• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=gk99;44544694]He's talking about rebels, not metrocops.[/QUOTE] [QUOTE=Deathgrunt;44541768]I think there could be some tie up metro cops in rebel controlled areas along with [B]rebels in full metro gear painted with the Lambda and/or green.[/B][/QUOTE] Yes I know he's talking about the rebels, and I'm saying that the lack of the helmets (which I can only assume he meant with "full metro gear") on the rebels is a big thing.
[QUOTE=vexx21322;44540142]Read that again.[/QUOTE] You make it sound like it's the name of hybrids lead by another unknown race. It's not. That's like calling the Russian race "The Axis Powers". [QUOTE=Marc Laidlaw]"the combine" is a name for a large organization. So asking if the advisors are the combine is like asking if a roman senator is the roman empire. There's no one creature called the combine.[/QUOTE] [QUOTE=Marc Laidlaw]the combine is a combination of different species (including humans) working (or forced to work) together.[/QUOTE]
[QUOTE=RaTcHeT302;44533246]This gives me a Max Payne 3 vibe more than anything else. It doesn't feel very Half Life-ish at least to me, it feels very distant from that. I'm not sure about the first song either, it'll probably fit as a main menu theme but we might as well just use the original OST which fits pretty nicely already. Edit: I probably just have to get used to them I guess.[/QUOTE] I really appreciate the criticism, both of these sounds are for non-action scenes, I plan on working on drum filled tracks like the ones you posted. Once again thanks for the criticism.
[QUOTE=Garrison;44548950]I really appreciate the criticism, both of these sounds are for non-action scenes, I plan on working on drum filled tracks like the ones you posted. Once again thanks for the criticism.[/QUOTE] I reckon it sounds very Half-Life esq, Keep it up man!
[QUOTE=Falkok15;44535153]we don't actually know what normal Combine look like[/QUOTE] [IMG]http://i-farmtools.iastate.edu/combine2.jpg[/IMG] mystery solved
[QUOTE=xalener;44549149][IMG]http://i-farmtools.iastate.edu/combine2.jpg[/IMG] mystery solved[/QUOTE] I can never follow the Half-Life lore if this is the kind of unexpected stuff we're going to be getting god Valve you're so unpredictable who'd have thunk?
What if one of those things ate a vortiguant somehow causing it to become sentient and actually did start ruling the earth
[QUOTE=Kickin Balls;44550679]I can never follow the Half-Life lore if this is the kind of unexpected stuff we're going to be getting god Valve you're so unpredictable who'd have thunk?[/QUOTE] You're forgetting the level where you have to steal the combine for the hippy's weed farm.
We should probably have skingroups for items that get submerged in water or toxic waste or something, it is a bit jarring that wooden crates that have been underwater are still perfectly dry
This is offtopic from whatever discussion you're having, but if you somehow managed to re-work the shaders to support colored specular maps (as of now, specular maps in source act only as masks for certain effects, such as envmap or phong). This will help you by a looooooooot.
[QUOTE=Kickin Balls;44545127]Maybe odd bits from metrocops like leg and arm padding but the chest shouldn't have any extra stuff on it, because AFAIK it is already padded with something (their chests usually look a little bigger than their citizen clothed neighbours) Plus, you'd want to distinguish them still. Alternatively, just make it so they have rebel-styled armour, that isn't taken from combine forces.[/QUOTE] When people always talk about armour it always made me quip to a friend that if it had been me I'd have stolen it all and hoarded it up. He made this pose referencing it. [t]https://dl.dropboxusercontent.com/u/11994337/prizonz_unfinished.jpg[/t]
[QUOTE=ViralHatred;44552265]When people always talk about armour it always made me quip to a friend that if it had been me I'd have stolen it all and hoarded it up. He made this pose referencing it. [t]https://dl.dropboxusercontent.com/u/11994337/prizonz_unfinished.jpg[/t][/QUOTE] Hot Damn, That posing looks good.
Are the maps being changed? Are any more being added? I felt Route Kanal and Highway 17 could have been a bit longer.
Seriously? Route Kanal was too damn long as it was. I remember when first playing Half-Life 2 on release day that at first it was cool getting to drive a vehicle in a half-life game, but after a while I just thought "jeez, can I get back to shooting guys and monsters now, I'm sick of driving this boat and stopping to clear obstacles so I can continue to drive the boat..." Highway 17 had the same problem. Episode Two managed to solve that, driving sections were far more pleasurable.
[QUOTE=evil_twin;44553266]Seriously? Route Kanal was too damn long as it was. I remember when first playing Half-Life 2 on release day that at first it was cool getting to drive a vehicle in a half-life game, but after a while I just thought "jeez, can I get back to shooting guys and monsters now, I'm sick of driving this boat and stopping to clear obstacles so I can continue to drive the boat..." Highway 17 had the same problem. Episode Two managed to solve that, driving sections were far more pleasurable.[/QUOTE] But the main part of airboat driving was Water Hazard, wasn't it? [I]I[/I] have positive memories of that section. I agree with you on HW17 tho ...
[QUOTE=evil_twin;44553266]Seriously? Route Kanal was too damn long as it was. I remember when first playing Half-Life 2 on release day that at first it was cool getting to drive a vehicle in a half-life game, but after a while I just thought "jeez, can I get back to shooting guys and monsters now, I'm sick of driving this boat and stopping to clear obstacles so I can continue to drive the boat..." Highway 17 had the same problem. Episode Two managed to solve that, driving sections were far more pleasurable.[/QUOTE] That's Water Hazard you're thinking of, not Route Kanal. Water Hazard is the [QUOTE=evil_twin;44553266] too damn long as it was[/QUOTE] chapter as you so put it, while Route Kanal was the chapter where you were mainly [QUOTE=evil_twin;44553266] shooting guys and monsters[/QUOTE]
Route Canal was pretty fun, I'd advocate making it longer since it doesn't make sense that you go through a tunnel was 30 meters long and suddenly the Citadel is like 1-2 kilometers away from where it was before we entered the tunnel. :v: Tbh I actually just want a part where we go through a Razor Train tunnel and get to jump on the train and ride it for a bit then jump off. That's a hell of a stretch though, the only way I'd see that is if I learned to map. Also, players are idiots, I could see them getting stuck and not knowing what to do unless you put a flashing sign that said [highlight]JUMP ON THE TRAIN[/HIGHLIGHT] and another that said [highlight]NOW JUMP OFF HERE[/highlight].
Has anything major happened in the past 5 days? I've been at a FIRST Robotics Competition in Boston (Team 999) I also had no idea that PAX was going on there until I saw a few people in our hotel.
It'd be cool if the metrocops could rappel off some of the overpasses/bridges for a few extra fights here and there in water hazard.
[QUOTE=Mr. Someguy;44556930]Route Canal was pretty fun, I'd advocate making it longer since it doesn't make sense that you go through a tunnel was 30 meters long and suddenly the Citadel is like 1-2 kilometers away from where it was before we entered the tunnel. :v: Tbh I actually just want a part where we go through a Razor Train tunnel and get to jump on the train and ride it for a bit then jump off. That's a hell of a stretch though, the only way I'd see that is if I learned to map. Also, players are idiots, I could see them getting stuck and not knowing what to do unless you put a flashing sign that said [highlight]JUMP ON THE TRAIN[/HIGHLIGHT] and another that said [highlight]NOW JUMP OFF HERE[/highlight].[/QUOTE] Put an intelligence slider in: <Let's Player>-------------[]--------<Competent Human Being>
[QUOTE=Minelayer;44557177]It'd be cool if the metrocops could rappel off some of the overpasses/bridges for a few extra fights here and there in water hazard.[/QUOTE] They [I]already do[/I] but I don't see where else they could really go
[QUOTE=Mr. Someguy;44556930]Tbh I actually just want a part where we go through a Razor Train tunnel and get to jump on the train and ride it for a bit then jump off. That's a hell of a stretch though, the only way I'd see that is if I learned to map. Also, players are idiots, I could see them getting stuck and not knowing what to do unless you put a flashing sign that said [highlight]JUMP ON THE TRAIN[/highlight] and another that said [highlight]NOW JUMP OFF HERE[/highlight].[/QUOTE] I could imagine a part where the area you're in comes to a dead end pretty much, with the train in sight and the doors open, and possibly a crate of ammo or a medkit there to entice players to go inside. Once inside, the doors shut and the train takes off. Once you've made your way to the front of the train it would slow down and come to a complete stop, the doors open and you come to an seemingly empty area where a squad of CPs are hiding, ready to ambush you.
I'd like it if you were on the roof, but the train goes off a broken bridge and you have to jump off (perhaps to the other side)
[QUOTE=Minelayer;44557177]It'd be cool if the metrocops could rappel off some of the overpasses/bridges for a few extra fights here and there in water hazard.[/QUOTE] It'd be cool if some of them were just walking or running along the walls and bridges, stopped to fire at us as we went by, then ran off-map (as if they were running back toward their APC's). [QUOTE=Marcolade;44557636]I could imagine a part where the area you're in comes to a dead end pretty much, with the train in sight and the doors open, and possibly a crate of ammo or a medkit there to entice players to go inside. Once inside, the doors shut and the train takes off. Once you've made your way to the front of the train it would slow down and come to a complete stop, the doors open and you come to an seemingly empty area where a squad of CPs are hiding, ready to ambush you.[/QUOTE] Actually I was just thinking an open-bed Razor Train just going through the tunnel at a relatively fast speed, but slow enough that the player should think "Can I jump on that safely?"
[QUOTE=Mr. Someguy;44557955]Actually I was just thinking an open-bed Razor Train just going through the tunnel at a relatively fast speed, but slow enough that the player should think "Can I jump on that safely?"[/QUOTE] I was thinking that too, but I was kind of leery on how that might turn out gameplay-wise for ordinary players. Take, for example, Valve's playtesters who seem to have the intuition of a lead brick and have to be led by the nose to wherever they need to go, it seems like. If something isn't as obvious as it should be, they could end up getting confused and/or frustrated.
[QUOTE=Marcolade;44558295]I was thinking that too, but I was kind of leery on how that might turn out gameplay-wise for ordinary players. Take, for example, Valve's playtesters who seem to have the intuition of a lead brick and have to be led by the nose to wherever they need to go, it seems like. If something isn't as obvious as it should be, they could end up getting confused and/or frustrated.[/QUOTE] The best story is the EP2 Playtester who ran around in a circle for half an hour in the Antlion Caves. There's one entrance, one exit, and one side-tunnel. How the [I]fuck[/I] do you manage to be so stupid?
[QUOTE=Mr. Someguy;44558322]The best story is the EP2 Playtester who ran around in a circle for half an hour in the Antlion Caves. There's one entrance, one exit, and one side-tunnel. How the [I]fuck[/I] do you manage to be so stupid?[/QUOTE] This might clear things up (from Cracked.com) "[B]The Dream:[/B] This is the job every boy wants when he's 13, and it is, in fact, real. Video game developers and companies will actually pay people to play video games all day, as that's the only way to track down bugs before release. And yes, "before release" means not only do you get paid to play, you get to play the games months or years before anyone else. Did we say we dreamed of it when we were 13? Hell, this is the job we want now. [B]The Reality:[/B] It's sort of like getting a job testing various sex lubrication formulas, only to realize that the goal is finding out which ones make your dick break out in an angry rash. The entire point of play testing is to find the parts of the game that are horrible, frustrating and broken, and play them over and over and over and over. The life of a games tester is ruled by strict guidelines from the developers which condemns you to playing the same small section of the same game for your entire eight hour shift. Each time you hit a glitche, you write up a small treatise describing exactly how you found it. They'll try to fix it, you'll go back the same spot and play it over and over again to make sure. This goes on for weeks. Also keep in mind that sometimes you won't even get to play games, but, rather, will be asked to test the hardware itself which includes such life-affirming assignments as turning the console on and off hundreds of times while carefully timing and documenting how long it takes to power-up each time. Also, the "perk" of being able to play games long before their commercial releases is quickly corrupted when the realization hits that the further ahead of the release date you are, the more unfinished and irritating the product is to play. Unfinished levels, features that are only halfway implemented, rampant bugs and glitches mean that by the time the game actually makes it to shelves, the very thought of it will make you break into a cold sweat and scream "FUCK YOU!" every time you pass an EBGames (if you don't do that already)."
[QUOTE=SimplePlanz69;44558447]This might clear things up (from Cracked.com) - story -[/QUOTE] Link? I'd love to read the whole article.
[QUOTE=ViralHatred;44552265]When people always talk about armour it always made me quip to a friend that if it had been me I'd have stolen it all and hoarded it up. He made this pose referencing it. [t]https://dl.dropboxusercontent.com/u/11994337/prizonz_unfinished.jpg[/t][/QUOTE] I see and AR1 (AK-47) there. Anyway, will you guys put some cut weapons from half life 2? Just like the AR1(AK-47) and XM29 OICW. I think the AR1 fits with rebels more than the AR2. And i think binoculars should be added again (it used to be in half life 2) and it is integrated with the suit zoom feature (just put a bit of animation). I hope this is not dumb
[QUOTE=CrystalGamma;44558809]Link? I'd love to read the whole article.[/QUOTE] [url]http://www.cracked.com/article_17066_6-dream-jobs-that-would-actually-suck.html[/url]
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