Photo of the Combine Helicopter shooting rockets: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=146580667[/URL]
It would be a good idea putting rocket launchers at their sides.
Well, this will be very helpful. I didn´t knew if the outputs that it has was from the default game or from the mod where I´m mapping. Thanks.
[QUOTE=The Vman;40712149]I think still being able to see the map in the background helped add a lot to HL2's charm, as it made the whole game feel completely seamless, since you could see that where you were in the last level is the same place you load into in the next one. Plus HL2's always had incredibly minimal graphic design, from the main menu to the end credits, there are very few things they put on the screen. So a great big loading window with all kinds of pictures and words would be very un-HL2.[/QUOTE]
Perfect counter-example for what you said is Portal 2.
[QUOTE=DatWut?;40716145]Perfect counter-example for what you said is Portal 2.[/QUOTE]
Yeah but that's Portal 2, which is arguably a completely different style to HL2.
[QUOTE=Snood_1990;40716222]Yeah but that's Portal 2, which is arguably a completely different style to HL2.[/QUOTE]
Yeah, in Portal 2 most of the loading screens are in elevators between tests. It's intentionally disjointed sections rather than a seamless journey like HL2.
The loading screens in Portal 2 annoyed me, very immersion breaking
Make the Airboat gun look like a sawnoff version of the Helicopter gun.
[QUOTE=UnrealCanine;40717352]The loading screens in Portal 2 annoyed me, very immersion breaking[/QUOTE]
Maybe not immersion breaking for me, but I hated how it was literally after every single test chamber.
[QUOTE=mySvenLabs;40718898]Maybe not immersion breaking for me, but I hated how it was literally after every single test chamber.[/QUOTE]
It was actually pretty unnecessary, more of laziness from the mappers not wanting to rig up connected chambers. Portal 2 could have and should have had less loading screens, but it was an easy way out.
[QUOTE=ColossalSoft;40721081]It was actually pretty unnecessary, more of laziness from the mappers not wanting to rig up connected chambers. Portal 2 could have and should have had less loading screens, but it was an easy way out.[/QUOTE]
Not exactly, It was mostly because of the console front, with all the texture lookups and lightmap storage they started running really thin on consoles; so they split the maps up.
In the weekend (or possibly sooner), I'll have the free time to maybe draw some Hunter-chopper concepts up if it'll help you guys.
[editline]dsjh[/editline]
Screw it, making some now :v:.
[editline]dfgjkh[/editline]
I ended up making these basic vector diagrams. Hopefully I'll be able to make some proper concept art and maybe a few more weapon layouts in the weekend or something.
[t]http://i.imgur.com/5w65Oym.png[/t]
[t]http://i.imgur.com/6MQ9Lmr.png[/t]
Man the mod name up in the corner makes it look so much more professional than it is :v:
(I also tried explaining the difference between the chopper gun and the airboat gun)
And a quick ram-shackle vector of that rocket launcher
[t]http://i.imgur.com/gLzDAlR.png[/t]
Your weapon explanations are great.
I like the retractable landing gear, I kept wondering how the hell choppers were supposed to land :v:
How'd you come up with the names? I assume you got RAH from the US Army's shelved RAH-66 Comanche, but what's SCA from?
Once I am done the airboat and buggy. I could focus on combine vehicles unless someone else wants to work on them.
Combine Vehicles? There's like 2, APC and Helicopter, and we already have the APC. I guess that leaves you for Helocopter, unless we're going to get that one that was mentioned before.
Striders. Hunters. Though technically they're more enemies.
Don't forget the dropship and the attached pod. Other than that yeah, there really aren't many non-organic vehicles in their arsenal.
[QUOTE=Ekalektik_1;40729810]Don't forget the dropship and the attached pod. Other than that yeah, there really aren't many non-organic vehicles in their arsenal.[/QUOTE]
I guess technically that is a vehicle. Alright then :v:
I just thought of something, APC's are able to tow things, but they never do except in EP2. So other than very specific Advisor houses or whatever, what exactly do they hook up to? What if there was a frame that you could place Dropship Containers into, then hook up to an APC, and use that to haul in reinforcements. You could see a couple of those parked behind APC's in C17.
I might make a concept for that now even though I suck at art :v:
What if the chopper's blades were a modification of the L4D2 chopper one where it spins up and ?dynamically? changes to be slightly blur'd?
Is there actually ever a point where we don't see the helicopter's blades spinning?
[QUOTE=Snood_1990;40730379]Is there actually ever a point where we don't see the helicopter's blades spinning?[/QUOTE]
Not to my knowledge no.
[QUOTE=Itauske Roken;40730467]Not to my knowledge no.[/QUOTE]
Well, you see it from [I]very[/I] far away before it lifts off from the pad to go fight you for the 'boss battle' in the canals.
[QUOTE=glitchvid;40721434]Not exactly, It was mostly because of the console front, with all the texture lookups and lightmap storage they started running really thin on consoles; so they split the maps up.[/QUOTE]
guess thats what you get for having to make games on a console almost as old as source itself
[QUOTE=Mr. Someguy;40729994]I guess technically that is a vehicle. Alright then :v:
I just thought of something, APC's are able to tow things, but they never do except in EP2. So other than very specific Advisor houses or whatever, what exactly do they hook up to? What if there was a frame that you could place Dropship Containers into, then hook up to an APC, and use that to haul in reinforcements. You could see a couple of those parked behind APC's in C17.
I might make a concept for that now even though I suck at art :v:[/QUOTE]
Okay screw that, wasted an hour on it only for the models to not show up in game.
Basically just think something like this only if fits the shape of a troop container and has more parts to hold it in place:
[img]http://i110.photobucket.com/albums/n114/kern-o/TrailerBunks.jpg[/img]
[QUOTE=Snood_1990;40730379]Is there actually ever a point where we don't see the helicopter's blades spinning?[/QUOTE]
no
[QUOTE=Mr. Someguy;40729994]I guess technically that is a vehicle. Alright then :v:
I just thought of something, APC's are able to tow things, but they never do except in EP2. So other than very specific Advisor houses or whatever, what exactly do they hook up to? What if there was a frame that you could place Dropship Containers into, then hook up to an APC, and use that to haul in reinforcements. You could see a couple of those parked behind APC's in C17.
I might make a concept for that now even though I suck at art :v:[/QUOTE]
But why would they do that when they could just use dropships?
Well, why do they use helicopters if they can just use gunships?
[QUOTE=Mr. Someguy;40735896]Well, why do they use helicopters if they can just use gunships?[/QUOTE]
Gunships are creatures that work for them and get fucked up after three rockets. They 100% have control over everything helicopters do, and they take more than three rockets. Plus Gunships can't drop bombs.
[QUOTE=ColossalSoft;40736250]Gunships are creatures that work for them and get fucked up after three rockets. They 100% have control over everything helicopters do, and they take more than three rockets. Plus Gunships can't drop bombs.[/QUOTE]
They used to have a pulse cannon like the Combine Mortar on their belly, and very early on the leak, they shot rockets.
[QUOTE=Mr. Someguy;40728499]How'd you come up with the names? I assume you got RAH from the US Army's shelved RAH-66 Comanche, but what's SCA from?[/QUOTE]
I'm very very late, but I try and name things the same way they do in real life. In real life, RAH stands for Recon Attack Helicopter, which I guess in hindsight doesn't fit the Hunter Chopper that well, but I was going off the fact that Hunter Choppers could be seen on the city outskirts patrolling and looking for rebels.
SCA I made up. I just came up with Singularity Charge Automatic and just slammed them into a random acronym :v:.
And on the subject of Choppers vs Gunships, I feel that Hunter Choppers are geared more towards urban patrolling and anti-rebellion, since its super-inaccurate cannon and low-yield bombs would be useless in any role besides crowd control. The only reason a chopper responded to the airboat and not a gunship was because it was the only thing that could respond fast enough to stop freeman getting to BME. Meanwhile, gunships are a more precise weapon, using slow, high power and low spread weapons to deal with small amounts of targets at a time. You could theoretically say that choppers were phased out toward the end of the game because the Combine realised that rebels don't have the manpower to try zerg rushing, and instead were using guerrilla tactics. Thus the gunships became more useful.
Another explanation would be that as RPGs got incredibly common, choppers, which needed to fly above the skyline, became more and more vulnerable. Thus, the Combine needed something which was simultaneously agile enough to fly at street level, and aware enough to take extra precaution against collision. The fact that they already had the gunship was merely a convenience.
TL;DR: Maybe the gunships go pew pew and snipe targets, while choppers go bang chk chk and take out riots.
Anyway, is there anything else technical that needs concepting? Because if not, I'll go back to making hunter-chopper related things.
Sorry, you need to Log In to post a reply to this thread.