[QUOTE=DatWut?;41590532]Uhm, a texture change would not fix a thing. Those are supposed to be metal bars. Yet they're incredibly flat.[/QUOTE]
Well I was suggesting that if it's a place you just fly by on the airboat and don't pay much attention to you won't have to put too much detail into it.
[QUOTE=Snood_1990;41590863]Well I was suggesting that if it's a place you just fly by on the airboat and don't pay much attention to you won't have to put too much detail into it.[/QUOTE]
It's not just a location you go past on the Airboat, it's a location of a Lambda cache.
[QUOTE=Omolong;41590918]It's not just a location you go past on the Airboat, it's a location of a Lambda cache.[/QUOTE]
Oic. Bring on the model version of it then.
[QUOTE=Snood_1990;41591001]Oic. Bring on the model version of it then.[/QUOTE]
Should've mentioned that it's a Lambda cache, sorry.
Imo you should make both the rappelling metrocops have SMG's too. Currently only one does, and it seems strange that one would be all the way out in the canals with an APC and not be issued an SMG. Especially if they're going Freeman hunting.
Now that APCs and the Canal Route have been mentioned:
[T]http://cloud-4.steampowered.com/ugc/919017592981578576/FA77B57E7D6D8E36529BE12D91A67A3D2A41784A/[/T]
Not sure if I'm the only who's experienced that.
From older playthroughs I know that the APC is supposed to drive by.
And talking about Metrocops, as a rather silly suggestion:
In the later C17 chapters (Follow Freeman, Anticitizen One), will we be seeing slightly heavier guarded/armored Metrocops? I mean since there's been a 2 week rebellion already, why would they go out there with standard issue armor?
The C17 Metrocops actually have almost double the health of the Canal segment ones, 10 short of a Combine Soldier (26 vs 40 vs 50).
[QUOTE=Mr. Someguy;41591636]The C17 Metrocops actually have almost double the health of the Canal segment ones, 10 short of a Combine Soldier (26 vs 40 vs 50).[/QUOTE]
Didn't know that. Now we just need a way to see that ingame. I was referring to a slightly different model in the first place.
[QUOTE=DatWut?;41591781]Didn't know that. Now we just need a way to see that ingame. I was referring to a slightly different model in the first place.[/QUOTE]
I honestly think that you should see little to no metrocops after the rebellion. I mean, a full scale rebellion is in motion, and they're sending out the lowest form of combine authority to handle it?
[QUOTE=SirLemon;41592186]I honestly think that you should see little to no metrocops after the rebellion. I mean, a full scale rebellion is in motion, and they're sending out the lowest form of combine authority to handle it?[/QUOTE]
They need to mobilize all their units to stop the rebellion. So they might as well send out the Cops with some improved armor.
[QUOTE=DatWut?;41591531]Now that APCs and the Canal Route have been mentioned:
[T]http://cloud-4.steampowered.com/ugc/919017592981578576/FA77B57E7D6D8E36529BE12D91A67A3D2A41784A/[/T]
[/QUOTE]
[url]http://hl2.gamebanana.com/gamefiles/3066[/url]
[QUOTE=SirLemon;41592186]I mean, a full scale rebellion is in motion, and they're sending out the lowest form of combine authority to handle it?[/QUOTE]
It would make sense if the rebellion just happened and they were unprepared, so they just send whoever is closest by, but it started like a week ago.
Or maybe it just started recently after the teleporter collapsed.
Then again, doesn't DOG kill combine soldiers?
[QUOTE=Xubs;41593090]with the most minimal of effort, yes[/QUOTE]
I meant in that first section of C17, you see him attacking an APC and combine soldiers. and a dropship.
Having CP's is okay, but if it's not a trouble, could the streetwar metrocops have soldier animations? The 'thug' animations fit early on, but later on if the citizens can use SMG's effectively, then so should the rest of the surviving cops. Plus it makes sense that the surviving cops would be hardened, because all the incompetent ones would be dead.
Also a cop corpse of a cop without a vest or belt, because it looks like the rebels got their equipment from them, so there should be more equipmenless bodies.
[QUOTE=SirLemon;41592186]I honestly think that you should see little to no metrocops after the rebellion. I mean, a full scale rebellion is in motion, and they're sending out the lowest form of combine authority to handle it?[/QUOTE]IMO while they were still obviously loyal to the Combine, the metrocops got caught between the actual Overwatch soldiers and the Resistance when the situation went ballistic; Barney in Episode 1 sort of explains that they'd rather get out of the cramped urban warzone - where they'll likely either run into rebels and get shot in the face or run into Overwatch and get used as meat shields and then shot in the face - and regroup somewhere instead of fighting a desperate joke of a guerrilla war in a city that, judging by the way their headquarters fortress looks and acts, just might be going up in a superatomic dark energy fireball within the next 12 hours
[editline]26th July 2013[/editline]
of course the stuff in Hl2 happened before the teleporter took the Citadel's top with it but you can already see the generally not as fighty attitude that the 'cops have in several scenes; they're mostly manning already held positions while the Overwatch and Striders do the assaulting, and they run for it after Gordon assaults the roadblock fortifications
[QUOTE=Mr. Someguy;41594413]Having CP's is okay, but if it's not a trouble, could the streetwar metrocops have soldier animations? The 'thug' animations fit early on, but later on if the citizens can use SMG's effectively, then so should the rest of the surviving cops. Plus it makes sense that the surviving cops would be hardened, because all the incompetent ones would be dead.
Also a cop corpse of a cop without a vest or belt, because it looks like the rebels got their equipment from them, so there should be more equipmenless bodies.[/QUOTE]
these ideas are sweet, I'm against the animation idea though - easy to implement, but would just make less visual variety between enemies in that part of the game.
[QUOTE=NeoDement;41595332]these ideas are sweet, I'm against the animation idea though - easy to implement, but would just make less visual variety between enemies in that part of the game.[/QUOTE]
It would be worth reanimating for this purpose imo.
[QUOTE=DatWut?;41590322]Been playing Half-Life 2 today and saw this:
[T]http://cloud-2.steampowered.com/ugc/919017592985702444/07E3B24335340D14D74EA0885B9774733277B833/[/T][T]http://cloud-2.steampowered.com/ugc/919017592985704730/5415E63FD5C54EAE71208555252DEC9DF9372359/[/T]
(Ignore the custom skins)
How will this get changed/fixed?[/QUOTE]
That fence looks like they took it out of Super Mario 64.
It seems like a lot of you are just now figuring out that this game was made in 2004.
[QUOTE=Uberslug;41596093]It seems like a lot of you are just now figuring out that this game was made in 2004.[/QUOTE]
i'm in denial, what!?!?
[QUOTE=Uberslug;41596093]It seems like a lot of you are just now figuring out that this game was made in 2004.[/QUOTE]
Oh my god it's like we're trying to.. enhance it or something!
[QUOTE=Uberslug;41596093]It seems like a lot of you are just now figuring out that this game was made in 2004.[/QUOTE]
no sorry you're wrong this is a AAA title from 2010
[QUOTE=a-cookie;41596253]no sorry you're wrong this is a AAA title from 2010[/QUOTE]
now refurbished with more bugs
[QUOTE=Uberslug;41596093]It seems like a lot of you are just now figuring out that this game was made in 2004.[/QUOTE]
I thought this game came from the future!!!!!
brb, going to get my money back
[QUOTE=Uberslug;41596093]It seems like a lot of you are just now figuring out that this game was made in 2004.[/QUOTE]
Well in order to update the game to modern standards, we need to address everything that needs updating. So...
[QUOTE=cloudcakes30;41595375]That fence looks like they took it out of Super Mario 64.[/QUOTE]
It's a decent supply cache behind that fence though. If it had been more detailed I probably would have spotted it more, I only noticed it by chance since I explore a lot.
I think just adding bump maps or using your experimental parallax shader on them should make the rails more 3d.
Found one more thing I'd like to adress:
[T]http://cloud.steampowered.com/ugc/919017593013887138/8335B56357F7F61BD30AD104C64828365C508022/[/T]
This is at the first Antlion Guard fight. The one where you get the Bugbait.
[QUOTE=Butthurter;41605269]what about it? the shitty rock models?
im sure something as ugly as that def would be on their todo list[/QUOTE]
Not only that, but they float. They are not even on the ground.
Since we're talking about glitches/stuff to be fixed, here's one that is almost unoticable in the ''Highway 17'' chapter. (sorry for the quite laggy and shitty video, but it was the best I could do besides a screenshot)
[video=youtube;C0lzgXqQluk]http://www.youtube.com/watch?v=C0lzgXqQluk&hd=1[/video]
(Incase you didn't get it, there's a gap.)
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