used way more grenades.[/QUOTE]And every game they've made since has had grenades making sounds persistently or right before detonation.
[QUOTE=Mr. Someguy;42035759]This is why I was thinking. You complain about the sound now, but listen to how unique it is, only the Grenade makes that sound.[/QUOTE]But it only works when the grenade touches something, a grenade in mid-air would be completely silent until detonation.
realistic or not, the beeping sound is a vital part of the grenades in terms of gameplay mechanics in hl2. what sort of excuse is that half life didn't have beeping sounds, so hl2:em shouldn't? should we also not have friendly vortigants because half life didn't?
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