• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Keep in mind that the Trainstation's area's design and location is reflected in about 9 maps* when you're talking about a design. The area is all interconnected it would be difficult to expand it, depending on what is done several maps might need edited, due to either featuring the same location, or the distances involved. Hell, you end up going in a loop before exiting into Route Canal.
[QUOTE=Mr. Someguy;42962292]Keep in mind that the Trainstation's area's design and location is reflected in about 9 maps* when you're talking about a design. The area is all interconnected it would be difficult to expand it, depending on what is done several maps might need edited, due to either featuring the same location, or the distances involved. Hell, you end up going in a loop before exiting into Route Canal.[/QUOTE] That's because Hammer has a tiny grid area and because of the way level transitions and landmarks work you have to loop it around or else you'll be building into a gridless void. So HL2 is nothing but impossible spaces.
If there is going to be an extended train sequence it'd probably be best to mirror the ending of Episode One, showing the train coming in from the outlands/wasteland through the City's outer wall to the trainstation, but not much else.[QUOTE=Robinate;42961238]If I recall correctly, Kleiner's lab was originally much further away from the train station and the player had to run from the combine much longer. I would say keep the chase at about the same length, but still put the lab further away[/QUOTE]The biggest problem with that is when Kleiner's lab is revisited later in the game. It would also mean the path through the city after the teleport incident would have to be very different since the lab's right by the starting traintracks. The scene with dog right after teleporting to the lab also leads right back into the plaza at the start of the game. I don't think this much change would be worth the effort needed to make it work. [QUOTE=Robinate;42961238](it doesn't make sense that close to one of the epicenters of combine control in the city. The canals are also way too close to the train station and the plaza, which I would think are in the heart of the city.)[/QUOTE]I think that having the lab so close to the trainstation actually makes a lot of sense. The combine probably wouldn't expect a rebel lab right in the middle of the city, it gives undercover CP's like Barney an easy way to get rebels out of the City in a way they'd never be able to deduce. It's incredibly risky, but rebels couldn't inadvertantly lead the CP's to Black Mesa East the way Gordon did. It is a bit odd that they didn't find the lab when Gordon was first seen after the teleport incident, but that's more of a plot issue than anything.
[QUOTE=Cone;42961497]i think that the chase on the rooftops was kind of a missed opportunity tbh. i don't know about making it hugely longer, but i think that some more stylish mapping and and more general evasion of the cops would really go a long way to making the sequence much cooler.[/QUOTE] I think one of the problems with the rooftop chase scene is that there's really little excitement after you escape from the attic. Sure, there's a few cops on the street below that take potshots at the player, and the police shoot at you from within the attic, but that's literally all that happens until Alyx shows up to rescue you. It would be a lot more tense and panicky if the cops that pursue you into the attic also follow you onto the rooftops. While the player skirts the rooftop edge and ducks shots from below, the Metrocops take a more sensible path above the player and fires from above. Then, the player ducks into the attic, all seems safe... then a horde of cops break in and beat you silly before Alyx shows up to help. No major changes required, just a few minor modifications to things that are already there.
[QUOTE=DONOTWANT;42962965]If there is going to be an extended train sequence it'd probably be best to mirror the ending of Episode One, showing the train coming in from the outlands/wasteland through the City's outer wall to the trainstation, but not much else.The biggest problem with that is when Kleiner's lab is revisited later in the game. It would also mean the path through the city after the teleport incident would have to be very different since the lab's right by the starting traintracks. The scene with dog right after teleporting to the lab also leads right back into the plaza at the start of the game. I don't think this much change would be worth the effort needed to make it work. I think that having the lab so close to the trainstation actually makes a lot of sense. The combine probably wouldn't expect a rebel lab right in the middle of the city, it gives undercover CP's like Barney an easy way to get rebels out of the City in a way they'd never be able to deduce. It's incredibly risky, but rebels couldn't inadvertantly lead the CP's to Black Mesa East the way Gordon did. It is a bit odd that they didn't find the lab when Gordon was first seen after the teleport incident, but that's more of a plot issue than anything.[/QUOTE] Actually, showing the original wasteland and the combine apron/outer wall is a really good idea. There were lots of concept art, models and textures made for it that're still in the game, but it ended up just being shown for a few seconds during the teleport montage. As for exploring the city, a good call would be to make the plaza scene more open. Not necessarily leading the player through an alternative route, just letting them explore more things at their own pace. Opening up some of the fake buildings might be difficult, but expanding the streets past the smartgates shouldn't be that taxing considering how small the map is (trainstation lobby to courtyard). Coincidentally, I found a few pretty cool maps earlier today. [t]http://i144.photobucket.com/albums/r162/obscreens/c17/c17final.jpg[/t] [url]http://fc07.deviantart.net/fs71/f/2011/209/6/e/soviet_map_of_city_17_by_ppitm-d41je7f.jpg[/url] This one's huge and extremely comprehensive, covers every area visited in the series. I think the Wasteland is supposed to be to the west of the apron. [editline]a[/editline] [QUOTE=Cheshire_cat;42963190]I think one of the problems with the rooftop chase scene is that there's really little excitement after you escape from the attic. Sure, there's a few cops on the street below that take potshots at the player, and the police shoot at you from within the attic, but that's literally all that happens until Alyx shows up to rescue you. It would be a lot more tense and panicky if the cops that pursue you into the attic also follow you onto the rooftops. While the player skirts the rooftop edge and ducks shots from below, the Metrocops take a more sensible path above the player and fires from above. Then, the player ducks into the attic, all seems safe... then a horde of cops break in and beat you silly before Alyx shows up to help. No major changes required, just a few minor modifications to things that are already there.[/QUOTE] That's one of the few things I liked about Cinematic Mod. I can't find a good video of it, but during the rooftop escape scene, you step outside and the music kicks in just as half a dozen gunships soar across the skyline way in the distance. The whole scene becomes at least twice as more tense and epic when you see that. In original HL2, it's no music, a single gunship that ignores you, and 2 cops in the attic with GI Joe aiming abilities.
[B]A notice[/B] [I]ALL[/I] team members, please join the hl2em forum if you haven't already and make an account, once your status is upgraded, [highlight]make a thread specific to you in one of the catagories.[/highlight] Thank you. Also I'll be posting some more texture stuff soon, getting back on the case finally. Oh and people, if you think you can contribute content to the mod, feel free to post here or on our forums or contact me in person about joining the team.
Is this mod even close to being done?
No
[QUOTE=Armageddon104;42962622]That's because Hammer has a tiny grid area and because of the way level transitions and landmarks work you have to loop it around or else you'll be building into a gridless void. So HL2 is nothing but impossible spaces.[/QUOTE] Actually I meant moreso that the 6 maps bring you back to the place you started, the train yard, before you move on. It's one big loop, so if you extended say, the rooftop scene, then you'd have to extend the train yard on the other side of the loop. [QUOTE=Cheshire_cat;42963190]I think one of the problems with the rooftop chase scene is that there's really little excitement after you escape from the attic. Sure, there's a few cops on the street below that take potshots at the player, and the police shoot at you from within the attic, but that's literally all that happens until Alyx shows up to rescue you. It would be a lot more tense and panicky if the cops that pursue you into the attic also follow you onto the rooftops. While the player skirts the rooftop edge and ducks shots from below, the Metrocops take a more sensible path above the player and fires from above. Then, the player ducks into the attic, all seems safe... then a horde of cops break in and beat you silly before Alyx shows up to help. No major changes required, just a few minor modifications to things that are already there.[/QUOTE] Plus, the street below you is completely dead. I suggested before to add some civilians on the street, and have them start running away screaming when the MP's start firing. That'd help liven things up and make the street feel less dead.
[QUOTE=Perhaps?;42964448]Is this mod even close to being done?[/QUOTE] Patience is golden. Don't complain about how much is done; it's a community project, not a professional company productthat can create a deadline for itself and be able to finish it in the given time-lapse. As many community projects I've seen, this project is done when it's done.
[QUOTE=Mr. Someguy;42964549] Plus, the street below you is completely dead. I suggested before to add some civilians on the street, and have them start running away screaming when the MP's start firing. That'd help liven things up and make the street feel less dead.[/QUOTE] You make the MP's sound like Nazis.
[QUOTE=Sally;42966538]You make the MP's sound like Nazis.[/QUOTE] .... a horribly oppressive regime unafraid of beating up their 'lessers' for more rations and a bed to sleep on? you mean that doesn't sound like the Nazi regime to you? because ive got news for you buddy
[QUOTE=Sally;42966538]You make the MP's sound like Nazis.[/QUOTE] I don't know about you but I'd probably run if cops started shooting at stuff near me :v:
[QUOTE=Perhaps?;42964448]Is this mod even close to being done?[/QUOTE] Progress has been rather slow the past weeks, everyone is always busy near the end of the year.
Someone needs to do something with my HD citizen bodies in the SVN. :v:
[QUOTE=Sally;42966538]You make the MP's sound like Nazis.[/QUOTE] I think you misread my post.
well forget it what I said here
[QUOTE=tehstrelok;42970102]eh, a while back somebody talked about gordon´s head and the possibility of a helmet and just saw this? [url]http://css.gamebanana.com/skins/130317[/url][/QUOTE] You know that's just DP's Gordon rigged for CSS? It's really a crappy re-rig though, and the face still looks like it has skin cancer or something. As mentioned, again, we will make our own Gordon model. I [I]did[/I] have someone who was new to the team but a pretty experianced modeler that was going to start on the characters about a month back, then he just kinda stopped talking to me and he's been offline for 7 days.
[QUOTE=Fat-Corgi-Guy;42970907]You know that's just DP's Gordon rigged for CSS? It's really a crappy re-rig though, and the face still looks like it has skin cancer or something. As mentioned, again, we will make our own Gordon model. I [I]did[/I] have someone who was new to the team but a pretty experianced modeler that was going to start on the characters about a month back, then he just kinda stopped talking to me and he's been offline for 7 days.[/QUOTE] didn't DP's Gordon use the valve biped anyway? so wouldn't that mean that all people would have to do is just add a line of code to the .qc to read the css animations unless DP's Gordon just had bad rigging anyway
[QUOTE=uaredead2020;42971211]didn't DP's Gordon use the valve biped anyway? so wouldn't that mean that all people would have to do is just add a line of code to the .qc to read the css animations unless DP's Gordon just had bad rigging anyway[/QUOTE] From the pictures it looks like it's different rigging than DP's Gordon, I've used the model before a few times in SFM I'm not sure if it uses the valve biped skeleton but it definately was rigged better than that.
Sorry i have exams,so ican't finish the model,maybe soon.
This mod looks great so far. I'm looking forward to see the final product.
I recall someone was talking about making citizens talk in different languages and the argument about the 'cannonness' of such thing. Here's an email from Valve's writer Marc Laidlaw: [quote]The Americanness of the citizens was the result of audio limitations. One thing I wished we could have done, once the localization was accomplished, was mix it up so that the citizens' dialog drew from every single language we had translated for the game. The code to do this is not difficult; but it would have meant adding every single citizen audio file for every single language, rather than simply the local language. I wanted to do this for the City 17 announcer voices as well. If someone were to make this mod, it would represent what I think is a much truer picture of the City 17 that was in our heads.[/quote] Source: [url]http://forums.steampowered.com/forums/showthread.php?t=2503050[/url]
Has anyone mentioned the use of Sven Coops 2 model as Gordon Freeman? [url]http://steamcommunity.com/sharedfiles/filedetails/?id=123177516[/url]
[QUOTE=Spor;42990402]I recall someone was talking about making citizens talk in different languages and the argument about the 'cannonness' of such thing. Here's an email from Valve's writer Marc Laidlaw: Source: [url]http://forums.steampowered.com/forums/showthread.php?t=2503050[/url][/QUOTE] So far I've done that for the Overwatch voice during Route Kanal and for Breen's welcome speech.
[QUOTE=supersoldier58;42991894]Has anyone mentioned the use of Sven Coops 2 model as Gordon Freeman? [url]http://steamcommunity.com/sharedfiles/filedetails/?id=123177516[/url][/QUOTE] While I understand this mod will make its own, this is actually a very good model, looks like the boxart
We are talking about Gordon Freeman models and no one mentions Kather's Freeman model? [IMG]http://img.photobucket.com/albums/v457/RideFlame/kathar.jpg[/IMG] look at that model I've always liked this model, it looks a lot like the HL2 boxart and promo art Freeman (in my opinion) [t]http://cdn2.gamefront.com/wp-content/uploads/2011/08/hl2.jpg[/t]
I think the Romka's Gordon is pretty good [img]http://i.imgur.com/iqhPkJB.jpg[/img]
I think his face looks a little generic and bland like something you'd see on a citizen. And he looks a bit young. I know it's been used as a gimmick but Dr. House with glasses is pretty much exactly how I imagine Gordon in Half-Life 2.
: [I]Which Gordon do you prefer?[/I]
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