I'm kinda against killing civilians, but personally I never kill them. I'm against it because accidental friendly fire makes me sad.
As for the Citadel idea, I'm split on it. For me the Coast felt alone and isolated, it was abandoned. The idea of the Citadel being visible would spoil that a bit. Maybe make it half-sized and covered in fog. The above placement looks like it's sitting right in the canals.
[QUOTE=ProZak;41350323]The Citadel looks way too close. I suggest having a new models for this and scale it down because the current models will always look too close to wherever you are.[/QUOTE]
Or move the clouds further down the citadel shaft.
[QUOTE=Fat-Corgi-Guy;41352592]How is that changing the gameplay too much? Full body awareness doesn't effect the gameplay in any way, as for killing civillians and vortigaunts, that was originally going to be in HL2 and was cut somewhat 'last minute'.[/QUOTE]
not sure what makes you think killing citizens etc was part of the game, the leak hardly qualifies for saying it was part of the game because you could kill every NPC. it's much more likely that it was just not implemented at the time.
[QUOTE=Chaotic Lord;41352607]Is it possible to make it a toggleable option?[/QUOTE]
It'd already be there, it's your choice if you want to shoot a civillian or not.
[QUOTE=Hideyoshi;41352612]No. This is not Black Mesa. Valve had a very good reason for having you not do that. Why would a leader kill the people he's trying to help?[/QUOTE]
What's so different about BM? The guards and scientists were trying to help you then, same with the rebels now.
Why does adding the ability to kill civilians seem to mean that you [I]have[/I] to kill them now?
[QUOTE=Fat-Corgi-Guy;41352856]It'd already be there, it's your choice if you want to shoot a civillian or not.
[/QUOTE]
There are very few times where, in the heat of battle, you actually get a choice.
friendly fire in any game = 5% on purpose and me fucking around 95% they get in my fucking way right when I'm gonna shoot.
I'm gonna miss shots sometimes, they might as well hit something.
As for Ravenholm and Nova Prospekt, I don't think the Citadel should be visible there either.
I think of it this way. In-game, it takes you nearly a day to reach Eli's lab, then on the coast it takes you a day to reach Light House Point. That's 2 days of travel time headed away from the Citadel. So if it is visible, I think it should be tiny to spare the isolation feel, but I think I would prefer without, I guess.
[QUOTE=Fat-Corgi-Guy;41352319]Question, should we turn the ability to kill citizens, rebels, and vortigaunts back on? They still have most of the lines I'm pretty sure. Plus it'd make those instances where you get cornered by your squad and they won't move out of the way more [I]bearable[/I] [t]http://fun.resplace.net/Emoticons/Evil/EvilSmile.gif[/t][/QUOTE]
I'm fine with it. What's different than sending a rebel out into sniper fire to get purposely gunned down? Only issue is their reactions
Aren't you guys overrating?
"mp_friendlyfire 0"
"mp_friendlyfire 1"
Couldn't it be as simple as that? It's only a "fun" feature.
Not to derail the topic, but are sounds from Portal 2 bad? I made a train horn replacement with some sounds I found in there. Sounds real nice I think:
[media]http://www.youtube.com/watch?v=J30xznFy5g4[/media]
Love all the Citadel work, being able to see it from a distance. To me this is the sort of thing that's perfect for this mod - fixing and enhancing the things Valve maybe couldn't or wasn't prepared to do 10 years ago. Things like making the Citadel visible at the correct distances and such drastically increase the realism factor and really improve the overall mood and feel of the game. Give it some unique lighting, cloud layers surrounding it, or just some animated effects like dust clouds around the base or something like that and it's basically perfect.
I would honestly never have even thought to do something like this, so I'm really impressed. When I think 'enhancement mod' I think the basics - textures, sounds, models etc etc. This is the kind of stuff I like to see though! /ass-kissing over. Keep up the good work guys.
[QUOTE=Fat-Corgi-Guy;41352856]What's so different about BM? The guards and scientists were trying to help you then, same with the rebels now.
Why does adding the ability to kill civilians seem to mean that you [I]have[/I] to kill them now?[/QUOTE]
I'm not saying I wouldn't like it, it's just not very fitting. Do the citizens actually have proper reactions for that? I mean, killing a citizen around Alyx or Barney and having them do nothing just wouldn't feel right.
To be honest, though, I love it when games include friendly fire. :v:
Have you guys thought about making several different rebel models to make the battle feel more real?
Like maybe having a few metro police rebels with their masks taken off and some rebel insignias on their armour.
I just think it would add to the feel that it is actually a rebellion and not just the citizens getting cranky
HL2 : Male Enhancement
We could use some more unique faces, perhaps if you borrowed Black Mesa's face gen or just model some more citizens.
[QUOTE=Sir Max;41354649]Have you guys thought about making several different rebel models to make the battle feel more real?
Like maybe having a few metro police rebels with their masks taken off and some rebel insignias on their armour.
I just think it would add to the feel that it is actually a rebellion and not just the citizens getting cranky[/QUOTE]
On the flip side of this, I would want to see some battle-worn metrocops. It will probably not happen, but still.
I'm only for friendly fire if they turn on you after you kill more than one friendly.
They've got plenty of time to work on that once they reach the map pass
and considering they haven't even finished textures I think we should be focusing on texture and model changes before we suggest map changes
[QUOTE=Sir Max;41354983]They've got plenty of time to work on that once they reach the map pass
and considering they haven't even finished textures I think we should be focusing on texture and model changes before we suggest map changes[/QUOTE]
Eh, texturestuffs is usually just compiling and making large sets of textures: The only reason we post textures is because we've finished a large set, or it's mighty important (The train station is a pretty integral part of the HL2 intro)
[t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/stonesettrainstation.png[/t]
[QUOTE=Sir Max;41354983]They've got plenty of time to work on that once they reach the map pass
and considering they haven't even finished textures I think we should be focusing on texture and model changes before we suggest map changes[/QUOTE]
In actuality we should be doing the maps, models, and textures all at around the same time. I'm trying to get those stones rolling atm. I haven't heard from several of the mappers in a while though...
[QUOTE=Fat-Corgi-Guy;41355283]In actuality we should be doing the maps, models, and textures all at around the same time. I'm trying to get those stones rolling atm. I haven't heard from several of the mappers in a while though...[/QUOTE]
Have all the chapters been analyzed for consistency? Have all of those analysis posts been gathered together so that they don't have to be found by thread diving for a hour?
[QUOTE=Fat-Corgi-Guy;41355283]In actuality we should be doing the maps, models, and textures all at around the same time. I'm trying to get those stones rolling atm. I haven't heard from several of the mappers in a while though...[/QUOTE]
If they can't do anything I could probably pitch in for mapping since I have quite a bit of experience in it.
As for maps, I still need to get around to asking around at VALVe to see if I can get the original VMFs (Hey, if the VALVe guy is still hanging around FP, if you could do it that'd be awesome.)
[QUOTE=Fat-Corgi-Guy;41355283]In actuality we should be doing the maps, models, and textures all at around the same time. I'm trying to get those stones rolling atm. I haven't heard from several of the mappers in a while though...[/QUOTE]
Regarding the maps, are you completely rebuilding them from scratch, or are you just editing Valve's .vmf files?
I'm presuming the former, because there are only a few .vmf examples in the Source SDK's content, but I'd like to make sure.
[QUOTE=Cheshire_cat;41355390]Regarding the maps, are you completely rebuilding them from scratch, or are you just editing Valve's .vmf files?
I'm presuming the former, because there are only a few .vmf examples in the Source SDK's content, but I'd like to make sure.[/QUOTE]
We don't know, I'd hope to get our hands on the original VMFs, but so far nobody has E-mailed a VALVe person for them, if we can't we'll just have to decompile them (Which is bad-ish).
Eh, it's not terrible, it just breaks a bunch of things that you'd have to fix. A bit of a time-waster, but it's not the worst thing ever.
If you could get the original maps though, that would certainly be the most desirable.
In regards to remaking maps there is one that i want to see be remade
[T]http://www.electricblueskies.com/wp/wp-content/uploads/2012/07/58-Half-Life-2-1080p-Wallpaper-Garrys-Mod-city-17-OVERWATCH-NEXUS-Landscape-Environment.jpg[/T]
When i got inside the Overwatch Nexus building i was, at the time expecting to have the whole building for me to run around and take down the generators non-linear and have balls to the wall action inside.
instead valve dropped the ball and made it into an unexciting corridor level with little enemies from time to time
[QUOTE=glitchvid;41355345]As for maps, I still need to get around to asking around at VALVe to see if I can get the original VMFs (Hey, if the VALVe guy is still hanging around FP, if you could do it that'd be awesome.)[/QUOTE]
That would be [url=http://facepunch.com/member.php?u=2100]PersonGuy[/url]. He's still around, sorta. His last activity here was 1-2 weeks ago, he mostly just lurks. If you want, there's all sorts of contact info on that profile, there's also his [url=http://steamcommunity.com/id/jeepbarnett]steam profile[/url].
[QUOTE=Mr. Someguy;41352907]As for Ravenholm and Nova Prospekt, I don't think the Citadel should be visible there either.
I think of it this way. In-game, it takes you nearly a day to reach Eli's lab, then on the coast it takes you a day to reach Light House Point. That's 2 days of travel time headed away from the Citadel. So if it is visible, I think it should be tiny to spare the isolation feel, but I think I would prefer without, I guess.[/QUOTE]
I'd say it takes more like a day and a half, with the trainstation opening taking place in late afternoon. Also, you spend the entire night in Ravenholm, even though it's a fairly small town, so you don't get much distance there. Not to mention that most of that travel time is done on foot. You couldn't possibly have covered enough distance to escape view of the citadel.
One thing i was thinking, however, was we could get some sick cloud particles obscuring the citadel in the distance.
[QUOTE=Yourself;41355586]In regards to remaking maps there is one that i want to see be remade
[T]http://www.electricblueskies.com/wp/wp-content/uploads/2012/07/58-Half-Life-2-1080p-Wallpaper-Garrys-Mod-city-17-OVERWATCH-NEXUS-Landscape-Environment.jpg[/T]
When i got inside the Overwatch Nexus building i was, at the time expecting to have the whole building for me to run around and take down the generators non-linear and have balls to the wall action inside.
instead valve dropped the ball and made it into an unexciting corridor level with little enemies from time to time[/QUOTE]
The Nexus was weak because it didn't make that much sense. It's supposed to be a stronghold and yet it's just bare, no soldiers, just an automated turret system everything was left to turrets. Sometimes soldiers attack you, but from they just sorta materialize since you've already cleared half or more of the building when they show up. I doubt it'll be changed, since Corgi said he wanted to avoid certain changes and this probably veers far into that territory.
For relatively minor changes, maybe we can have just Civil Protection acting as security personnel (what else are CP good for at this stage?) while the Soldiers are out fighting? There's also a door at the rear of each wing, maybe be replaced with bridged linked to buildings behind, through which the reinforcements could have arrived.
[QUOTE=The Vman;41357244]One thing i was thinking, however, was we could get some sick cloud particles obscuring the citadel in the distance.[/QUOTE]yes please
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