[QUOTE=UntouchedShadow;44160584]Say, are the rebels going to be equipped in proportion to the way they're dressed? I mean obviously a rebel carrying a Red Cross bag is a Medic, but what about that one rebel with ammo chains hanging all around his shoulder and neck? Would he be carrying heavier weaponry as opposed to the rebel wearing a simple backpack who might run about flaunting a pistol?
Err, what I mean to ask is will the rebels appearances just be aesthetics, or will you guys attempt to arm them appropriate to what they wear? That would be pretty neat. Would sort of give the impression that each rebel became specialized in a certain field of combat during their training.[/QUOTE]
perhaps if the "heavy gunner" variant were added he could be the one who supplies ammo to the player like the rebels already do in hl2. I'd say something like perhaps they could be given a mountable lmg like the ar2 model that the combine use but we know the rebels kick ass already :v:
[QUOTE=UntouchedShadow;44160584]Say, are the rebels going to be equipped in proportion to the way they're dressed? I mean obviously a rebel carrying a Red Cross bag is a Medic, but what about that one rebel with ammo chains hanging all around his shoulder and neck? Would he be carrying heavier weaponry as opposed to the rebel wearing a simple backpack who might run about flaunting a pistol?
Err, what I mean to ask is will the rebels appearances just be aesthetics, or will you guys attempt to arm them appropriate to what they wear? That would be pretty neat. Would sort of give the impression that each rebel became specialized in a certain field of combat during their training.[/QUOTE]
I don't really see that guy as a 'heavy gunner', he looks more like someone who carries and distributes ammo. In that sense it's probably possible to to implement a rebel 'class' that dishes out ammo for your current equipped weapon alongside one that dishes out health.
[QUOTE=Snood_1990;44160258]I think it was my rough 3d concepts of these that actually got me recruited into this mod. I'd like to give some of them a go, particularly Combine Vest and Bandana.[/QUOTE]
I love the idea of taking materials from downed combine soldiers and using them in the resistance movement. You can even see parts of the metro-police uniforms in the original rebel models. Please, yes.
[editline]7th March 2014[/editline]
This is going to be a really subjective opinion that I feel a lot of 'purists' will disagree with, but I feel like there were parts of the resistance that needed to be fleshed out more. If the maps are being reworked, I'd really like if there was a little more explorable area added to some of the resistance outposts and Black Mesa East. Nothing too major, just previously closed off areas of said locations with a little imagination put into where they might go.
[QUOTE=Snood_1990;44161894]I don't really see that guy as a 'heavy gunner', he looks more like someone who carries and distributes ammo. In that sense it's probably possible to to implement a rebel 'class' that dishes out ammo for your current equipped weapon alongside one that dishes out health.[/QUOTE]
yeah, in the game, there are rebels that provide you with ammo
[QUOTE=Snood_1990;44160258]I think it was my rough 3d concepts of these that actually got me recruited into this mod. I'd like to give some of them a go, particularly Combine Vest and Bandana.[/QUOTE]
Why not just base models with bodygroups
There was going to be a specific unit that gave out ammo the way medics give out health, but the idea was scrapped probably to make regular rebels more useful. I think giving rebels bandoliers & stuff with ammo that you can't actually take is a bad idea.
[QUOTE=Uncle Bourbon;44158578][editline].[/editline]
actually fuck it that doesn't really matter since civil protection units use the same health chargers[/QUOTE]You don't see [I]anybody[/I] use health chargers.
[QUOTE=DONOTWANT;44165498]There was going to be a specific unit that gave out ammo the way medics give out health, but the idea was scrapped probably to make regular rebels more useful. I think giving rebels bandoliers & stuff with ammo that you can't actually take is a bad idea.
You don't see [I]anybody[/I] use health chargers.[/QUOTE]
how is that a bad fucking idea
THEY'RE GIVING YOU MORE SUPPLIES HOW IS THAT BAD
[editline]7th March 2014[/editline]
and anybody using a health charger would just be them standing there and sitting infront of a charger.
riveting gameplay, right?
[editline]7th March 2014[/editline]
it was earlier in the thread, but i think we should have metrocop zombies in the C17 sections
[QUOTE=DONOTWANT;44165498]You don't see [I]anybody[/I] use health chargers.[/QUOTE]
It not like Kliener says that your new suit draws energy "from the chargers that are plentiful wherever [I]they[/I] patrol" in Red Letter Day or anything.
[editline]7th March 2014[/editline]
[QUOTE=ProfHappycat7;44165671]how is that a bad fucking idea
THEY'RE GIVING YOU MORE SUPPLIES HOW IS THAT BAD[/QUOTE]
You're restricting ammo and supplies to one class of rebel instead of all of them, meaning that, if they die, you're SOL if there aren't any ammo pickups nearby.
[QUOTE=gk99;44166209]
You're restricting ammo and supplies to one class of rebel instead of all of them, meaning that, if they die, you're SOL if there aren't any ammo pickups nearby.[/QUOTE]
How about:
On =< medium all classes (except medic) can give ammo, but on hard/+ only the 'heavy' class can?
[QUOTE=gk99;44166209]It not like Kliener says that your new suit draws energy "from the chargers that are plentiful wherever [I]they[/I] patrol" in Red Letter Day or anything.
[editline]7th March 2014[/editline]
You're restricting ammo and supplies to one class of rebel instead of all of them, meaning that, if they die, you're SOL if there aren't any ammo pickups nearby.[/QUOTE]
Except ammo pickups are all over the damn place and even if you decide to unload all the thousands of bullets available into a wall or something you can use the gravity gun to start chucking stuff at dudes.
[QUOTE=Magman77;44161977]This is going to be a really subjective opinion that I feel a lot of 'purists' will disagree with, but I feel like there were parts of the resistance that needed to be fleshed out more. If the maps are being reworked, I'd really like if there was a little more explorable area added to some of the resistance outposts and Black Mesa East. Nothing too major, just previously closed off areas of said locations with a little imagination put into where they might go.[/QUOTE]
I still want to see one of these crashed in City 17 during the streetwar
[img]http://www.armyrecognition.com/images/stories/middle_east/syria/wheeled_vehicle/sham_II/Sham_II_wheeled_armoured_vehicle_Syria_Syrian_free_army_rebels_640_001.jpg[/img]
[QUOTE=Mr. Someguy;44167440]I still want to see one of these crashed in City 17 during the streetwar
[IMG]http://www.armyrecognition.com/images/stories/middle_east/syria/wheeled_vehicle/sham_II/Sham_II_wheeled_armoured_vehicle_Syria_Syrian_free_army_rebels_640_001.jpg[/IMG][/QUOTE]
Do you think that the rebels would be able to build something like that?
I mean, they built the airboat and two makeshift vehicles, but that was in the wilderness. Building an APC would be a lot harder within City 17.
[QUOTE=Cheshire_cat;44167554]Do you think that the rebels would be able to build something like that?
I mean, they built the airboat and two makeshift vehicles, but that was in the wilderness. Building an APC would be a lot harder within City 17.[/QUOTE]
Not really. Kliener built a fucking teleporter under the Combine's nose so, they can't be everywhere at once which is why scanners exist.
Hell in the original storyline the rebels had merkavas and apcs from the conscripts defecting. And we've already seen in retail hl2 that rebels have access to cold war silos (White Forest is an example and they have an apc in there).
Pretty sure rebels could cobble together some awesome improvised stuff but valve couldn't put too much stuff into the game. Hence why rebels all speak english, same as the combine announcer and I'm sure there are a million things they wanted to add to the game.
[QUOTE=ProfHappycat7;44165671]how is that a bad fucking idea
THEY'RE GIVING YOU MORE SUPPLIES HOW IS THAT BAD[/QUOTE]I think you missed the point of my post entirely.
[QUOTE=ProfHappycat7;44165671]and anybody using a health charger would just be them standing there and sitting infront of a charger.
riveting gameplay, right?[/QUOTE]It worked for Bioshock.
[QUOTE=gk99;44166209]It not like Kliener says that your new suit draws energy "from the chargers that are plentiful wherever [I]they[/I] patrol" in Red Letter Day or anything.[/QUOTE]But was he talking about CPs or Soldiers? Which leads you back to Uncle Bourbon's original statement "my imagined reason is that the vest requires a transhuman wearer with the appropriate augmentations in order to work"
[QUOTE=Cheshire_cat;44167554]Do you think that the rebels would be able to build something like that?
I mean, they built the airboat and two makeshift vehicles, but that was in the wilderness. Building an APC would be a lot harder within City 17.[/QUOTE]
Not really an APC, but an Armoured Car. It's a street war, the combine have lost control. All they need is some heavy metal plates, a working vehicle, and a welder. They have at least 8 days to do it as well, I'm sure it could be done.
[QUOTE=ViralHatred;44167598](White Forest is an example and they have an apc in there).[/QUOTE]
Wait they do? I knew they had an Mi-8, but where's the APC at?
Hey guys ! I've been following the progress of this mod since a few weeks now and it looks very promising so I wanted to contribute a bit. I've just finished working on a High-res replacement for the tile texture that is heavily used in the Nova Prospekt level. It's mostly done, but I'm not quite sure about the normals I've made for it yet.
[T]http://img4.hostingpics.net/pics/4193722014030800015.jpg[/T] [T]http://img4.hostingpics.net/pics/5715612014030800026.jpg[/T] [T]http://img4.hostingpics.net/pics/6262472014030800017.jpg[/T]
Any advices ? (The resolution is 2048² by the way)
[QUOTE=DONOTWANT;44165498]
You don't see [I]anybody[/I] use health chargers.[/QUOTE]
so what? are you suggesting that the combine placed the chargers just for shits and giggles? if the chargers are there, of course they're used. just not during gameplay, because that's pointless.
[QUOTE=Mr. Someguy;44167440]I still want to see one of these crashed in City 17 during the streetwar
[img]http://www.armyrecognition.com/images/stories/middle_east/syria/wheeled_vehicle/sham_II/Sham_II_wheeled_armoured_vehicle_Syria_Syrian_free_army_rebels_640_001.jpg[/img][/QUOTE]
Perhaps this idea is a little far fetched, but it's stuff like this that gets me really fucking buzzed for this mod.
[QUOTE=Clear_Strelok;44168435]Hey guys ! I've been following the progress of this mod since a few weeks now and it looks very promising so I wanted to contribute a bit. I've just finished working on a High-res replacement for the tile texture that is heavily used in the Nova Prospekt level. It's mostly done, but I'm not quite sure about the normals I've made for it yet.
[T]http://img4.hostingpics.net/pics/4193722014030800015.jpg[/T] [T]http://img4.hostingpics.net/pics/5715612014030800026.jpg[/T] [T]http://img4.hostingpics.net/pics/6262472014030800017.jpg[/T]
Any advices ? (The resolution is 2048² by the way)[/QUOTE]
Looks pretty good, albeit the grung looks a bit blocky in places. The main problem being that...well, that texture was remade a while ago already...
[t]http://i.imgur.com/BEeju6y.jpg[/t][t]http://i.imgur.com/B15dirW.jpg[/t][t]http://i.imgur.com/sOdZuR2.jpg[/t]
Those pictures were originally posted back on thread V4 I think. Just an FYI, all the tile textures have been finished, but a good deal of the others are still open for re-doing.
[QUOTE=Fat-Corgi-Guy;44168855]Looks pretty good, albeit the grung looks a bit blocky in places. The main problem being that...well, that texture was remade a while ago already...
[t]http://i.imgur.com/BEeju6y.jpg[/t][t]http://i.imgur.com/B15dirW.jpg[/t][t]http://i.imgur.com/sOdZuR2.jpg[/t]
Those pictures were originally posted back on thread V4 I think. Just an FYI, all the tile textures have been finished, but a good deal of the others are still open for re-doing.[/QUOTE]
I think to make it easier for there to be community contributions there should be a list that names every texture that has been redone. More like that should probably be done for things like models, animations, and sounds too.
also related to topic at hand: you can (and imo should) accept his texture too. There doesn't need to be [i]only[/i] the amount of texture variations that there were in the original game, remade. There can be more and maybe it would make places look better/more interesting or overall more unique. That texture could be saved for "that one place" in the entire game that would be deemed fit. It would beat the heck out of just tossing all the effort into the metaphorical trash.
[QUOTE=Fat-Corgi-Guy;44168855]Looks pretty good, albeit the grung looks a bit blocky in places. The main problem being that...well, that texture was remade a while ago already...
Those pictures were originally posted back on thread V4 I think. Just an FYI, all the tile textures have been finished, but a good deal of the others are still open for re-doing.[/QUOTE]
I don't know if it's because the pictures were taken at different locations, but I prefer Clear_Strelok's textures by a long shot.
[QUOTE=i_speel_good;44169347]I don't know if it's because the pictures were taken at different locations, but I prefer Clear_Strelok's textures by a long shot.[/QUOTE]
Likely because his tile pattern is a perfect checkerboard, while Corgi's rendition is intentionally imperfect, with tiles not lining up 100%.
I'm not sure which I like more, on one hand I like the dissymmetry because it fits the 'crumbled' atmosphere of the place, but I also like symmetry for obvious reasons.
[QUOTE=Mr. Someguy;44169375]Likely because his tile pattern is a perfect checkerboard, while Corgi's rendition is intentionally imperfect, with tiles not lining up 100%.
I'm not sure which I like more, on one hand I like the dissymmetry because it fits the 'crumbled' atmosphere of the place, but I also like symmetry for obvious reasons.[/QUOTE]
I think it's because Corgi's version is more realistically faded (not perfect black/white) and the grunge is more blurry but Strelok's is just more pleasing to the eye with its clear contrast and detailed grunge.
Corgi's seems slightly blurred too for some reason too. Iirc that was some Source glitch and I think they fixed that since then. Strelok's (oh my, now we have two of them!) is much sharper looking.
[editline]8th March 2014[/editline]
Or it could be what you just said, as you cut my auto-merge in half :v:
i just want to mop those tiles so bad
Soooo how far are you in development guys?
Hey guys, if you want to work on textures, work on nature textures, as those haven't really been touched.
[QUOTE=Raptors!;44169853]Soooo how far are you in development guys?[/QUOTE]
As far as I can tell, it's currently at the "When it's done" stage
Haven't seen any character models besides a WIP metrocop, a few world and weapon models are done, and environment textures were around 30% finished?
Not to shit on your parade guys, but you really need deadlines if you want this project to at least enter early alpha. I know there is talent in here, but 5 threads and not even an early build? Kinda weird, especially with a team that big.
[editline]8th March 2014[/editline]
Unless there is a build I'm not aware of, I would like to be proven wrong.
[QUOTE=Giraffen93;44169530]i just want to mop those tiles so bad[/QUOTE]
One time I had to mop one of my classroom's floors because I messed it up with my squeaky new shoes. From that day forward I loved mopping.
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