Half-Life and Portal series, general discussion (v6)
5,016 replies, posted
-snip- what wrong thread
[QUOTE=Wizen;48155374]That doesn't mean anything. He is mainly an concept artist, and if this is true, then maybe his work on current game was come to end. There are STILL many different artists on Valve so don't panic.[/QUOTE]
Are there? If not, HL3 would probably turn out as text game...
Anyway, he has been there for like 20 years ? That´s so long, I can´t imagine working for one company for this long...
[QUOTE=Wulfyx;48152432]Sooo, Ted Backman just left Valve?
[url]https://www.facebook.com/ted.backman.5/timeline/story?ut=32&wstart=-2051193600&wend=2147483647&hash=10153425107909568[/url]
Well, he left Valve in May, so I guess it's a shower o'clocks[/QUOTE]
I think we all know what this means, final nail in the coffin.
I can't believe Half-Life is fucking dead
[QUOTE=tempunary;48160875]I can't believe Half-Life is fucking dead[/QUOTE]
you're a few years late don't you think?
so half-life already passed its half-life and just went straight to the grave?
[IMG]http://ichef.bbci.co.uk/news/375/cpsprodpb/5056/production/_84166502_pluto_color_new.png[/IMG]
Is it just me or does this image of Pluto look like the Black Mesa logo?
[QUOTE=Kaleidescoop;48161601][IMG]http://ichef.bbci.co.uk/news/375/cpsprodpb/5056/production/_84166502_pluto_color_new.png[/IMG]
Is it just me or does this image of Pluto look like the Black Mesa logo?[/QUOTE]
ARG confirmed?
[QUOTE=Kaleidescoop;48161601]
Is it just me or does this image of Pluto look like the Black Mesa logo?[/QUOTE]
So Half-Life 3 was real all along, we just have to go to pluto to get it?
[editline]9th July 2015[/editline]
Still more reasonable then waiting for valve to make it.
[QUOTE=Kaleidescoop;48161601][IMG]http://ichef.bbci.co.uk/news/375/cpsprodpb/5056/production/_84166502_pluto_color_new.png[/IMG]
Is it just me or does this image of Pluto look like the Black Mesa logo?[/QUOTE] [IMG]http://i.imgur.com/CNNBOrK.png[/IMG]
You know, I recently started playing Portal Stories, and I've been thinking.
In the first Portal the test chambers have a different design, and look like to be in a static position. In the second all the test chambers have been redesigned, and the maintenance areas have seen a huge redesign as well. There are no more rusty floors, pistons which have been replaced by catwalks, movable test chambers and huge pits.
All of that must've happened while GLaDOS was destroyed, but I'm seriously wondering how?
And yes, I know this is late but this is the first time I'm really starting to question it.
[QUOTE=Butthurter;48163267]retcons, try not to overthink these things[/QUOTE]
Chell probably just didn't see it first time round.
[QUOTE=Merijnwitje;48163032]You know, I recently started playing Portal Stories, and I've been thinking.
In the first Portal the test chambers have a different design, and look like to be in a static position. In the second all the test chambers have been redesigned, and the maintenance areas have seen a huge redesign as well. There are no more rusty floors, pistons which have been replaced by catwalks, movable test chambers and huge pits.
All of that must've happened while GLaDOS was destroyed, but I'm seriously wondering how?
And yes, I know this is late but this is the first time I'm really starting to question it.[/QUOTE]
Differences in engine capability along with Portal 1 being a "side project" that gained riotous popularity, and Portal 2 being a full dedicated assembled game release. The developer's commentary from Portal 1 speaks about how the test chambers are all assembled by machinery.
I get the feeling, though, the style of assembly was pretty radically changed. They almost entirely switched from the largely hydraulic mechanics of P1 to the largely robotic of P2
[QUOTE=Sonador;48164473]Differences in engine capability along with Portal 1 being a "side project" that gained riotous popularity, and Portal 2 being a full dedicated assembled game release. The developer's commentary from Portal 1 speaks about how the test chambers are all assembled by machinery.
I get the feeling, though, the style of assembly was pretty radically changed. They almost entirely switched from the largely hydraulic mechanics of P1 to the largely robotic of P2[/QUOTE]
The facilities feel totally different between games. Portal 1 felt like a dark and creepy Black Mesa, then Portal 2 makes it this just fucking out there place that doesn't even make sense anymore. The retcons are just crazy.
I really like Portal 1's feel better, it has like a weird, sterile feel to it that Portal 2's portrayal didn't have
That said, 1960's/70's aperture is really atmospheric in their own right, and captures the era really nicely
Here's an updated look at the scene I posted on the last page. I've replaced the floor, replaced the brush doors in favor of model ones, added more detail, tweaked the lighting a bit, and adjusted the action a little bit to make the overall image less cluttered.
[t]http://images.akamai.steamusercontent.com/ugc/456337321791739683/1627304D53571DFF2DD3723C2398866F51226C67/[/t]
[B]EDIT:[/B] Uh... there's supposed to be smoke near the pipes, but for some reason they didn't appear. That's odd.
[QUOTE=Butthurter;48175410]you should really do something about the brushwork surrounding the grate, it really makes me think this scene is meant for a game in 2002[/QUOTE]
Good point! I hadn't really bothered touching up the grate area because I was too focused on building up the rest of that hallway around the grate area, which is a mistake I'll try not to replicate in the future. Looking back, the grate area hasn't been drastically changed at all since I textured it. This is the earliest screenshot I could find of this hallway; even the 'High Voltage' sign is the same :v:
This screenshot was taken October 2014, before I abandoned the map (I just decided to start working on it again two days ago for some reason).
[t]http://images.akamai.steamusercontent.com/ugc/23967024029925634/4A130B7FA1166E09B457533ACCAD4DCAB2BB713E/[/t]
Back then, this map had actual gameplay; you and three Combine Soldiers were attacking a Resistance base, and there was a lot of scripted tactical stuff that wasn't really worth the effort put into it like Combine Soldiers leaning to look through a doorway, scripted grenade throws where it would bounce off a wall and through an open door to explode rebels, and planting charges on doors to make them explode.
[t]http://images.akamai.steamusercontent.com/ugc/25096800634960968/CFABCDF804C9E3C0C4F06685671763935B609978/[/t]
I later abandoned the map when I accidentally broke a large chunk of the scripted scenes and gave up. The map, even when it was working, was fairly terrible to be honest (poor level design, poor texturing/brushwork, annoying NPC followers that would get in your way and not move out of it, very dull and sometimes not working scripted scenes, etc. (not like I'm any better at mapping now! :suicide:))
[editline]10th July 2015[/editline]
Is this any better?
[t]http://images.akamai.steamusercontent.com/ugc/456337321793114508/F8B52ABCE647B8BC01D5576F23DC5EE4DD0757C0/[/t]
New grate, is now a brush. Added debris and marks along the floor and walls where the door was forcefully removed from its hinges. Changed wire position leading to disabled light.
that bloodsplat is atrocious, don't use it
the bigger tiles don't seem the match the ones that're underneath (it looks like concrete slabs on kitchen tile)
i'd suggest making getting rid of/making the blue light in the hallway a more pale blue, like this
[t]http://i.imgur.com/FEKiKFo.jpg[/t]
[editline]11th July 2015[/editline]
o and also the brick lying on the ground near one of the soldiers has a weird texture, should change that to align nicely
Is this any better? Not sure what to replace the blood splat with, though.
[t]http://images.akamai.steamusercontent.com/ugc/456337628503094673/7DB29BBABDE6899A0667E9D812F4B3ECEA3693F7/[/t]
Changed debris and lighting by the doorway, added fluorescent lighting fixtures to the ceiling, moved a brick to the side so the first shotgun shell is more noticeable, removed weird floor tiles.
i feel like you should remove the blue light and see how that looks
Honestly, I feel like the light projecting shadows on the wall is way too close to the grating. It makes the shadow awkwardly large, as if there was a flashlight pressed against the fence bit, but with a huge fov. Maybe move that back towards the wall, or closer to whatever light source you're trying to display. (I can't really see the source of the light).
Some guy making poses is the driving force for 100% of all Half-Life activity currently.
Should I be worried?
[QUOTE=A B.A. Survivor;48182866]Should I be worried?[/QUOTE]
Nah.
In ten days something Half-Life related will be announced.
[QUOTE=tempunary;48183052]Nah.
In ten days something Half-Life related will be announced.[/QUOTE]
Half-Life: The Table Game
[QUOTE=tempunary;48183052]Nah.
In ten days something Half-Life related will be announced.[/QUOTE]
Pinball FX2 Half-Life DLC?
Portal fan movie involving the portal gun in today's setting: [url]https://www.youtube.com/watch?v=SYb6wWXCkfU[/url]
[QUOTE=jazzpunk;48212667]Portal fan movie involving the portal gun in today's setting: [url]https://www.youtube.com/watch?v=SYb6wWXCkfU[/url][/QUOTE]
I like how she holds the replica correctly, most people hold those wrong.
[sp]Im still bothered by the portalgun shooting orange portals, its the Coop version (She has the Atlas PortalGun) but oh well, that was the only replica they got i guess.[/sp]
[QUOTE=jazzpunk;48212667]Portal fan movie involving the portal gun in today's setting: [url]https://www.youtube.com/watch?v=SYb6wWXCkfU[/url][/QUOTE]where are the gravity gun fan movies
Sorry, you need to Log In to post a reply to this thread.