• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
The mapper's pass of the coast seems like it will be the longest to work on considering all the things that can be fixed and the size of the maps
Regarding the elevator, I would say just add some 'filler' floor between the two levels, and add some sparks and groaning sounds from the motor just to give the player the impression they're in a rickety old lift - that way they won't expect to move quickly and will instead be focused on what Alyx is saying. You can add some wall lights and such to the gap between the floors just to fill that space and make it seem natural? Should be pretty easy to sort that one out I think.
What's a mapper's pass?
[QUOTE=Sir Max;41027411]The mapper's pass of the coast seems like it will be the longest to work on considering all the things that can be fixed and the size of the maps[/QUOTE] Yes indeed, but the coast was one of my favorite chapters in HL2, and it's worth it to make it look better. I hope you don't mind us taking a few artistic and some that affect gameplay in the maps. (to make things make sense) We'll try to keep the style and ambiance of the map, but you may find a few things you haven't seen before.
[QUOTE=Azzator;41027359]Which reminds me, does anyone find it quite unusual how Highway 17 [i]ends at a goddamn lighthouse[/i]? You'd think a major thoroughfare like that would at least end in a junction to another road.[/QUOTE] I think that was one of the things I suggested fixing awhile back, I don't remember if any team members responded to that though. My auggestion was to have the road pass the town (you'll go off on a dirt road to where the houses are) and off somewhere else. Perhaps the road could have off between the cliffs and be blocked off by a gate like the ones seen at NLO and that abandoned junkyard-type place. Also back on that website, I found something interesting. [t]http://i460.photobucket.com/albums/qq330/HTML_Earth/Highway17.jpg[/t][t]http://i460.photobucket.com/albums/qq330/HTML_Earth/Canals.jpg[/t] The maps overlap each other, quite badly. Would it be possible to extend the journey on the traintracks horizontally after leaving Ravenholm? It could be an excuse to throw in that Coal Processing Plant I mentioned in my Ravenholm Post. So then, instead of going around the turn right away, you'd leave, walk down the tracks with the processing plant beside you (fenced off, but visible), [I]then[/I] go around the turn and head up?
[QUOTE=Sobek-;41027567]Regarding the elevator, I would say just add some 'filler' floor between the two levels, and add some sparks and groaning sounds from the motor just to give the player the impression they're in a rickety old lift - that way they won't expect to move quickly and will instead be focused on what Alyx is saying. You can add some wall lights and such to the gap between the floors just to fill that space and make it seem natural? Should be pretty easy to sort that one out I think.[/QUOTE] Well, i'm pretty sure Alyx would comment on the elevator's groaning.
I just meant that generic sort of groany "I'm an old piece of machinery" kind of sound that almost everything makes in a game like this. Besides, every lift or moving machine in this game seems to produce some sparks or noises... just seems like it would fit to me. I thought it would make more sense that way for the lift to be moving so slowly - the player isn't going to be sitting there wondering "Why is this lift so goddamn slow?" - it's a subconscious thing I guess. And I doubt Alyx would care, she's been living in this broken down world her whole life, she's probably used to crappy old machinery and tech anyway.
It occurs to me that most sane architects put more than a few inches between floors. Is there anything that can be done to the external architecture of the maps so that the building makes sense, electing the roofs possibly?
[QUOTE=Stiffy360;41027608]Yes indeed, but the coast was one of my favorite chapters in HL2, and it's worth it to make it look better. I hope you don't mind us taking a few artistic and some that affect gameplay in the maps. (to make things make sense) We'll try to keep the style and ambiance of the map, but you may find a few things you haven't seen before.[/QUOTE] I actually look forward to seeing large changes you guys will make to make to improve the game gameplay and graphics wise with any of the maps. In fact if you need any extra help with minor things I wouldn't mind lending a hand with anything you need.
I always thought that the distance from kleiner's lab and the attic made sense. In the attic, you are about 3 floors above street level. The elevator then bring you down to street level again.
[QUOTE=PredGD;41028380]I always thought that the distance from kleiner's lab and the attic made sense. In the attic, you are about 3 floors above street level. The elevator then bring you down to street level again.[/QUOTE] To be fair, I always thought Kleiner's Lab was in the basement of the building, before you guys pointed out the windows and everything else.
[QUOTE=W_alex;41028636]To be fair, I always thought Kleiner's Lab was in the basement of the building, before you guys pointed out the windows and everything else.[/QUOTE] It's actually a floor above the street, as in Anticitizen One, you jump down one story via an elevator shaft and into the street.
In regards to the coast map changes here is a map I threw together a while ago merging the in game maps with the maps themselves: [t]https://dl.dropboxusercontent.com/u/34886768/HL2_overview_Edit2.jpg[/t] I also have the .psd if anyone is interested
[QUOTE=highvoltage;41028948]In regards to the coast map changes here is a map I threw together a while ago merging the in game maps with the maps themselves: [t]https://dl.dropboxusercontent.com/u/34886768/HL2_overview_Edit2.jpg[/t] I also have the .psd if anyone is interested[/QUOTE] Although I laughed at how you cut off some of your own text, you are a champion. However there is one thing I disagree with. You cannot have the Bridge link up with the Ravenholm tracks. The Ravenholm tracks are suggested to be abandoned and are littered with wrecked trains, while the Bridge is still active (at least in one lane is). The Trails from Nova Prospekt seem to go to the City 17 Trainstation or the Technical Trainstation. So the NP Trains would go over the inlet, over the canals, and to the C17 Station (mappers should decide on the exact path and make (combine?) bridges over some canals to reflect it). And we have little idea on where the Technical Trainstation is supposed to be, so it's hard to say what route it'll take to reach it. So it's not anything to worry about. My suggestion for the Coast Bridge would be to have the road lead up to it like normal, but then have train tracks (use the 'combine' version [sub](the ones used in the citadel)[/sub] so it's more obvious) built over it. I'm not sure what, if anything, to do with the second train though. It doesn't make a lot of sense to have a wrecked train occupying half the bridge that they built, unless they abandoned that side. But if NP has trains coming and going, then they'll need 2 sides (that would mean the ocean bridge would need to be double-wide, which might look ugly), which would make more sense if the second train is a Combine train instead? Eh I dunno, I'm overthinking it and it's not a big deal. Besides, half the "mystique" about Combine Trains is that we don't see them up close and stationary until EP1, with the exception of the ones parked in C17 TS.
I added a lot of stuff to a level overview someone posted a while back and I got lazy when their text got in the way :v: Thats why there is some information that doesn't make sense, like the tunnel after you get the crossbow, most of the red text was my added by me. And your right about the trains, I think I was trying to hard to tie everything together
[img]http://img836.imageshack.us/img836/2167/o7oq.jpg[/img] [i]Soon.[/i]
Can we get an ingame before-and-after when you're finished? Or should that go without saying?
[QUOTE=Marcolade;41035698]Can we get an ingame before-and-after when you're finished? Or should that go without saying?[/QUOTE] We'll leave some surprises, but we'll be showing quite a bit. Obviously we aren't gonna show all of the textures in hl2, but we'll show environments with them.
[QUOTE=Fourm Shark;41039151]Why not make new map textures to match up to the existing maps in some way rather than drastically change the physical maps themselves?[/QUOTE] because the maps look butt ugly and 90% of them make no logical sense at all
[QUOTE=Fourm Shark;41039151]Why not make new map textures to match up to the existing maps in some way rather than drastically change the physical maps themselves?[/QUOTE] That's not how textures work.
Has any progress been made on Odessa? I think we could really ramp up the lighthouse point scene by having him wrestle the gunship with his bare hands and force it to the ground. Also there would be an army of cheaples watching him doing it and maybe we could add a new hulk hogan character?
[QUOTE=A_Pigeon;41040558]Has any progress been made on Odessa? I think we could really ramp up the lighthouse point scene by having him wrestle the gunship with his bare hands and force it to the ground. Also there would be an army of cheaples watching him doing it and maybe we could add a new hulk hogan character?[/QUOTE] Add this in now god-damnit!
[B]Have a work in progress:[/B] [t]http://i.imgur.com/O1HyZ1K.png[/t]
Eyes look a bit blurred, I think a very slight bit of illumination would be nice if it's possible. Or if you can make the lenses shine.
Looks different from the old Metrocop somehow. Probably just a weird angle.
[QUOTE=Cows Rule;41041120]Eyes look a bit blurred, I think a very slight bit of illumination would be nice if it's possible. Or if you can make the lenses shine.[/QUOTE] It's work in progress, it'll have shiny lenses in the end.
Oh I think I see what's different. It's the nose rib thing. It looks like it's it was assembled separate rather than part of the mold. And it looks much rounder and curvey, instead of retail's which looks angled, at least from the front: [img]http://combineoverwiki.net/images/7/71/Metrocop.jpg[/img] Then again, that second thing could be an illusion due to the angle, like the below. Same model, but they look different. [t]http://combineoverwiki.net/images/c/cf/D1_trainstation_060005.jpg[/t][t]http://combineoverwiki.net/images/f/ff/CP_Emplacement_Gun_Station_12.jpg[/t] Hopefully that's what's going on here, that 'wedge' is iconic as hell :v:
they all look the same for me
Is it too late for modelling suggestions? I don't want to turn this into another smg1.mdl! All I have to say is, upon remembering the complete model was posted recently (in which I got distracted talking about tacticool shoes), I decided to look at it. For comparison: [img]http://combineoverwiki.net/images/7/71/Metrocop.jpg[/img][img]http://img96.imageshack.us/img96/3959/mrmetrocop.jpg[/img][img]http://images2.wikia.nocookie.net/__cb20090527210813/half-life/en/images/f/f5/Overwatch_Soldier_mp7.jpg[/img] My 2 suggestions (if I am still allowed them) would be: 1: Change the 'nose rib' thing to be more angular like the Metrocop (left). The rounded faceplate is more of a Combine Soldier (right) feature, and this difference helps distinguish the two. 2: Change the shape of the boot [I]slightly[/I]. The HL2 model, it looks like the sole goes to the front of the toe. Maybe make it flatter overall, so it doesn't look like his foot is bulging out so much.
[QUOTE=Mr. Someguy;41043358]Is it too late for modelling suggestions? I don't want to turn this into another smg1.mdl! All I have to say is, upon remembering the complete model was posted recently (in which I got distracted talking about tacticool shoes), I decided to look at it. For comparison: [IMG]http://combineoverwiki.net/images/7/71/Metrocop.jpg[/IMG][IMG]http://img96.imageshack.us/img96/3959/mrmetrocop.jpg[/IMG][IMG]http://images2.wikia.nocookie.net/__cb20090527210813/half-life/en/images/f/f5/Overwatch_Soldier_mp7.jpg[/IMG] My 2 suggestions (if I am still allowed them) would be: 1: Change the 'nose rib' thing to be more angular like the Metrocop (left). The rounded faceplate is more of a Combine Soldier (right) feature, and this difference helps distinguish the two. 2: Change the shape of the boot [I]slightly[/I]. The HL2 model, it looks like the sole hoes to the front of the toe. Maybe make it flatter overall, so it doesn't look like his foot is bulging out so much.[/QUOTE] You've doomed us all. :v: [QUOTE=A_Pigeon;41040558]Has any progress been made on Odessa? I think we could really ramp up the lighthouse point scene by having him wrestle the gunship with his bare hands and force it to the ground. Also there would be an army of cheaples watching him doing it and maybe we could add a new hulk hogan character?[/QUOTE] Along time ago in a 3d modelling programme far, far away I made this: [img]http://imageshack.us/a/img410/7282/cyberodessayi9.jpg[/img]
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