Half-Life and Portal series, general discussion (v6)
5,016 replies, posted
[QUOTE=chonks;47934495]I think he was just poking fun at the fact that marphy only spoilered "Eli".[/QUOTE]
Great, now I feel like a retard :v:
My apologies then, my fault.
Half-Life w̶a̶s̶ ̶i̶n̶s̶p̶i̶r̶e̶d̶ ̶b̶y̶ has the feel of pulpy sci-fi horror. I really don't believe it shouldn't be taken too seriously unless for the sake of a compelling story. Ironic how "A Place in the West," the notable Half-Life [I][B][U]comic book[/U][/B][/I] is so damn serious. Half-Life 2 at least had the ragdoll physics for comic relief.
I just noticed, one of the "zombie" type monsters in the new Steam "Monster Game" minigame is a headcrab zombie with a HL1-styled headcrab on her face and is named Alyx.
[IMG]http://i.imgur.com/3kcMgGD.png[/IMG]
[B]EDIT[/B] Also encountered one named Chell, another named Crabbie.
[QUOTE=artDecor;47934824]Half-Life w̶a̶s̶ ̶i̶n̶s̶p̶i̶r̶e̶d̶ ̶b̶y̶ has the feel of pulpy sci-fi horror. I really don't believe it shouldn't be taken too seriously unless for the sake of a compelling story.[/QUOTE]A lot of games were funnier back in those days, or at least didn't take themselves as seriously as they do now. You have to have some sense of humor when working with graphics that look slightly better than origami. Half-Life 2 has the same sense of humor in its writing, it's just not as [I]visually[/I] funny because they were now capable of better graphics & things didn't inherently [I]look[/I] as funny.
And if you look at all the advertisements they did for Half-Life 1, they were very clearly trying to sell it as an action/horror game.
It's also important to note that things that look funny/lame/camp/etc to us now likely looked pretty serious back then. 70s-80s moustaches, shell suits, etc. Games have become so much more refined, more cleanly designed over the past 15 years. We've hit the 3D golden age in the same way that Nintendo hit the 2D golden age with A Link to the Past and Super Mario World. Anything that came before this, in the late 90s and early 2000s looks inherently quirky and silly simply because the 3D tech was still so fresh and loose and we didn't quite know how to use it properly.
[QUOTE=artDecor;47934824]Half-Life w̶a̶s̶ ̶i̶n̶s̶p̶i̶r̶e̶d̶ ̶b̶y̶ has the feel of pulpy sci-fi horror. I really don't believe it shouldn't be taken too seriously unless for the sake of a compelling story. Ironic how "A Place in the West," the notable Half-Life [I][B][U]comic book[/U][/B][/I] is so damn serious. Half-Life 2 at least had the ragdoll physics for comic relief.[/QUOTE]
People are making a comic book about Half-Life?
Gentlemen, we're kicking it up to Update Defcon "2". [B]In Steam settings, I recommend that you opt out of betas and/or set games to not update.[/B] Valve announced Source 2 is coming next week for Dota 2, and I believe that the HL games (and the rest of Source 1) aren't far behind.
Prepare for the great bug tidal wave. Stay safe.
Why are you making it sound so ominous? Is Source 2 our arch enemy now?
Pretty sure nobody at Valve wants to work on half life titles
I'm pretty sure they'll upgrade multiplayer titles first since that's what most people play.
[img]http://i.imgur.com/U1U4GCP.png[/img]
(and hey maybe Garry and upgrade gmod to source 2 too)
guys Valve is definitely porting every Source game to Source 2 just because Dota 2 is being ported
[QUOTE=Coffee;47944912]Pretty sure nobody at Valve wants to work on half life titles
I'm pretty sure they'll upgrade multiplayer titles first since that's what most people play.
[img]http://i.imgur.com/U1U4GCP.png[/img]
(and hey maybe Garry and upgrade gmod to source 2 too)[/QUOTE]
Holy shit, I had no idea Garry's Mod was doing so well. I thought it was going the way of Facepunch.
[QUOTE=ColossalSoft;47944928]guys Valve is definitely porting every Source game to Source 2 just because Dota 2 is being ported[/QUOTE]
They port DOTA 2 because they count with it in long term and want to keep it alive for years. On the other hand, there is no reason to port SP games or games like L4D2, as it would be better just to make L4D3 instead. As for CS:GO, as Source 2 is PBR based, it could be a bit harder to port...
The better question is why are there 20,000 plebs playing "football manager", sounds like a snorefest
[QUOTE=Most wanteD;47945307]Holy shit, I had no idea Garry's Mod was doing so well. I thought it was going the way of Facepunch.[/QUOTE]
Gmod is very popular, but sadly it's nothing like it was before.
[img]http://i.imgur.com/AFIIpTj.png[/img]
There are virtually no build servers and garry doesn't care because even basic saving is broken, so you can't reliably save your world and come back to it again.
[media]https://www.youtube.com/watch?v=-HZClkWBNkY[/media]
Building on Multiplayer servers has gotten a bit boring since 90% of server owners dont actually give permissions to simple things like stacker tool or even wiremod. You gotta work your way up and stay on the server 100s of hours before you can actually have fun, by then most of the servers die because no one plays on it.
This is why I stick to SP on GMOD
Do a lot of Gmod servers (especially rp) remind anyone else of the Stanford prison experiment? (with mods/admins as guards and players as prisoners)
I was in a server once where you'd be jailed or banned if you didn't complement the admin. In another server where you'd be spawn killed for 10 minutes straight if you attack a mod. Does anyone else know what I mean? These servers are pretty fuckin scary.
[QUOTE=RenaFox;47945315]The better question is why are there 20,000 plebs playing "football manager", sounds like a snorefest[/QUOTE]
Tell me a sports game that's not a snorefest
[QUOTE=Adarrek;47949770]Tell me a sports game that's not a snorefest[/QUOTE]
NBA Jam?
[QUOTE=Adarrek;47949770]Tell me a sports game that's not a snorefest[/QUOTE]
WWE 2K14.
Some of the NASCAR games were pretty amusing if you drove around the track backwards
[QUOTE=Adarrek;47949770]Tell me a sports game that's not a snorefest[/QUOTE]
[IMG]http://i.imgur.com/MyJGiZA.jpg[/IMG]
[QUOTE=Jetamo;47950075]WWE 2K14.[/QUOTE]
That's not a sport, scripted choreographed sport: yes, real sport: no.
[QUOTE=Trekintosh;47950540][IMG]http://i.imgur.com/MyJGiZA.jpg[/IMG][/QUOTE]
NASCAR Rumble was the shit, it was the best Mario Kart substitute the PS1 could ask for.
[QUOTE=Radical Rebel;47951701]NASCAR Rumble was the shit, it was the best Mario Kart substitute the PS1 could ask for.[/QUOTE]
I've still got my copy. I'm gonna go load it up right now!
So the "Badass Combine" mod, which aims to make the Combine as a whole much harder, has just released version 0.1. [url]http://www.moddb.com/mods/badass-combine[/url]
Here is the complete changelog:
*-----------------------------------------------------------------------------------------------
* General
*-----------------------------------------------------------------------------------------------
* Increased default field of view (75 -> 90)
* Weapon view model no longer rotates when zooming ([url]https://developer.valvesoftware.com/wiki/HL2_snippets#Stopping_viewmodels_from_getting_rotated_when_zooming[/url])
* Added 40 new NPCs:
* npc_vortigaunt_slave: Enslaved Vortigaunt
* npc_citizen_female: Female Citizen
* npc_citizen_female_medic: Female Citizen - Medic
* npc_citizen_male: Male Citizen
* npc_citizen_male_medic: Male Citizen - Medic
* npc_citizen_random: Random-Gender Citizen
* npc_citizen_random_medic: Random-Gender Citizen
* npc_citizen_refugee_female: Female Refugee
* npc_citizen_refugee_female_medic: Female Refugee - Medic
* npc_citizen_refugee_male: Male Refugee
* npc_citizen_refugee_male_medic: Male Refugee - Medic
* npc_citizen_refugee_random: Random-Gender Refugee
* npc_citizen_refugee_random_medic: Random-Gender Refugee - Medic
* npc_citizen_rebel_female: Female Rebel
* npc_citizen_rebel_female_medic: Female Rebel - Medic
* npc_citizen_rebel_male: Male Rebel
* npc_citizen_rebel_male_medic: Male Rebel - Medic
* npc_citizen_rebel_random: Random-Gender Rebel
* npc_citizen_rebel_random_medic: Random-Gender Rebel - Medic
* npc_combine_s_f: Allied Overwatch Soldier
* npc_combine_e: Overwatch Elite Soldier
* npc_combine_e_f: Allied Overwatch Elite Soldier
* npc_combine_p: Nova Prospekt Prison Guard
* npc_combine_p_f: Allied Nova Prospekt Prison Guard
* npc_metropolice_f: Allied Civil Protection Officer
* npc_metropolice_shoulder: Civil Protection Officer - Shoulder-Fire
* npc_metropolice_shoulder_f: Allied Civil Protection Officer - Shoulder-Fire
* npc_combinedropship_f: Allied Synth Dropship
* npc_combinedropship_container: Synth Dropship - Container
* npc_combinedropship_container_f: Allied Synth Dropship - Container
* npc_combinedropship_strider: Synth Dropship - Strider
* npc_combinedropship_strider_f: Allied Synth Dropship - Strider
* npc_combinegunship_f: Allied Synth Gunship
* npc_combinegunship_chopper: Helicopter Gunship
* npc_combinegunship_chopper_f: Allied Helicopter Gunship
* npc_helicopter_f: Allied Combine Helicopter
* npc_strider_f: Allied Strider
* npc_manhack_f: Allied Manhack
* npc_cscanner_f: Allied Scanner
* npc_clawscanner_f: Allied Synth Scanner
*-----------------------------------------------------------------------------------------------
* Non-Player Characters (NPCs):
*-----------------------------------------------------------------------------------------------
* Barnacle:
* Decreased health (35 -> 17)
* Increased bite damage (15 -> 25)
* Added 1 new ConVar:
* npc_barnacle_damage_bite
* Antlion Soldier:
* No longer one hit kill Combine Soldiers
* Each attack type now have it's own damage value.
* Decreased health (30 -> 27)
* Increased moving slash attack damage (5 -> 8)
* Increased slash attack damage (5 -> 12)
* Increased swipe attack damage (5 -> 15)
* Increased leap attack damage (5 -> 16)
* Added 4 new ConVars:
* npc_antlion_damage_swipe
* npc_antlion_damage_slash
* npc_antlion_damage_slash_moving
* npc_antlion_damage_jump
* Antlion Guard:
* No antlion summoning on easy difficulty
* No charge attack on easy difficulty
* Do not turn while shove attacking on easy difficulty
* No flinching on hard difficulty
* No charge attack on hard difficulty if the guard have summoned antlions alive.
* Increased number of antlions summoned on easy and medium difficulties (3 > 5)
* Increased number of antlions summoned on hard difficulty (3 > 8)
* Decreased health (500 -> 400)
* Increased shove attack damage (20 -> 25)
* Increased charge attack damage (20 -> 35)
* Increased bullet damage multiplier (0.25 -> 0.5)
* Added 4 new ConVars:
* npc_antlion_guard_damage_charge_to_npc
* npc_antlion_guard_damage_charge_to_player
* npc_antlion_guard_damage_shove_to_npc
* npc_antlion_guard_damage_shove_to_player
* Headcrab (General):
* Increased field of view (0.5 -> 0.0)
* Decreased leap attack range for easy difficulty (256 -> 160)
* Increased leap attack range (256 -> 325)
* Increased leap attack damage (5 -> 8)
* Headcrabs on fire now deal 50% damage
* Headcrab:
* Decreased health (10 -> 9)
* Fast Headcrab:
* Decreased health (10 -> 9)
* Poison Headcrab:
* Decreased health (35 -> 18)
* Do not run on easy difficulty
* Always run on hard difficulty
* Always face the player when leap attacking on hard difficulty
* Zombie (General):
* Zombies on fire now deal 50% damage
* Zombies are more vulnerable to headshots
* Zombies on fire now deal 50% damage
* Zombie:
* No object swatting on easy difficulty
* Increased field of view (0.2 -> 0.0)
* Decreased double slash damage (25 -> 20)
* Fixed double slash damage doing single slash damage
* Added 2 new ConVars:
* npc_zombie_dmg_one_slash_on_fire
* npc_zombie_dmg_both_slash_on_fire
* Fast Zombie:
* No leap attack on easy difficulty
* Each attack type now have it's own damage variable
* Decreased health (50 -> 40)
* Increased field of view (0.2 -> 0.0)
* Increased maximum leap attack range (300 -> 400)
* Increased single slash attack damage (3 -> 6)
* Increased double slash attack damage (3 -> 12)
* Increased leap attack damage (5 -> 15)
* Added 7 new ConVars:
* npc_zombie_fast_health
* npc_zombie_fast_dmg_one_slash
* npc_zombie_fast_dmg_one_slash_on_fire
* npc_zombie_fast_dmg_both_slash
* npc_zombie_fast_dmg_both_slash_on_fire
* npc_zombie_fast_dmg_jump_slash
* npc_zombie_fast_dmg_jump_slash_on_fire
* Poison Zombie:
* No headcrab throwing on easy difficulty. Headcrabs still leap out of the zombie.
* Decreased health (175 -> 150)
* Increased field of view (0.2 -> 0.0)
* Increased single slash attack damage (10 -> 20)
* Added 2 new ConVars:
* npc_zombie_poison_dmg_one_slash
* npc_zombie_poison_dmg_one_slash_on_fire
* Alyx:
* Added 1 new ConVar:
* npc_alyx_health
* Barney:
* Increased AR2 weapon proficiency to PERFECT. Now Barney is a much more useful ally
* Added 1 new ConVar:
* npc_barney_health
* Grigori:
* Added 1 new ConVar:
* npc_monk_health
* Citizen:
* Citizens no more remind you to reload
* Decreased citizen health (40 -> 18)
* Decreased refugee health (40 -> 20)
* Decreased rebel health (40 -> 35)
* Increased unique citizen health (40 -> 50)
* Added 7 new ConVars:
* npc_citizen_medic_health
* npc_citizen_refugee_health
* npc_citizen_refugee_medic_health
* npc_citizen_rebel_health
* npc_citizen_rebel_medic_health
* npc_citizen_unique_health
* npc_citizen_unique_medic_health
* Manhack:
* Decreased health (25 -> 13)
* Increased slash attack damage to NPC (4.5 -> 10)
* Increased slash attack damage to player (4.5 -> 8)
* Increased engine output (1.0 -> 1.5)
* Added 2 new ConVars:
* npc_manhack_slash_damage_to_npc
* npc_manhack_slash_damage_to_player
* Scanner (General):
* Flash attack does not temporarily blind the player on easy difficulty
* City Scanner:
* Decreased health (30 -> 20)
* Decreased dive attack damage (25 -> 20)
* Claw Scanner:
* Decreased health (30 -> 25)
* Hoppermine:
* Decreased blast damage (150 -> 100)
* Increased blast radius (125 -> 250)
* Rollermine:
* Decreased shock attack delay (3.0 -> 1.0)
* Increased shock attack damage (10 -> 20)
* Ceiling Camera:
* Added 1 new ConVar:
* npc_turret_camera_health
* Ceiling Turret:
* Decreased health (1000 -> 500)
* Increased firing cone (0.04362 -> 0.06)
* Increased firing distance (1500 -> 6000)
* Increased damage done to NPCs (3 -> 4)
* Increased damage done to Player (3 -> 4)
* Added missing dark energy impact & tracer effects
* Added 2 new ConVars:
* npc_turret_ceiling_damage_to_npc
* npc_turret_ceiling_damage_to_player
* npc_turret_ceiling_health
* Floor Turret:
* Decreased firing cone (0.08716 -> 0.06)
* Increased firing distance (1200 -> 6000)
* Increased damage done to NPCs (3 -> 4)
* Increased damage done to player (3 -> 4)
* Added missing dark energy impact effect
* Added 2 new ConVars:
* npc_turret_floor_damage_to_npc
* npc_turret_floor_damage_to_player
* Ground Turret:
* Increased firing cone (0.04362 -> 0.06)
* Increased firing distance (2048 -> 6000)
* Increased damage done to NPCs (3 -> 4)
* Increased damage done to Player (3 -> 4)
* Ground turrets can now effectively hit NPCs
* Added missing dark energy impact effect
* Added 2 new ConVars:
* npc_turret_ground_damage_to_npc
* npc_turret_ground_damage_to_player
* Stalker:
* Decreased medium power beam damage (3 -> 2)
* Decreased high power beam damage (10 -> 3)
* Decreased health (50 -> 20)
* Civil Protection Officer:
* Decreased "simple cop" health (26 -> 24)
* Decreased "regular cop" health (40 -> 27)
* Massively improved AI
* No manhack deployment on easy difficulty
* Do not take cover from incoming objects on easy difficulty
* Do not evade grenades on easy difficulty
* Do not investigate sounds if alerted on easy difficulty
* Do not shoot breakable objects if an enemy is behind it on easy difficulty
* CPs can now use the shotgun and pulse rifle (AR2)
* Combine Soldier (General):
* Massively improved AI
* No grenade throw/energy ball launch on easy difficulty
* Do not take cover from incoming objects on easy difficulty
* Do not evade grenades on easy difficulty
* No suppressing fire on easy difficulty
* Do not investigate sounds if alerted on easy difficulty
* Do not shoot breakable objects if an enemy is behind it on easy difficulty
* Aim for the head on medium and hard difficulties
* When set on fire on hard difficulty, extinguish/put out the fire after finishing the animation.
* When struck by the player's bug bait, play a cowering animation instead of it's dancing animation on medium and hard difficulties
* If an enemy gets too close, fire a longer burst on hard difficulty
* If an enemy gets too close, aim for the head. This ability is not present on easy difficulty
* Soldiers will fire the shotgun from the shoulder and fire slightly faster on hard difficulty
* Combine Soldier:
* Increased melee attack damage (10 -> 12)
* Combine Elite Soldier:
* Increased health (70 -> 75)
* Increased melee attack damage (15 -> 18)
* Elite Soldiers can now throw grenades
* Combine Prison Guard:
* Decreased health (50 -> 48)
* Increased melee attack damage (10 -> 15)
* Combine APC:
* Decreased rate of fire (600 -> 300)
* Decreased firing cone (0.06976 -> 0.035)
* Increased machine gun damage to NPC (3 -> 10)
* Increased machine gun damage to player (3 -> 8)
* Increased machine gun burst size (10 -> 15)
* Decreased machine gun burst interval (2.0 -> 1.0)
* Increased rocket damage (15 -> 30)
* Decreased health (750 -> 600)
* Added 2 new ConVars:
* sk_apc_machine_gun_damage_to_npc
* sk_apc_machine_gun_damage_to_player
* Strider:
* No stomp attack on easy difficulty
* Striders can now stomp attack the player
* Decreased field of view (0.0 -> 0.25)
* Decreased number of hits to kill on all difficulties to 4
* Increased damage taken from Combine energy balls (25 -> 125)
* Decreased health (350 -> 300)
* Increased default minigun damage to NPC (5 -> 10)
* Increased default minigun damage to player (5 -> 8)
* Increased aggressive minigun rate of fire (600 -> 200)
* Increased aggressive minigun damage to NPC (2 -> 15)
* Increased aggressive minigun damage to player (2 -> 12)
* Decreased cannon damage (200 -> 100)
* Added 5 new ConVars:
* npc_strider_num_missiles_npc
* npc_strider_minigun_damage_to_npc
* npc_strider_minigun_damage_to_player
* npc_strider_minigun_damage_to_npc_direct
* npc_strider_minigun_damage_to_player_direct
* Combine Dropship:
* Decreased firing cone (0.01745 -> 0.00873)
* Added missing dark energy impact effect
* Increased damage to NPCs (2 -> 40)
* Increased damage to player (2 -> 4)
* Combine Helicopter:
* No carpet bombing on easy difficulty
* Decreased damage percentage required to trigger carpet bombing (25% -> 20%)
* Decreased health (5600 -> 5000)
* Increased damage to NPCs (6 -> 40)
* Increased damage to player (3 -> 4)
* Combine Gunship:
* Gunship aims for center mass instead of head
* Added missing dark energy impact effect
* Increased damage to player (3 -> 4)
* Added 3 new ConVars:
* npc_gunship_num_missiles_1
* npc_gunship_num_missiles_2
* npc_gunship_num_missiles_3
*-----------------------------------------------------------------------------------------------
* Vehicles:
*-----------------------------------------------------------------------------------------------
* Airboat:
* Added 2 new ConVars:
* sk_airbaot_rate_of_fire
* sk_func_tank_airbaot_rate_of_fire
* Jeep:
* Increased damage (15 -> 22)
* Added 4 new ConVars:
* sk_jeep_gauss_rate_of_fire
* sk_jeep_gauss_damage
* sk_jeep_gauss_damage_charged_max
* sk_jeep_gauss_damage_charged_max
*-----------------------------------------------------------------------------------------------
* Weapons:
*-----------------------------------------------------------------------------------------------
* General:
* No recoil on easy difficulty
* Crowbar:
* Increased damage from player (10 -> 15)
* Increased damage from NPC (5 -> 10)
* Pistol:
* No dynamic spread on easy difficulty
* Decreased minimum firing cone (0.00873 -> 0.007)
* Decreased maximum firing cone (0.05234 -> 0.04)
* Increased NPC firing distance (1500 -> 2000)
* Increased ammunition quantity (150 -> 180)
* Alyx's Gun:
* Increased firing cone (0.01745 -> 0.02)
* Decreased rate of fire for NPC (600 -> 300)
* Decreased minimum burst size (4 -> 2)
* Decreased maximum burst size (7 -> 5)
* Increased damage from NPC (3 -> 4)
* Revolver:
* Decreased damage from player (40 -> 35)
* Submachine Gun (SMG1):
* Decreased firing cone (0.04362 -> 0.035)
* Increased NPC firing distance (1400 -> 2000)
* Decreased magazine size (45 -> 40)
* Decreased ammunition quantity (225 -> 200)
* Decreased grenade gravity (400 -> 300)
* Increased damage from NPC (3 -> 4)
* Pulse Rifle (AR2):
* Increased energy ball velocity (1000 -> 1250)
* Increased energy ball duration (2.0 -> 3.0)
* Decreased firing cone (0.02618 -> 0.021)
* Increased damage from NPC (3 -> 4)
* Shotgun:
* Decreased firing cone (0.08716 -> 0.07)
* Increased NPC firing distance (500 -> 1000)
* Increased magazine size (6 -> 8)
* Increased ammunition quantity (30 -> 32)
* Increased damage from NPC (3 -> 4)
* Crossbow:
* No bullet drop on easy difficulty
* Hand Grenade:
* Decreased damage from player (125 -> 100)
* No blip sound and tracing effect on hard difficulty
* Rocket Launcher:
* No rocket ignition delay on easy difficulty
* Decreased damage from player (200 -> 160)
* Decreased damage from NPC (200 -> 80)
* Bug Bait:
* Decreased splash radius (150 -> 50)
* Emplacement Gun (func_tank):
* Increased accuracy
* All emplacement guns are now tweaked to have the following stats:
* Rate of fire: 600
* Damage to NPC: 8
* Damage to player: 4
Unmentioned stuff:
Difficulty no longer changes damage values, only AI intelligence.
Metropolice and Combine will now investigate sound. If they spot enemies, they'll alert their team. Both Metropolice and Soldiers will use cover nodes effectively without a standoff goal.
Combine Soldiers can now toss grenades underhand.
Tons of new sentences for both Soldiers and Metropolice, as well as new situational sentences (seriously, there are at least 50 new entries).
[QUOTE=Kaleidescoop;47960694]* Citizens no more remind you to reload [/QUOTE]
Oh
My
God
I dont like the func_tank tweak, seems like removing mappers' freedom for no good reason
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