[QUOTE=endorphinsam;44473147]not really.. the maps in hl2 aren't exactly complex[/QUOTE]
you'd be surprised by how much HL2's levels manage to eat Source's limits.
[QUOTE=glitchvid;44473351]you'd be surprised by how much HL2's levels manage to eat Source's limits.[/QUOTE]
Actually, the coast levels use the whole grid horizontally or vertically which means we can't reduce loading points :(
This is mostly unrelated to the mod, but...
[URL="http://bloodlinesresurgencemod.com/"]This mod has a similar premise;[/URL] it's updating an old source game to the Alien Swarm engine and improving the assets used in the game like textures. I mention it because it has a nice looking website, and since this mod is now Greenlit, maybe it could have it's own website like some [URL="http://tripminestudios.com/forum/gd.php"]other[/URL] greenlit [URL="http://www.blackmesasource.com/"]mods[/URL]? I know there's already the [URL="http://hl2em.forumfree.it/"]forums[/URL], but the last mod related post was in October. Obviously this thread here would still be the hub for discussion, but if the website had a blog, a link to new posts could just be posted here. That way there would be a place to go to see all the updates in an organized fashion.
(Obviously I don't actually expect you guys to actually do this, but it sounds like a good idea to me. :v:)
-snip-
I didn't know we were doing the episodes too.
i'm sure that the HL2EM team would be working on HL2 before the episodes if that were planned.
[QUOTE=Hideyoshi;44474523]This is mostly unrelated to the mod, but...
[URL="http://bloodlinesresurgencemod.com/"]This mod has a similar premise;[/URL] it's updating an old source game to the Alien Swarm engine and improving the assets used in the game like textures. [/QUOTE]
I work for [URL="http://bloodlinesresurgencemod.com/news/74-joining-forces"]Bloodlines Resurgence[/URL] as well :v:.
[editline]7th April 2014[/editline]
[QUOTE=SonicHitman;44474942]i'm sure that the HL2EM team would be working on HL2 before the episodes if that were planned.[/QUOTE]
I think Episode One/Two will only have minimum support - "Port only".
Also, most of the EP2 cinematic physics models crash the game on load.
[QUOTE=Pigbear;44474873]I didn't know we were doing the episodes too.[/QUOTE]
My own project, actually. Not because I am on the team.
[QUOTE=Falkok15;44476786]My own project, actually. Not because I am on the team.[/QUOTE]
If you aren't making something for the mod, don't bloody post it here
All it does is confuse the shit out of everyone
[QUOTE=Ken Chan;44476254]I work for [URL="http://bloodlinesresurgencemod.com/news/74-joining-forces"]Bloodlines Resurgence[/URL] as well :v:.
[/QUOTE]
Bloodlines Resurgence looks pretty dead.
No updates for almost 1/2 a year.
Is it still being worked on?
NOTE: Not a suggestion, just wanted to hear your opinions.
Just a thought, but I always found it weird that specifically, only the path the player must follow is the one that is visibly possible to get through, just one, and every other path is blocked with whatever, what if you had pathways that the player can get to, but knowing they are not the correct ones he just can´t cross them, like invisible walls, and then imply that the character just feels compelled to not leave.
At the part where you go over a fence and enter an alley before going into the appartments block in point insertion, there are some cops arresting 2 citizens, and the exit has a apc stationed there, but it isn´t really blocking, you could get through the cops, but there IS an invisible wall.
In games like battlefield, you can see a whole world you can go to beyond the area you are supposed to be in, and despite you´re forced to stay in it, it´s not like in most games where by pure coincidence, EVERY path you´re not supposed to take is just blocked.
It's called directing the player.
These aren't open world exploration games. You're taking the player along for a story ride. No point in leaving pointless paths that lead to dead ends unless you're going to give the player some goodies at the end, because that space could be removed to save memory.
[QUOTE=tehstrelok;44478066]NOTE: Not a suggestion, just wanted to hear your opinions.
Just a thought, but I always found it weird that specifically, only the path the player must follow is the one that is visibly possible to get through, just one, and every other path is blocked with whatever, what if you had pathways that the player can get to, but knowing they are not the correct ones he just can´t cross them, like invisible walls, and then imply that the character just feels compelled to not leave.
At the part where you go over a fence and enter an alley before going into the appartments block in point insertion, there are some cops arresting 2 citizens, and the exit has a apc stationed there, but it isn´t really blocking, you could get through the cops, but there IS an invisible wall.
In games like battlefield, you can see a whole world you can go to beyond the area you are supposed to be in, and despite you´re forced to stay in it, it´s not like in most games where by pure coincidence, EVERY path you´re not supposed to take is just blocked.[/QUOTE]
If you want to go play a maze game feel free. I'd prefer to know where I'm going rather than getting lost for an hour and being forced to find a walkthrough.
[editline]7th April 2014[/editline]
And any invisible walls you should be able to get around should probably be well-plugged.
[QUOTE=tehstrelok;44478066]NOTE: Not a suggestion, just wanted to hear your opinions.
Just a thought, but I always found it weird that specifically, only the path the player must follow is the one that is visibly possible to get through, just one, and every other path is blocked with whatever, what if you had pathways that the player can get to, but knowing they are not the correct ones he just can´t cross them, like invisible walls, and then imply that the character just feels compelled to not leave.
At the part where you go over a fence and enter an alley before going into the appartments block in point insertion, there are some cops arresting 2 citizens, and the exit has a apc stationed there, but it isn´t really blocking, you could get through the cops, but there IS an invisible wall.
In games like battlefield, you can see a whole world you can go to beyond the area you are supposed to be in, and despite you´re forced to stay in it, it´s not like in most games where by pure coincidence, EVERY path you´re not supposed to take is just blocked.[/QUOTE]
Personally I would love this, and those extra places would have cool goodies like health and armor or ammo.
But the only way for it to work witout confusing the player is to direct the player using light and color patterns. make the secret areas dark and harder to notice and they won't feel shoehorned in; aand players won't get confused with where to go.
[editline]sd[/editline]
wait isn't this already happening though? fat corgi said there would be cool secrets and extra paths like you said.
[editline]sd[/editline]
[QUOTE=gk99;44479568]If you want to go play a maze game feel free. I'd prefer to know where I'm going rather than getting lost for an hour and being forced to find a walkthrough.
[editline]7th April 2014[/editline]
And any invisible walls you should be able to get around should probably be well-plugged.[/QUOTE]
[QUOTE=lintz;44478839]It's called directing the player.
These aren't open world exploration games. You're taking the player along for a story ride. No point in leaving pointless paths that lead to dead ends unless you're going to give the player some goodies at the end, because that space could be removed to save memory.[/QUOTE]
You do know that adding extra pathes isn't going to confuse anyone or turn the game into a "maze" if you do it right, right?
Directing the player doesn't mean forcing the player down one straight line with the occasional left and right turn. I mean, if you wanted it to be that then sure. But directing the player in development in modern video games the developers usually use color coding, lighting, or simply more eyecatching visual ques to teach the player where to go subliminally. An example of this is the last of us. Even though the game is linear, there are still a ton of extra paths with different ways to get to point b, but players don't get confused because they use a combination of color coding, lighting, and visual ques (like construction tape) to get the player to go where they want.
If you get lost even in linear games like the last of us just because there is more than one path, you completely deserve to spend an hour looking for a walkthrough online, and you should stop holding the game industry back by quitting games all together.
[QUOTE=kaze4159;44476827]If you aren't making something for the mod, don't bloody post it here
All it does is confuse the shit out of everyone[/QUOTE]
Sorry, just needed a place to post it. Sorry for the confusion!
[B]Here's a (OFFICIAL) WIP Asset List for the mod:[/B]
-snip, go to [B]page 204[/B]
We'd also like to welcome two new members to the team, [I]H.Grunt[/I] and [I]SedimentarySocks[/I].
god damn if that isn't going to be an excursion
did not realize how little textures were done
[QUOTE=endorphinsam;44479766]
You do know that adding extra pathes isn't going to confuse anyone or turn the game into a "maze" if you do it right, right?
If you get lost even in linear games like the last of us just because there is more than one path, you completely deserve to spend an hour looking for a walkthrough online, and you should stop holding the game industry back by quitting games all together.[/QUOTE]
I don't get lost when games are made well with good obvious pathways. A good example of a bad one would be the first Dark Brotherhood quest in TES:Oblivion. It makes you go through a trap door on the floor in a dark corner under some upward stairs. Now I'm just saying, assuming it's a player's first time playing HL2, Ravenholm isn't exactly the most straightforward chapter later on. Adding extra paths that aren't somewhat hidden in it, amongst a few other levels I'm sure, would be a horrible design decision.
[sp]Also the second part of what you said is just a little ignorant.[/sp]
[QUOTE=etrius0023;44478046]Bloodlines Resurgence looks pretty dead.
No updates for almost 1/2 a year.
Is it still being worked on?[/QUOTE]
It's not related to this mod, aside from Ken also working on it, but there are comments from the team members as new as a month ago, as well as posts on their [URL="http://bloodlinesresurgencemod.com/forum/main-forum"]forum[/URL]. They probably just haven't made much progress, or at least none to show off. At least they actually have [URL="http://bloodlinesresurgencemod.com/downloads/installation-guide"]something[/URL] released.
On a mod related note, it's nice to see new members, but wow, you guys still have a lot of work ahead of you.
I think branching paths can work if you're smart about the implementation. Besides the ideas already mentioned here, you could make the endpoint of a branching path be out of view of the main path, so you'd be unlikely to see the exit from it unless you scrutinize every nook. You could also try using elevation (e.g.; a steep staircase) to subconsciously make the player consider not taking the end of the branching path. You could make backtracking impossible too, but that probably feels cheap and/or is a last resort.
Edit: Or, when the player reaches beyond a certain point and did not choose the branching path, the exit of the endpoint becomes locked, either by a locked door or something less immersion-breaking like a ceiling cave-in.
[QUOTE=etrius0023;44478046]Bloodlines Resurgence looks pretty dead.
No updates for almost 1/2 a year.
Is it still being worked on?[/QUOTE]
I am pretty sure the mod got abandoned, I remember seeing him make a post about that on [URL="http://www.planetvampire.com"]www.planetvampire.com[/URL], not sure if it was licensing issues or something else
[QUOTE=billi999;44481869]I think branching paths can work if you're smart about the implementation. Besides the ideas already mentioned here, you could make the endpoint of a branching path be out of view of the main path, so you'd be unlikely to see the exit from it unless you scrutinize every nook. You could also try using elevation (e.g.; a steep staircase) to subconsciously make the player consider not taking the end of the branching path. You could make backtracking impossible too, but that probably feels cheap and/or is a last resort.
Edit: Or, when the player reaches beyond a certain point and did not choose the branching path, the exit of the endpoint becomes locked, either by a locked door or something less immersion-breaking like a ceiling cave-in.[/QUOTE]
No, branching paths will just create a bigger clusterfuck for us mappers. Branching paths will have little gameplay benefits other than forcing us to create a larger skybox and more unnecessarily work.
[QUOTE][QUOTE=OfficerLamarr;44456412]Today I've started to remake d1_trainstation_01 with Left 4 Dead 1 & 2 props and materials. It's heavily W.I.P.
[IMG]http://i.imgur.com/Qy5HnPw.jpg[/IMG]
[IMG]http://i.imgur.com/pt8HfTq.jpg[/IMG]
[IMG]http://i.imgur.com/ha8dLj3.jpg[/IMG]
[B]Full list of Changes:[/B]
• The bridge over the railway has been removed since it does not make much sense for it to be there since the track section is so small they would just detour roads around it.
• The brick building above the railway tunnel has been re-done with materials and props from Left 4 Dead, I also added some delivery vans.
• There is now a road above the railway tunnel, with a railing.
• The prop building to the right of the railway tunnel is now brush based with Left 4 Dead materials. It also includes a grass area with a tree and picnic tables.
• All signals have been removed and replaced with two large ones.
• Most signs around the track have been removed.
• The randomly dis-attached tank car has been removed.
Tell me what you think, does it feel too off HL2's style?[/QUOTE]
[/QUOTE]
The signals aren't consistent with HL2's setting, those are old semaphores like the ones you would see in the UK, I'm not even sure why they were made for L4D. :v:
[QUOTE=superstepa;44482107]I am pretty sure the mod got abandoned, I remember seeing him make a post about that on [URL="http://www.planetvampire.com"]www.planetvampire.com[/URL], not sure if it was licensing issues or something else[/QUOTE]
A later post on that site said a side project came about that is porting the game to unity instead... And now the web site is actually closed, so this change came about fairly recently.
[QUOTE=Callinstead;44483719]The signals aren't consistent with HL2's setting, those are old semaphores like the ones you would see in the UK, I'm not even sure why they were made for L4D. :v:[/QUOTE]
And HL2's rail signals are French, your point? :v:
[img]http://www.saferail.fr/en/images/signal-nantes2.jpg[/img]
Sorry for the tiny picture, literally the only one of a french rail signal I could find.
[editline]8th April 2014[/editline]
Note the little "Nf" sign, used in HL2.
[t]http://combineoverwiki.net/images/0/07/Trainstation_back1.jpg[/t]
Fat-Corgi, there are similar lists with other kind of stuff to done, like models or bugs to fix at the maps?
I would like to help, but I'm not that good with textures.
[QUOTE=Maestro Fenix;44485982]Fat-Corgi, there are similar lists with other kind of stuff to done, like models or bugs to fix at the maps?
I would like to help, but I'm not that good with textures.[/QUOTE]
I'm working on a models list as well as sounds and map changes.
If you look down the bottom of the spreadsheet there's several tabs. I stopped working on the asset list for a bit at props_lab. It's not the most enjoyable task to do all at once
[QUOTE=pinecleandog;44486169]I'm working on a models list as well as sounds and map changes.
If you look down the bottom of the spreadsheet there's several tabs. I stopped working on the asset list for a bit at props_lab. It's not the most enjoyable task to do all at once[/QUOTE]
I can help you with that if you want.
[QUOTE=UberMunchkin;44491044]This one's for the guys in charge of fixing the maps:
[media]http://www.youtube.com/watch?v=lqUz5dEhFY0
[/media][/QUOTE]
keep that in but make the train usable with a level change on use to nova prospekt
Sorry, you need to Log In to post a reply to this thread.