Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[IMG]http://images.akamai.steamusercontent.com/ugc/1464020977687708241/E5E82B048CFE19E29A4B5201616824F7BA048603/[/IMG]
[IMG]http://images.akamai.steamusercontent.com/ugc/1464020977687712903/DBCDD059B5DFDDAAA8B17D565DDA83A64210868B/[/IMG]
following up on people's suggestions.
I was going to make an argument about the brush count but that went nowhere fast when I realized my consulcast machines were like 30 brushes a piece and I have like 7 of them in this map.
Also believe it or not this is GYFTV's. Now with 100% less S.T.A.L.K.E.R.
tbh that big carpark sign looks out of place
also since you're using left 4 dead props, i'd suggest to replace the low poly dumpster with the ones from l4d
Back in the day, I used to love all of the ideas that were cut from HL2 and thought they were way better than the ones in the final game. But, after recently replaying HL2, I'm starting to think that Valve made the right choice cutting quite as few of the ideas they had.
The old initial journey through C17 was way, way too long for an intro and would've bored people, despite some interesting ideas. The Wasteland is a lot more generic than the neat Coast. The AirEx is a cool idea, but in practice it looks and plays like a giant typical industrial area, which was already done in HL1. The whole bit with the Borealis and Kraken Base feels like filler just meant to pad the game out, and cutting it entirely makes the game flow much better. Kicking off the attack on City 17 with Vertigo is a lot less interesting than revisting the first parts of the game and showing how much damage has been done to the city since the last time you were there.
Evne condiering thst the maps weren't close to being finished, the stuff in the WC Mappack are pretty lame compared to the maps in the final game. They're interesting to explore from a historical view, but they have pretty "eh" gameplay, if they have any period. Several ideas in them, like Ceramic Tile Citadel and the wide but very plain-looking Wasteland, are just plain bad. After looking at them for a bit, you can see why the majority of them were scrapped.
The only things I wish they had kept were some of the weapons and enemies, and that's to give combat some variety isntead of shooting soldiers and zombies over and over with the SMG1, .357, Shotgun, and AR2.
[QUOTE=Cvoxalury;48472153]Believe me, they don't fit in supposed Russian-Eastern Europe setting, either. They DO NOT fit HL2, and are instantly visible. FakeFactory will forever burn for paving C17 streets with rotten Soviet trucks. Coupled with whoever suggested him using those assets.
Apart from that, the map looks well-balanced.[/QUOTE]
Well yeah, that's what I was implying. :v:
That's the thing though, those were all unfinished ideas in various stages of development. Honestly I don't get when people seriously try and compare a finished game to a bunch of leaked files and concept art. Like yeah, I also prefer the retail product to a bunch of blocky wc maps.
Most of these concepts are far from boring/generic/broken/unworkable though. I refuse to believe that it is impossible to make them play out well with the right effort. I wholeheartedly believe that if valve were to put enough polish and refinement into some of their cut ideas the game would have turned out just as well. That said, yeah, I believe a few of the ideas just plain sucked and made no sense.
[QUOTE=Butthurter;48473858]like the manhack arcade[/QUOTE]
I think that's actually a cool idea, but definitely doesn't really make sense and didn't really fit into the story too well.
[QUOTE=marmalade;48473555]That's the thing though, those were all unfinished ideas in various stages of development. Honestly I don't get when people seriously try and compare a finished game to a bunch of leaked files and concept art. Like yeah, I also prefer the retail product to a bunch of blocky wc maps.
Most of these concepts are far from boring/generic/broken/unworkable though. I refuse to believe that it is impossible to make them play out well with the right effort. I wholeheartedly believe that if valve were to put enough polish and refinement into some of their cut ideas the game would have turned out just as well. That said, yeah, I believe a few of the ideas just plain sucked and made no sense.[/QUOTE]
Any concept can work with the right amount of polish and take on the concept. The issue is that Valve wasn't heading in the right direction with the concepts or simply found ideas that worked better for what they were wanting.
Look at Air Exchange. It sounds like a really cool idea; a facility that converts oxygen to some sort of compound that is poisionous to humans so that an alien race can safely live on Earth. However, when you actually look at the maps, you find that it looks and feels like a giant and generic industrial area. We've been there and done that in HL1 before, which means they really wouldn't be all that interesting to explore and play through. Why focus on a series of maps that feel like HL1 rehashes when you could do something else?
Vertigo is neat; you fight through a skyscraper with Overwatch infesting the area while watching the conflict between City 17 citizens and the Combine unfold. But, the way Valve handled the war in the final game is far more interesting; it lets you revisit parts of City 17 you visited at the start of the game, which shows that shit has seriously hit the fan ever since you completed Nova Prospekt. The oppressive but otherwise calm environments are now in chaos and a giant wall is consuming a lot of the old areas.
[media]https://www.youtube.com/watch?v=8BRD0cBfc7E[/media]
ill be uploading more stuff like this soon
i've already gotten an e3 2004 doug lombardi interview up, and the full e3 2004 demo
[QUOTE=Ziron;48475304]
Look at Air Exchange. It sounds like a really cool idea; a facility that converts oxygen to some sort of compound that is poisionous to humans so that an alien race can safely live on Earth. However, when you actually look at the maps, you find that it looks and feels like a giant and generic industrial area. We've been there and done that in HL1 before, which means they really wouldn't be all that interesting to explore and play through. Why focus on a series of maps that feel like HL1 rehashes when you could do something else?[/QUOTE]
I dunno man, I think the AirEx had a few unique areas. Granted, some parts are just straight up copied from that one part near the end of HL1 but I thought it had some cool "industrial nightmare" stuff going for it, (which, okay, HL1 did also with Black Mesa but in a different sense) especially if you go by Viktor Antonov's concepts as opposed to just the WC maps.
[QUOTE=Ziron;48475304]Vertigo is neat; you fight through a skyscraper with Overwatch infesting the area while watching the conflict between City 17 citizens and the Combine unfold. But, the way Valve handled the war in the final game is far more interesting; it lets you revisit parts of City 17 you visited at the start of the game, which shows that shit has seriously hit the fan ever since you completed Nova Prospekt. The oppressive but otherwise calm environments are now in chaos and a giant wall is consuming a lot of the old areas.[/QUOTE]
Well I wouldn't say those are mutually exclusive. You could easily move from the Skyscraper back to areas already visited at the start, like the Consulcast plaza or w/e. Also yeah, the retail game was great at subtly hinting stuff like the Combine Wall whereas the original concepts were a bit more hamfisted in their execution.
[QUOTE]You can say that, but it's like saying that if Valve were to put enough effort and passion they could be putting out a new half-life game every year.
They could, but they didn't and they don't and there are real well thought out reasons behind it.[/QUOTE]
True, all I'm really trying to say is that the concepts themselves are fine, and that if valve were intent on keeping them no matter what, they could've made them work. And just as a disclaimer, I'm not saying the original content is flawless or better than retail, they're just different approaches to a similar setting, and really the main reason I'm interested in it is because it's a different take on my favorite game.
[QUOTE=Jackathan;48475550][media]https://www.youtube.com/watch?v=8BRD0cBfc7E[/media]
ill be uploading more stuff like this soon
i've already gotten an e3 2004 doug lombardi interview up, and the full e3 2004 demo[/QUOTE]
Where did this video even come from?
I wonder how the old Wasteland would have worked if it was all dark (green? orange?) and cloudy?
If only I knew my way around Hammer, I would have fixed up some scenic maps and stick the old sky_c17_05 to see how good it looks.
[QUOTE=FlamingBlizza;48476305]Where did this video even come from?[/QUOTE]
Valve were praising their work with Softimage and their free modelling package XSI. There are three videos like this if I recall correctly (maybe its only two?), showing off various technical features of Source which were considered ground breaking in video games at the time. XSI was shown to display how easy it would be getting content into Source.
can anybody tell what map he loads? i'm interested in finding out but i can't read it from the quality of that video
its the e3_phys or somthing , i have varriants like e3_pachinko
also here's the other video, shows no gameplay but shows stuff about alyx and her model
[media]https://www.youtube.com/watch?v=95s0UAaDnN0[/media]
Developers of [URL="http://www.moddb.com/games/therevenge"]The Revenge[/URL] have recreated [URL="http://half-life.wikia.com/wiki/Combine_SWAT_Truck"]Combine SWAT truck[/URL] based on Viktor Antonov's concepts.
[IMG]https://pp.vk.me/c627318/v627318433/e3bf/F_Koce2YnDg.jpg[/IMG]
I highly doubt they'll give it away for others to use.
[QUOTE=Exploders;48485521]I highly doubt they'll give it away for others to use.[/QUOTE]
it'd be nice if they did :)
It always happen the same with other leak mods/communities. The need of "keeping to ourselves" whatever we recreate/discover.
I have the wonderful dream that someday, people will put aside their differences, and everyone will collaborate to create a general "recreated leak content" repository, where anyone can share whatever they create and can form a completed leak themed mod.
One day...
i dont think its "The need of "keeping to ourselves" mentallity, but more with the thought of spending time making something really good quality and having someone alter it in a small way and claiming it as there own creation and released on workshop " like some rp maps" or worse have it used in a pay for mod and not be credited for it
Pretty sure its the "keeping to ourselves" mentality.
[QUOTE=Maestro Fenix;48485600]It always happen the same with other leak mods/communities. The need of "keeping to ourselves" whatever we recreate/discover.
I have the wonderful dream that someday, people will put aside their differences, and everyone will collaborate to create a general "recreated leak content" repository, where anyone can share whatever they create and can form a completed leak themed mod.
One day...[/QUOTE]
Except people will just steal content and name it theirs, under their own 'original' beta mod.
Ain't no perfect system for it. It just never meant to be.
[QUOTE=DohEntertainmen;48485803]Except people will just steal content and name it theirs, under their own 'original' beta mod.
Ain't no perfect system for it. It just never meant to be.[/QUOTE]
The perfect system is to learn how to do all things related to Source and make your own assets. Not that hard. No need to be dependant on other's recreating something and be willing to share.
That's the idea of a main repo. Identify and credit properly each creator while allowing people to use it. Just look to anyone who tries to clone something that is already at the Workshop/FPSBanana.
Also I'm sure (at least in the past) that ModDB closed down mods that used stolen content if their authors reported it.
What I never understand is, why people think it would be so hard to prove themselves the original author. Any thefts are just gonna have decompiled model files and the finalized versions of textures/sounds. For instance, someone attempts credit theft of the crossbow I posted before, I have 568MB of source files to prove it's mine, while they have 11MB of files that are from a download I provided. Not to mention the last modified dates and "posted on" dates on the files themselves.
Of course, I released it with full permission for people to use and edit so long as they do credit me. The best way to go about it in my opinion, because people are gonna do it regardless and this way they're more likely to tell you. Besides, I find people wanting to use something I made flattering.
I'm also rather confident it's because people steal shit. Seriously, when Gmod first opened their workshop outside the Beta everyone and their dog uploaded the 'popular' maps with "credit 2 original creator" in the description. I suppose you could make the argument it's for conveyance and a vast majority of maps can be considered abandon-ware (which is a bit more morally ambiguous), but you're not being as respectful as you might consider yourself to be.
And in the case of whole abandoned games it makes more sense for Valve to keep hush hush about the assets because A: they might want to use them again and B: They don't want to go through the legal trouble of accrediting the employees who made the asset in the first place. What if they got fired from Valve? If Valve hasn't set up their contracts to get complete control over the employees production, it could be a legal nightmare to use these assets.
[QUOTE=Cvoxalury;48485933]The perfect system is to learn how to do all things related to Source and make your own assets. Not that hard. No need to be dependant on other's recreating something and be willing to share.[/QUOTE]
ideally yes, but most people in any community are lazy pieces of unoriginal filth that will jack your shit the first chance they get and call it their own. and even if they don't publicly make it known, i hate that they can do anything they want privately. the private usage or alteration of content without author consent is a bigger problem than most give it credit.
So all mods should be private then?
I mean, if One day, the MI team decided that the first part of the recreated HL2 Beta storyline was done, would they just decide to keep it for themselves, out of fear of having their asset reused without credits, Or would they follow the big picture and release it to the world?
Everyone is working toward a single goal, Recreating a lost part of the HL saga.
Community holding up recreated or simply found assets of the beta are successfully destroying any hope of ever seeing that goal finished.
On the other hand, like SageJFox said, why would you be scared of having your assets stolen if you have all of the source materials to prove that you made the model? Why not just contact the modder and ask for credits? If it's unsuccessful, you can still ask for the website to takedown the mod. It's not that big of a deal, it simply a lack of communication between all of the modding groups.
Also, [quote]The private usage or alteration of content without author consent is a bigger problem than most give it credit.[/quote]
I find this stupid.
Anyone has the freedom to edit or use a model without consent of the author as long as it's private.
Releasing the model or the product of the usage of said model without his consent or credit is however a problem.
[QUOTE=SageJFox;48458140]Anyone much care for skins based off of concept art that were never actually present in the leak files? If so, released a crossbow skin based on a piece shared in Raising the Bar a while back. Click the image for the GB page.
[URL="http://gamebanana.com/skins/140814"][IMG]http://vignette3.wikia.nocookie.net/half-life/images/b/b1/Crossbow_concept_art_2.jpg/revision/latest?cb=20091005151904&path-prefix=en[/IMG][/URL]
Even included a "fidget" animation similar to those that the HL1 viewmodels had.[/QUOTE]
That was completely unexpected. Nice work, remids me alot of VLAD the Impaler and the Railway rifle from FO3, i really like its style.
Also, interesting: The numbers on that last vid kinda remembers of the sprite one from the teleport pic.
Despite the WC Mappack being full of test maps, what are some semblances of coherent early storyline maps? Surely, they must have tried making actual gameplay maps instead of tests for the first 3 years of development?
So far I only know the c17_01 (industrial and train station), c17_road (bus ride), c17_03 (some puzzles), c17_04 ( downtown and consulcast), c17_05 (outer wall and manhack arcade). Also that's a shitload of levels to go through without any weapons, glad they were cut. I think vert/skywalk/rooftops/ruins are connected too as Day 4 levels during Vertigo's era.
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