• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=HGrunt;40877797]Should you really put a lot of effort into a model that is only seen for a few seconds in the background?[/QUOTE] I'd say that all that needs revamp is the hl1 textures they lazily reused
[QUOTE=HGrunt;40877797]Should you really put a lot of effort into a model that is only seen for a few seconds in the background?[/QUOTE] Well we've already spent pages discussing map errors which almost no one notices and arguing over the quality of the textures of miscellaneous objects like soda cans.
[QUOTE=zeldar;40879406]Well we've already spent pages discussing map errors which almost no one notices and arguing over the quality of the textures of miscellaneous objects like soda cans.[/QUOTE] I'm going to be blunt and honest, but I do not think we need to address inconsistencies. It's rather a lot of work to appeal to an extremely small percentage of the people who play HL2. I think we should throw our efforts into making the levels look much better and prettier. If we tried to fix every inconsistency, we'd never finish.
[QUOTE=Stiffy360;40880303]I'm going to be blunt and honest, but I do not think we need to address inconsistencies. It's rather a lot of work to appeal to an extremely small percentage of the people who play HL2. I think we should throw our efforts into making the levels look much better and prettier. If we tried to fix every inconsistency, we'd never finish.[/QUOTE] Since map states can be saved and carried over from level to level it would be nice if levels were consistent. That stash of crates you left by that fence in that courtyard you're headed to? Suddenly still there a few levels later.
[QUOTE=Ereunity;40880426]Since map states can be saved and carried over from level to level it would be nice if levels were consistent. That stash of crates you left by that fence in that courtyard you're headed to? Suddenly still there a few levels later.[/QUOTE] You can usually only go back / forward 3/4 maps max. [QUOTE=Stiffy360;40880303]I'm going to be blunt and honest, but I do not think we need to address inconsistencies. It's rather a lot of work to appeal to an extremely small percentage of the people who play HL2. I think we should throw our efforts into making the levels look much better and prettier. If we tried to fix every inconsistency, we'd never finish.[/QUOTE] Thank you, I totally agree: I think most of the design choices where the best possible decision. There are a few things that are definitely carrying over (Some of the brush changes from before and after the uprising): but I don't think we should worry about changes that are minor, and that are generally made different for specific reasons.
I hope expanding skyboxes and making levels believable is included in making them prettier, because doing things like that would really increase the immersion and overall enjoyment of the levels. (in my opinion)
[QUOTE=QwertySecond;40875732]Thinking back to the Dog vs APC fight, there's a substantial amount of combine hardware (APC, soldiers, dropships) and I think Gordon inadvertently fended off a major attack on Kleiner's lab. There's damage to the lab, most of his equipment is shut down, he's got a shotgun ready and appears terrified, and the original entrance you use has been barricaded. Could this section be expanded to include a much larger fight against several squads of combine?[/QUOTE] Actually, there was only one squad of Combine Soldiers there, plus the APC. The Soldiers were mostly inside the building, only 2 were outside iirc. If you notice, when the first 2 see you, one of them fires a flare. The flare is the reason the Dropship arrived with a container of Soldiers. They probably saw Freeman and DOG together and decided to signal for help.
There's a lot of little consistency things I'd never even thought of until this mod.
Though it looks dated now, and could really use this mod, i remember being absolutely amazed by the sudden change from hl1 graphics to hl2's graphics. It looked so freaking amazing.
[QUOTE=Sir Max;40880640]I hope expanding skyboxes and making levels believable is included in making them prettier, because doing things like that would really increase the immersion and overall enjoyment of the levels. (in my opinion)[/QUOTE] They should try for Left 4 Dead level skyboxes. Skybox detail isn't hugely difficult, I don't think, so that shouldn't be a -lot- to ask for I don't think. Especially in the city, where they could take the Dead Air approach and have a modeller wip up [url=http://cloud-2.steampowered.com/ugc/884109618843623206/8B446355F8D8022AC3457A62F698B38E701CC296/]'skybox city' model[/url] that could just be reused on all sides of the map. [t]http://images1.wikia.nocookie.net/__cb20090724044811/left4dead/images/5/50/L4d_airport02_offices0059.png[/t]
[QUOTE=Stiffy360;40880303]I'm going to be blunt and honest, but I do not think we need to address inconsistencies. It's rather a lot of work to appeal to an extremely small percentage of the people who play HL2. I think we should throw our efforts into making the levels look much better and prettier. If we tried to fix every inconsistency, we'd never finish.[/QUOTE] In a way, I sort of agree with this, I never noticed these details until I began actively looking for them. That said, during my first play through there were many points in the game where I didn't realise I was revisiting old ground, and plenty of other times where I felt that I was just wandering aimlessly through disconnected corridors. Addressing all these minor inconsistencies so that levels meld together creates a bit more of a living, believable world, and can expose opportunities to add a bit more gameplay. And small things, like windows and building colour, can be tackled while fixing the maps anyway, as they're not particularly large jobs. Oh, and who was doing those vector diagrams? Do you reckon you could also do the maps in water hazard and the coast?
When I played through HL2 the first time, I did NOT realise you entered the train station plaza after the week teleport until about my 3rd playthrough.
After the week teleport?
After Nova Prospekt.
[QUOTE=Sobek-;40886605]After the week teleport?[/QUOTE] The teleportation from Nova Prospekt to Kleiner's lab takes a week. That's why his little graph was going haywire.
[QUOTE=CMB Unit 01;40887493]The teleportation from Nova Prospekt to Kleiner's lab takes a week. That's why his little graph was going haywire.[/QUOTE] I remember Mossman explaining at Black Mesa East why the Combine had such a shit teleport, the reason if I remember correctly being that they were unable to discover the means of single-dimension teleportation due to their inability to factor in the Dark Energy equation. Because of this, they're forced to use much slower and conventional means of transportation if they want to stay within a single dimension. The Combine eventually figure it out using string based technology, the downsides being that they can't teleport large masses (like the war vessels used during the 7 Hour War) and that the teleport needed a long ass time to recharge. It's because of their crap teleport tech that they settled with blowing up the citadel to create a super portal from their world to Earth, so that they could send in an entire invasion force of their more advanced military shit.
I personally enjoy fixing inconsistencies, so as long as they don't detract from the game I don't mind spending time doing that. :v: [QUOTE=UntouchedShadow;40888283]It's because of their crap teleport tech that they settled with blowing up the citadel to create a super portal from their world to Earth, so that they could send in an entire invasion force of their more advanced military shit.[/QUOTE] Well, that was more to do with the Citadel's central transport being broken after Gordon smashed it. Their teleportation tech is fine for travelling between universes, it's travelling within universes that they struggle. Mossman was presumably helping them fix that, but the events of HL2 happened before she could properly perfect it.
[QUOTE=Butthurter;40884602]that they didnt compile the day1 and day3 maps properly so every single one of them will go fullbright if you have hdr disabled[/QUOTE] holy shit i just realized that the 'd' prefix in mapnames meant day oh man
Here's a small thing that's always bothered me. When you punt the paint cans, the paint splatter is always the same shape. Is it possible to create a few more decals and have it randomize which one it applies?
[QUOTE=Chaotic Lord;40890682]Here's a small thing that's always bothered me. When you punt the paint cans, the paint splatter is always the same shape. Is it possible to create a few more decals and have it randomize which one it applies?[/QUOTE] I once spent a lot of time painting a room white, only to discover that the corner I had previously so carefully painted had hit the decal limit and was now completely non-painted. It was still surprisingly fun
[QUOTE=I am Error;40891328]I once spent a lot of time painting a room white, only to discover that the corner I had previously so carefully painted had hit the decal limit and was now completely non-painted. It was still surprisingly fun[/QUOTE] I know, until I discovered the r_decals command in the console. The game always removed decals after there was, what, 2048? It was annoying, but easily fixed by a autoexec config file. Still, it would be nice to have more than 2048 decals per map.
[QUOTE=CMB Unit 01;40887493]The teleportation from Nova Prospekt to Kleiner's lab takes a week. That's why his little graph was going haywire.[/QUOTE] Oh right that's what he meant. You'll have to forgive me though since I haven't played through HL2 in quite a while now, but what does he mean by 'you enter the train station plaza after the week teleport'... you teleport to Kleiners lab of course, and then you go fight some street skirmishes right? I'm probably just having a blank from not playing the game for so long, but I'm not understanding where the train station plaza factors in to his comment, that's all. Unless he just means you walk through the same area during the street skirmishes that you walked through at the start of the game? Sorry I just honestly can't recall the levels clearly any more :(
After the skirmish with the APC and Dog, you crawl over some rubble to enter a building and you end up coming out in the little playground area from the start of the game. That leads to the train station plaza.
Think you could make the pipe wrench guy a short term follower?
[QUOTE=Sobek-;40894211]Oh right that's what he meant. You'll have to forgive me though since I haven't played through HL2 in quite a while now, but what does he mean by 'you enter the train station plaza after the week teleport'... you teleport to Kleiners lab of course, and then you go fight some street skirmishes right? I'm probably just having a blank from not playing the game for so long, but I'm not understanding where the train station plaza factors in to his comment, that's all. Unless he just means you walk through the same area during the street skirmishes that you walked through at the start of the game? Sorry I just honestly can't recall the levels clearly any more :([/QUOTE] the area where the rebels are pulling breen's broadcasting thing down is the same area you come out of during the beginning [t]http://images.wikia.com/half-life/en/images/3/38/Rebels_trainstation_plaza.jpg[/t] [t]http://cache.kotaku.com/images/2006/06/750px-HalfLife2_City17_TrainStationSquare.jpg[/t]
Ahh cool, thought it might have been that. Cheers.
Random suggestion but it's not like this'll ever come up anywhere else.. What about giving the Combine Elite the leak Soldier voices (the ones the npc_combine_soldier actually uses in the playable leak, not any of the others). I think I might have mentioned it before but I don't remember, it's just been floating around in my head for awhile.
Elite's had different vioces?
[QUOTE=Cows Rule;40897851]Elite's had different vioces?[/QUOTE] No, the combine soldiers in general had a different voice in the beta, it was definately a load clearer and sounded pretty cool.
[QUOTE=a-cookie;40899043]No, the combine soldiers in general had a different voice in the beta, it was definately a load clearer and sounded pretty cool.[/QUOTE] In that case maybe the regular soldiers/ CP should use the beta sounds and the elite should use retail. V Alright Hgrunt, Back it the fuck up.
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