Also need to be careful which textures you pick, you're making Eastern Europe, not America.
HalfLife 2: American City Mod
[QUOTE=OfficerLamarr;44457258]HalfLife 2: American City Mod[/QUOTE]
Gordon Freeman's American Wasteland.
i don't see the point in replacing stuff with l4d assets
[QUOTE=Butthurter;44458647]its not ridiculously low poly and might encourage ppl to stop making port folio projects over miniscule details
i.e; few pages back ppl wanted a ~higher poly~ barricade of this as opposed to just reskinning it
[img]http://www.wctproducts.com/barricade_type3_web.jpg[/img]
ill only agree to not using l4d2 assets, those are way too clean to fit in w the artstyle[/QUOTE]
it's not about just being too clean, the problem is that l4d one and two are set in america whereas half-life 2 is set in eastern europe. american props and textures do not fit in an eastern european set.
I want a high poly version of that barricade too. Give me the high poly!
Anyway, Halflife 2: American City is not about the Combine, but instead Russian terrorists which have enslaved earth. Fight as Black Ops agents with a shit lot of guns and vehicles for you to use to defeat the Russians!
We are thinking about renaming it Half Life: Modern Warfare.
[QUOTE=OfficerLamarr;44458676]
We are thinking about renaming it Half Life: Modern Warfare.[/QUOTE]
Fill out the "Alternate name for the mod" place on the bingo card everyone.
[QUOTE=Butthurter;44458647]its not ridiculously low poly and might encourage ppl to stop making port folio projects over miniscule details
i.e; few pages back ppl wanted a ~higher poly~ barricade of this as opposed to just reskinning it
[img]http://www.wctproducts.com/barricade_type3_web.jpg[/img]
ill only agree to not using l4d2 assets, those are way too clean to fit in w the artstyle[/QUOTE]I didn't see anyone making port folio projects here, and what is the point of taking a completely different model for the barricades when the two original models just need to have smoother edges ?
Anyway, I've started to work on the metal doors:
[T]http://img15.hostingpics.net/pics/9437482014040400012.jpg[/T] [T]http://img15.hostingpics.net/pics/3281332014040400016.jpg[/T]
And as suggested by Fat-corgi-guy I tried to make some better detail textures for the barrels. (You can see it applied on the metal door above)
[T]http://img15.hostingpics.net/pics/976877metaldetail02.png[/T]
I imagine if Source 2 ended up introducing bigger maps, you could even create more in-depth HL2 maps that last longer.
Imagine the train station level made much bigger and being made more realistic because you're playing in the area, not a guessed angle of the same area.
[QUOTE=Kickin Balls;44459653]I imagine if Source 2 ended up [B]introducing map streaming, you could build HL2 without loading areas[/B].[/QUOTE]
FTFY :v:
[QUOTE=CrystalGamma;44460815]FTFY :v:[/QUOTE]
To be honest, it would be a real shame if Source 2 didn't have it once it releases. I mean, it should be pretty much standard by now.
[QUOTE=Bokito;44460936]To be honest, it would be a real shame if Source 2 didn't have it once it releases. I mean, it should be pretty much standard by now.[/QUOTE]
Yeah, I mean even in 2002 or something games had it (think Metroid Prime) ...
[QUOTE=CrystalGamma;44460980]Yeah, I mean even in 2002 or something games had it (think Metroid Prime) ...[/QUOTE]
Even the first Halo game had it and that released in 2001.
[QUOTE=CrystalGamma;44460980]Yeah, I mean even in 2002 or something games had it (think Metroid Prime) ...[/QUOTE]
Isn't Metroid Prime on the Unreal Engine though? I'm not sure (last I heard it was just a rumour).
[QUOTE=CrystalGamma;44460815]FTFY :v:[/QUOTE]
Well, that would also be pretty good. The advantage of a bigger map is being able to properly map your perspective, rather than taking a section and rotating it and guessing it to be at the correct angle. I'm sure there are some maps in HL2 that when you put the maps together, many of them overlap because they're not properly orientated because they have to guess the angle in some cases.
Bigger map or even level streaming would be an improvement to proper map orientation. It's a minor thing in a sense, but it adds to the realism.
[QUOTE=Fat-Corgi-Guy;44456189]Snood modeled the gravity gun shown on the OP.[/QUOTE]
Speaking of, I need to remodel/re-uv that shit.
[QUOTE=SimplePlanz69;44463154][video=youtube;dYE5cxQrIp8]http://www.youtube.com/watch?v=dYE5cxQrIp8[/video][/QUOTE]
I don't see what this has to do with anything.
[QUOTE=CrystalGamma;44460815]FTFY :v:[/QUOTE]
cool as all hell especially if time was taken to map out tons of areas and turn it almost into a freeroam, A map might be a good thing to give players so they know where to go though.
maybe have some alt pathways that lead you to the same goal, at least that will add some variety and sort of freedom, less linear
[QUOTE=tehstrelok;44464389]maybe have some alt pathways that lead you to the same goal, at least that will add some variety and sort of freedom, less linear[/QUOTE]
i dont see how linearity is bad :)
[QUOTE=FurryFoxy;44465735]i dont see how linearity is bad :)[/QUOTE]Yeah, I agree. This is Half-Life, not Deus Ex.
[QUOTE=FurryFoxy;44465735]i dont see how linearity is bad :)[/QUOTE]
On the one hand, Valve goes to extreme lengths to give the player a sense of agency. You are placed in the empty vessel of Gordon Freeman so that you can project yourself into the game - it's not Gordon's choices, but yours. It wasn't Gordon who defeated Breen, but you. You defeated Breen, because you are The Coolest Guy. Having some sense of nonlinearity could help with this agency, as you feel that your choices are actually meaningful. A [i]sense[/i] may not even amount to actual branching pathways, but maybe rooms that look like they go off in other directions but which actually lead to the same places. Sometimes, Half Life 2 felt like a maze of invisible walls. Episode 2 was better about this.
On the other hand, the story makes it at least subtly clear that you [i]don't[/i] have real agency. You made some choices, but G-man was there the whole time to make sure you fulfilled your contract. You were, in a very real sense, a pawn, guided by unseen forces. This doesn't rule out the techniques I discussed above - multiple ways to the same place would very much reinforce the idea of matters being beyond your control, your choices being meaningless (like the "choice" at the end of half life 1). But it could mean that such nonlinearity, even just a hint of it, could be sacrificed to stay true to the source material.
Either way, keep in mind that Valve always put gameplay first. They had a specific experience in mind with the game, and deviating in certain ways could change that experience. Now, perhaps they didn't achieve the fullest possible potential for that experience in some people's eyes - if you can identify and agree upon what it is that experience should be, then perhaps you may improve on it.
A good level has a sense of non-linearity while still being linear. As long as the player isn't constantly thrown into situations where he gets confused and tries to backtrack looking for more enemies because "the way with the enemies is the correct path", then it's not a problem imo.
[QUOTE=Mr. Someguy;44467946]A good level has a sense of non-linearity while still being linear. As long as the player isn't constantly thrown into situations where he gets confused and tries to backtrack looking for more enemies because "the way with the enemies is the correct path", then it's not a problem imo.[/QUOTE]
exactly
[QUOTE=Mr. Someguy;44467946]A good level has a sense of non-linearity while still being linear. As long as the player isn't constantly thrown into situations where he gets confused and tries to backtrack looking for more enemies because "the way with the enemies is the correct path", then it's not a problem imo.[/QUOTE]And HL2 does this perfectly already. We don't need to add more map geometry.
[QUOTE=p0rtalplayer;44467205]On the one hand, Valve goes to extreme lengths to give the player a sense of agency. You are placed in the empty vessel of Gordon Freeman so that you can project yourself into the game - it's not Gordon's choices, but yours. It wasn't Gordon who defeated Breen, but you. You defeated Breen, because you are The Coolest Guy. Having some sense of nonlinearity could help with this agency, as you feel that your choices are actually meaningful. A [i]sense[/i] may not even amount to actual branching pathways, but maybe rooms that look like they go off in other directions but which actually lead to the same places. Sometimes, Half Life 2 felt like a maze of invisible walls. Episode 2 was better about this.[/QUOTE]
Apparently none of that matters because see: Friendly Fire Discussion #2
[editline]6th April 2014[/editline]
[QUOTE=AtomicSans;44469542]And HL2 does this perfectly already. We don't need to add more map geometry.[/QUOTE]
Hammer would shit itself in some levels if more pathways were added
[QUOTE=AtomicSans;44466284]Yeah, I agree. This is Half-Life, not Deus Ex.[/QUOTE]
I urge you to replay Half-Life and do some exploring. Half-Life regularly has alternate routes that get you to the same place, be it shortcuts or roundabouts.
[QUOTE=Ott;44471836]I urge you to replay Half-Life and do some exploring. Half-Life regularly has alternate routes that get you to the same place, be it shortcuts or roundabouts.[/QUOTE]
Half Life has free flowing 'sections' per map, that the player can wander around. Half life 2 has much more direction in those areas, and you can back track quite a bit: there's just no reason to, Valve has done a very good job at making the player go forward and not get lost.
[QUOTE=gk99;44469973]
Hammer would shit itself in some levels if more pathways were added[/QUOTE]
not really.. the maps in hl2 aren't exactly complex
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