• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=FetusFondler;47243582]No but isn't it a bit of a coincidece that in a game where you encounter hundreds of abandoned or wrecked Russian cars, the one car you [B]can[/B] drive just so happens to be an iconic American import muscle car? It's like "Oh, we're making this post-apocalyptic zombie game set in America where you'll find hundreds and hundreds of abandoned, typically American cars just lying around. You can drive a car at some point in the middle of the game. What is it? A damn Lancia Stratos."[/QUOTE] Imported American cars were a rare sight in USSR. But still, there were a few of then in each city. After USSR fell there were more than a few. Slavs were crazy over American culture. I can explain the decision from the lore and game perspectives. Lore: You see rebels fixing up a lot of cars through Ep2. There's your car, two (I don't remember, maybe one) is being fixed in the garage, and one crashed and burning somewhere before white forest recently. Knowing all that, there's nothing strange for some particular rebels to see a fairly rare import and choose it for repairs, not the hundreds of Slavic cars around it. Game: It stands out, it's nothing like you saw before, it's a great reward after that hellish level, and a motivation to finish it (since you see it flashing on the bridge) it fits great with the cool rock music during the helicopter chase and the final level. If feels great to smash (once a scary enemy) hunters with the roar of that engine. It fits with the "fuck yeah humanity, we're going to kick your alien portal ass" theme of the episode. Basically, Valve wanted you to rock and roll. We already had a jalopy in hl2. If we had that old beta jalopy in ep2, it would feel a bit same and stale.
[QUOTE=Jackathan;47266201]if only hammer told me what lines were causing problems with .map files maybe then i could go in and manually fix it[/QUOTE] Load them using HL1's hammer, export as RMF modern hamer can't load .map for some reason
[QUOTE=WhyNott;47274596]Load them using HL1's hammer, export as RMF modern hamer can't load .map for some reason[/QUOTE] yeah, ive noticed since the begining of my porting ive been using hammer 3.5 (aka worldcraft), but it still does not tell me anything about where the error is, it just says "x solids were not loaded due to errors in the file"
does this look like a reasonable layout for the beta citadel? (this version anyways) [img_thumb]http://i.imgur.com/dEDNiA0.png[/img_thumb] each name corresponds to a vmf name in the wc mappack
[QUOTE=Jackathan;47277145]does this look like a reasonable layout for the beta citadel? (this version anyways) [img_thumb]http://i.imgur.com/dEDNiA0.png[/img_thumb] each name corresponds to a vmf name in the wc mappack[/QUOTE] If definitely looks like so. If you go to the outside of those maps, theyre basically huge blocks of the Citadel puzzle.
i need the names of vmfs with citadel stuff in them (but dont have the word citadel in the title) i only know of these ones: proto_cellblock_001 demo_camshaft if anybody know anymore, please tell me [B]**edit 3 hours later**[/B] also these vmfs: proto_core001 proto_core002
I kinda had the impression that proto_citadel_garbage was closer to the top, because it has skybox above. Though it could very well just be located at the foot of the citadel, or simply unfinished.
do you guys think this elevator fits with the style of the old citadel? [video=youtube;o2grj6k6zpY]http://www.youtube.com/watch?v=o2grj6k6zpY[/video]
To be fair, most of the old Citadel looked like a big W.I.P. unlike other maps.
I really liked the huge weird organic-shaped metal machines in the old citadel, coupled with the tile really made the whole mess look alien
so im working on combining the citadel vmfs into a big map (if that wasn't already obvious) and here's what i got so far: [img_thumb]http://i.imgur.com/tlhFn3Q.jpg[/img_thumb] i hope to get all the major areas of the citadel in this map, including the core, garbage pit, interior, and consul office.
[QUOTE=Maestro Fenix;47282609]To be fair, most of the old Citadel looked like a big W.I.P. unlike other maps.[/QUOTE] Agreed. We have a big number of small test maps that make no sense whatsoever between each other.
what even is proto_citadel_advisors [img_thumb]http://i.imgur.com/6fCPZU2.jpg[/img_thumb] it doesn't really fit the design aesthetic of the rest of the citadel maps other then being made of a light colored metal and some tile
It looks something like the space in EP1 where gordon and alyx find the advisor pods? Or... at least that's what I got from it
the map is currently going [I]fantastically[/I] here's the general layout: [img_thumb]http://i.imgur.com/3sRjalF.jpg[/img_thumb] i have some more plans for it, including: - add the citadel core - add the consul office imo the map currently has a mediocre name (rp_beta_citadel), if anybody has any ideas for a better name, i would love to hear it
how do i fix _orphaned hidden? is there any way to do it?
[QUOTE=Jackathan;47304162]how do i fix _orphaned hidden? is there any way to do it?[/QUOTE] Mark the visgroups and delete them.
[t]http://i.imgur.com/mH0fZmF.jpg[/t][t]http://i.imgur.com/8oe4xS8.jpg[/t][t]http://i.imgur.com/UJ2bplC.jpg[/t][t]http://i.imgur.com/rL0YSAM.jpg[/t] [t]http://i.imgur.com/mjT9bDi.jpg[/t][t]http://i.imgur.com/VVWyPDi.jpg[/t][t]http://i.imgur.com/91vmHsI.jpg[/t][t]http://i.imgur.com/OBraWvc.jpg[/t]
Very nice! But I think you could take skybox buildings from proto_citadel_skybox (or whatever it's called, the night one). It has way more buildings and also some citadel-related structures at its foot.
is the map supposed to be this dark? [t]http://i.imgur.com/GjVA7re.jpg[/t] [editline]12th March 2015[/editline] [IMG]http://i.imgur.com/3z8cKNE.jpg[/IMG] oh, come ON. this image takes up a whole PAGE in rtb and THAT'S the highest resolution they could get? goddamn
[QUOTE=Jackathan;47311220]is the map supposed to be this dark? [t]http://i.imgur.com/GjVA7re.jpg[/t] [editline]12th March 2015[/editline] [IMG]http://i.imgur.com/3z8cKNE.jpg[/IMG] oh, come ON. this image takes up a whole PAGE in rtb and THAT'S the highest resolution they could get? goddamn[/QUOTE] Try looking on Victor Antonov's portfolio site.
[QUOTE=Snood_1990;47314310]Try looking on Victor Antonov's portfolio site.[/QUOTE] [url]http://www.vulkanbros.com/intro.html[/url] Took me awhile to find it, there's quite a lot of stuff not in RTB there
A cool exxperiment to do, since were dealing with the Citadel, would be taking HL2 citadel maps, decompiling them, and changing the lighting/texturing. I mean, why not?
[QUOTE=Sally;47315007][url]http://www.vulkanbros.com/intro.html[/url] Took me awhile to find it, there's quite a lot of stuff not in RTB there[/QUOTE] Such as? Every HL2 concept on his site is in RtB. Lost Coast ones obviously and understandably aren't. We have very, very small number of HL2 concepts that are not in RtB, for example one of the Depot ones, or the one with Gordon on Borealis. That is sad, RtB is a collection of ideas and images which were chosen as most curious, significant, but there were maybe hundreds of others that we will not be seeing.
What do people think of these sets of Combine lines in the leak? [video=youtube;jqUq_fsNQyc]http://www.youtube.com/watch?v=jqUq_fsNQyc[/video] I find it interesting how the Combine seem, at this point in time, to have a completely different type of slang. Has anyone tried editing these to sound Combine-vocoder-ish and see how they sound?
I kinda like them. the box is empty.
[QUOTE=BoxBuilder999;47316470] [video=youtube;jqUq_fsNQyc]http://www.youtube.com/watch?v=jqUq_fsNQyc[/video] [/QUOTE] He sounds alot like the guards from Oblivion.
[QUOTE=Cvoxalury;47316267]Such as? Every HL2 concept on his site is in RtB. Lost Coast ones obviously and understandably aren't. [/QUOTE] 05 06 13 Are the ones that come to mind
[QUOTE=Sally;47317354]05 06 13 Are the ones that come to mind[/QUOTE] Those are all in RTB
[t]http://i.imgur.com/gmAskvk.jpg[/t][t]http://i.imgur.com/FVrsrGF.jpg[/t] [t]http://i.imgur.com/Zl0iDCJ.jpg[/t][t]http://i.imgur.com/dfAZoma.jpg[/t] not quite done yet, but very close.
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