[QUOTE=Mr. Someguy;41093049]Nah that's not it. In HL2 the 'under bridge' level if a separate map from the top of the bridge. The train in that part is just the map shaking and some noise playing, it does not effect the other map in any way at all. I was just pointing out that you can park your car on the train tracks, go to the next map, hear the "train" pass, go back, and see your car still on the tracks.[/QUOTE]
Hmm, I just tested it and I don't seem to get the game over screen, weird. I could have sworn I remembered that happening before when I parked the car on the bridge. Maybe one of the updates broke it?
Anyway, as far as the mod's concerned, giving you the game over screen if the train hits the car would be the simplest solution.
Of course it doesn't give you the game over screen, can you even imagine how annoying that would be? There'd be literally no way you could save yourself and most people wouldn't even know what killed them.
Pu some wooden barriers up that block the path to the tracks, and make them unbreakable until you come back from the bridge.
[QUOTE=chipsnapper2;41093965]Pu some wooden barriers up that block the path to the tracks, and make them unbreakable until you come back from the bridge.[/QUOTE]
Could have them be knocked out of the way by the Razor train when the player's underneath the bridge.
[QUOTE=NeoDement;41093496]Of course it doesn't give you the game over screen, can you even imagine how annoying that would be? There'd be literally no way you could save yourself and most people wouldn't even know what killed them.[/QUOTE]
I don't know, it seems pretty self explanatory to me. You leave your car on the train tracks, then you go under the bridge. Suddenly you hear a train going over the bridge and a few explosions, followed by "Assignment: Terminated. Subject: Freeman. Reason: Failure to preserve mission-critical resources." I don't think it'd be hard to figure out what happened. There's also an autosave just before you get to the part that triggers the train, so if this happens you can just go back and move the car.
[QUOTE=Tweevle;41095275]I don't know, it seems pretty self explanatory to me. You leave your car on the train tracks, then you go under the bridge. Suddenly you hear a train going over the bridge and a few explosions, followed by "Assignment: Terminated. Subject: Freeman. Reason: Failure to preserve mission-critical resources." I don't think it'd be hard to figure out what happened. There's also an autosave just before you get to the part that triggers the train, so if this happens you can just go back and move the car.[/QUOTE]
You're forgetting that a lot of people playing the game might not be very bright. Example: Valve's playtesters.
[QUOTE=ColossalSoft;41092914]Or move the field to make it impossible to park on the bridge.[/QUOTE]
I think this is the simplest and most effective solution.
[QUOTE=Mr. Someguy;41078420]Here's a thing. What about having leak rollermines (with the spikes out) floating in the water, re-purposed as Combine naval mines? Mostly around the Nova Prospekt beach area.[/QUOTE]
It's good to have some references to cut stuff without bringing it back entirely (which has been a bit of a controversial topic in these threads)
To follow up on that, maybe something similar can be done with other things?
Maybe the cut [URL="http://combineoverwiki.net/images/f/fb/Hopwire.jpg"]Hopwire[/URL] can be just a random prop in somewhere like Kleiner's Lab?
And, if my knowledge of the thread's progress is correct, multiple CP models are going to be used to properly reflect ideas considered during development, almost certain someone (I think it was Snood) had already modelled a few
I also think the [URL="http://combineoverwiki.net/images/0/0d/Dropship_beta.jpg"]dropship[/URL] could be seen in some shape or form, possibly in the Citadel, around the same area where the Crab Synth is glimpsed in the retail version of the game?
It'll probably never happen, but [URL="http://combineoverwiki.net/images/4/46/Stalker_beta.jpg"]this[/URL] is just simply badass, and I believe remaking the model and including it in -some place- would be awesome. Although, I understand if the workers on this project would not appreciate the extra work that would go with it
I rather not. This is an Enhancement Mod, not "Let bring as much beta content into this as we can".
[QUOTE=IceyMalone;41097529]It's good to have some references to cut stuff without bringing it back entirely (which has been a bit of a controversial topic in these threads)
To follow up on that, maybe something similar can be done with other things?
Maybe the cut [URL="http://combineoverwiki.net/images/f/fb/Hopwire.jpg"]Hopwire[/URL] can be just a random prop in somewhere like Kleiner's Lab?
And, if my knowledge of the thread's progress is correct, multiple CP models are going to be used to properly reflect ideas considered during development, almost certain someone (I think it was Snood) had already modelled a few
I also think the [URL="http://combineoverwiki.net/images/0/0d/Dropship_beta.jpg"]dropship[/URL] could be seen in some shape or form, possibly in the Citadel, around the same area where the Crab Synth is glimpsed in the retail version of the game?
It'll probably never happen, but [URL="http://combineoverwiki.net/images/4/46/Stalker_beta.jpg"]this[/URL] is just simply badass, and I believe remaking the model and including it in -some place- would be awesome. Although, I understand if the workers on this project would not appreciate the extra work that would go with it[/QUOTE]
Hopwire prop- Maybe (probably not), though not in Kleiner's lab.
There's only 1 CP model, it's just been in the works for a while. And no, we're not going to have multiple CP models to 'reflect ideas considered during development' (except maybe, [I]maaaaaybe[/I] female CPs).
Leak dropship- No, it doesn't really fit in my opinion, and it's adding too much beta stuff (aren't the houndeyes and bullsquids enough?).
Leak Stalkers- No, again it doesn't really fit and it's adding too much stuff from the beta.
[QUOTE=Bokito;41095618]You're forgetting that a lot of people playing the game might not be very bright. Example: Valve's playtesters.[/QUOTE]
Perhaps a train could pass along the tracks as you approach the bridge with the car, to drum in the "this is not a place in which you should park" idea.
[QUOTE=glitchvid;41096084]I think this is the simplest and most effective solution.[/QUOTE]
I'm not so sure. The field would have to be very long to block off the whole side of the rail up to the tunnel - it'd look rather weird.
[IMG]http://combineoverwiki.net/images/1/15/D2_coast_070019.JPG[/IMG]
IMO either make the train hitting the car give you a game over (like it does at any other time, and I could have sworn originally did in vanilla HL2), or just leave it as is. I don't think it's worth redesigning the section for.
I have a better idea, have it so if you place the car on the tracks, when you come back it's lodged upside down in the side of one of those houses. you must then push it out of the roof with the gravity gun :v:
[QUOTE=IceyMalone;41097529]words[/QUOTE]
Gonna have to agree with the rest. I brought up the leak Rollermines not because of beta content, but because they actually do look like some sort of weird sea mine. I was thinking of the coast, and I figured all those bunkers are pointed at the ocean, maybe they're weary of sea-fairing attackers? So maybe Naval Mines would fit there.
jesus christ imagine being inside that razor train while hitting the combine force field
I'd assume that a vehicle that transports people would actually be able to transport people without vivisecting their internal organs, even in the Combine-dominated world
[QUOTE=ColossalSoft;41092914]Or move the field to make it impossible to park on the bridge.[/QUOTE]
Or trigger a razor train horn sound when the player leaves the car on the tracks. If the player doesn't get the warning and move the car, the razor train comes and destroys it.
How much map merging is there going to be?
Don't bother with that car on the tracks thing. Leave it as is. There's NO reason to revamp that and no way to do it without it being annoying or dumb.
[QUOTE=Skyward;41103353]Don't bother with that car on the tracks thing. Leave it as is. There's NO reason to revamp that and no way to do it without it being annoying or dumb.[/QUOTE]
It is a problem with no solutions, better cancel the mod.
[sp]I wonder if this is what happened to EP3[/sp]
[QUOTE=Mr. Someguy;41103502]It is a problem with no solutions, better cancel the mod.
[sp]I wonder if this is what happened to EP3[/sp][/QUOTE]
Its a problem nearly nobody will think about/notice. I struggle to call it a problem at all. I've played the game and ungodly amount of times and I never thought that.
And can you imagine how much it would suck if it failed you for having your car get run over? Its not like there's any warning that a train will go over the bridge. Its a deserted wasteland, its entirely likely that the specific rail wouldn't have trains on it. And then suddenly in the next map, you fail because OH LOOK there is a train. And placing the field alongside the bridge wouldn't make much sense. Excusing that from a "lore" standpoint, it serves as a way of blocking any trains that the checkpoint on the bridge doesn't want to pass, and putting it off to the side defeats that purpose- new players may see it and think "Oh, I guess I am not going on the bridge." If its ON the bridge, its make its more clear that its an obstacle you need to disable.
I know the mod is aimed towards HL2 fans, but you should still make it so people who haven't played the game won't get fucked by something that a person whose played the game before will expect.
[QUOTE=W_alex;41098035]I rather not. This is an Enhancement Mod, not "Let bring as much beta content into this as we can".[/QUOTE] but then it wouldn't even be fun without beta infuence
[QUOTE=Tweevle;41099253]I'm not so sure. The field would have to be very long to block off the whole side of the rail up to the tunnel - it'd look rather weird.
[IMG]http://combineoverwiki.net/images/1/15/D2_coast_070019.JPG[/IMG]
IMO either make the train hitting the car give you a game over (like it does at any other time, and I could have sworn originally did in vanilla HL2), or just leave it as is. I don't think it's worth redesigning the section for.[/QUOTE]
You could put 'posts' along the side of the tracks to separate the fields into multiple sections for a better appearance. It wouldn't look so abnormally long, and it would still fix the issue at hand.
[QUOTE=Skyward;41103710]Its a problem nearly nobody will think about/notice. I struggle to call it a problem at all. I've played the game and ungodly amount of times and I never thought that.[/QUOTE]
That was a joke, if the EP3 comment didn't give that away.
[QUOTE=GNFOS;41103824]but then it wouldn't even be fun without beta infuence[/QUOTE]
Why would it not be as fun just because all cut stuff in half-life 2 still remained unused? (with an exception of the houndeyes and Bullsquids, of course.)
Most of the stuff from the beta is no longer needed or outlived any potential or practical propose. I believe Valve did a good swipe of what they did'nt need anymore- it's called cut content for a reason.
[QUOTE=GNFOS;41103824]but then it wouldn't even be fun without beta infuence[/QUOTE]
To be fair, I've played a [I]lot[/I] of leak maps, and I've come to realise, the current HL2 map layout is just one of dozens of possible layouts they've used in the past. Many iconic areas pop up in different chapters. Parts of Anticitizen One in Route Canal and vice versa, parts of Water Hazard in scrapped Canal maps, even parts of maps from the same chapter arranged in a different order. This isn't even counting the maps that are outright different, following a different design, concept, or path.
You just can't have everything, many things came from many iterations, but 99% of those iterations are now redundant.
[QUOTE=W_alex;41105036]
Most of the stuff from the beta is no longer needed or outlived any potential or practical propose. I believe Valve did a good swipe of what they did'nt need anymore- it's called cut content for a reason.[/QUOTE] [IMG]http://images1.wikia.nocookie.net/__cb20090527005645/half-life/en/images/7/78/Combine_guard.jpg[/IMG] this had a purpose though
[QUOTE=GNFOS;41105263][IMG]http://images1.wikia.nocookie.net/__cb20090527005645/half-life/en/images/7/78/Combine_guard.jpg[/IMG] this had a purpose though[/QUOTE]
That purpose was no longer needed when the combine elite was introduced into the story.
Lets continue on with the mod, please.
[QUOTE=GNFOS;41105263][IMG]http://images1.wikia.nocookie.net/__cb20090527005645/half-life/en/images/7/78/Combine_guard.jpg[/IMG] this had a purpose though[/QUOTE]
Design change, they decided against hulking masses of flesh in favour of, in their own words, "a more transparent enemy". Meaning, Combine Soldiers are still very easy to identify as humanoid despite their transhuman status.
[QUOTE=GNFOS;41105263][IMG]http://images1.wikia.nocookie.net/__cb20090527005645/half-life/en/images/7/78/Combine_guard.jpg[/IMG] this had a purpose though[/QUOTE]
Looks like an enemy you would find in Quake, not Half-Life 2.
[img]http://combineoverwiki.net/images/a/a8/Combine_Super_Soldier.jpg[/img]
I much prefer this kind of a "super soldier", cut very late in the development. It would actually be cool to fight them in the citadel (where they were intended to be met), especially if they could only be killed by plasma balls or enough physics damage. Would provide a nice change of pace from mindlessly taking down the regular soldiers with the upgraded gravity gun.
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