• 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://puu.sh/k9Wq6/2524f19ccc.png[/img] Pretty much done.
[QUOTE=MI_Junk;48673006]I made a map tonight too, but it's just a dumb test map to help us improve the fire extinguisher a bit. Had fun making the extinguisher dispenser, though. [T]http://i.imgur.com/ITLKPGM.jpg[/IMG][/T][/quote]Of all the content Valve cut from the original, much better story of HL2, the part I miss the most is the second-act twist where Gordon has a third arm growing out of the side of his head.
Isn't it standard that all FPS heroes have their eyes on their neck?
today I wanted to remake one of my (very first) beta-styled building based from a fan made concept art that I forgot [t]http://i.imgur.com/FVrk4gb.jpg[/t] [t]http://i.imgur.com/xy6Ya1s.jpg[/t] its kinda undetailed, but I'll detail it once I'll use it into one of my maps in the future
[QUOTE=KillerKo4565;48675305]today I wanted to remake one of my (very first) beta-styled building based from a fan made concept art that I forgot [t]http://i.imgur.com/FVrk4gb.jpg[/t] [t]http://i.imgur.com/xy6Ya1s.jpg[/t] its kinda undetailed, but I'll detail it once I'll use it into one of my maps in the future[/QUOTE] It's a little strange how the ventilation ducts lead to electric boxes.
[QUOTE=Cvoxalury;48675555]It's a little strange how the ventilation ducts lead to electric boxes.[/QUOTE] I can't find a better texture for it, perhaps I should remove it?
[QUOTE=KillerKo4565;48675635]I can't find a better texture for it, perhaps I should remove it?[/QUOTE] I'd choose something like props/metalpanel017a. It's still a power box by the looks of the other textures next to it but it's less noticeable. Or you can go with metal/metalwall051a/b
[QUOTE=The Kins;48674747]Of all the content Valve cut from the original, much better story of HL2, the part I miss the most is the second-act twist where Gordon has a third arm growing out of the side of his head.[/QUOTE] Hahaha yeah, I was thinking the same last night. It's even more glaring when you hold the fire button and look to the right quickly. Then it looks like his arm is growing out of the top of his head more than the side. I'd love to see some corrugated-Citadel-defending leak literalist try to justify Gordon's third arm as canon and totally what Valve intended. Cvoxalury, can you plant the seed of this idea in that side of the Russian community and get back to me? lol.
[QUOTE=MI_Junk;48676346]Hahaha yeah, I was thinking the same last night. It's even more glaring when you hold the fire button and look to the right quickly. Then it looks like his arm is growing out of the top of his head more than the side. I'd love to see some corrugated-Citadel-defending leak literalist try to justify Gordon's third arm as canon and totally what Valve intended. Cvoxalury, can you plant the seed of this idea in that side of the Russian community and get back to me? lol.[/QUOTE] Oh I belive it'll come as part of a natural process. Just like the idea that Samuel was Eli Maxwell's son and there were four different versions of him, starting from 1998 all the way to 2004. Or we could always make a ridiculous model and it'll get stolen and reappear everywhere. I wonder just what is the thinking process like in the heads of these people. How did they not notice the Citadel? What exactly were their motives for putting firetrucks on roofs and a giant surreal oak tree across the plaza that's on fire? Why couldn't they remove a hundred of junk entities and instead leave them underneath the map in case of the Industrial (I can give you the source file if you like)? I don't understand.
[QUOTE=Cvoxalury;48676434]What exactly were their motives for putting firetrucks on roofs[/QUOTE] You know, I think I can give them that one. It looks to me like they thought the space above the tunnel was supposed to be a road.
ProZak & MI_Junk So, back when you were working on 1.6 maps for the Borealis, what was your ultimate conclusion regarding the hallway corpse drag sequence? What did you think it was intended to be and why did you cut it? I suppose there wasn't a good way to make it viable and sensible?
I cut it because it was glitchy and shitty looking and didn't make much sense. What enemy would be doing that anyway?
[QUOTE=MI_Junk;48677328]I cut it because it was glitchy and shitty looking and didn't make much sense. What enemy would be doing that anyway?[/QUOTE] Well, there could be either a stalker or an assassin dragging a corpse to a sacktick chamber for sackticks to feed on, or... a poltergeist? There are certain "purists", even among those who once were related to Dark Interval, who demand that everything remains exactly as it is in the leak, stuff like corpses being dragged along corridors, texture/model/sound choices, lighting, etc. I suppose that also playes some role in evaluating mods like Missing Info that dare to have some artistic liberty. But I think it's silly and even ignorant.
I guess that would be the best explanation, but I've never known stalkers to crawl through vents like that. Another reason, even beyond the fact that it looked like shit, was that Odell was scripted to chill out in that hallway and it would be weird for him to not react to it. To "purists" who demand things like that, I say that not even the leak could keep itself straight from map to map. All I care about is the end result not being awful. If we wanted the Borealis to be "pure," there would be almost no enemy encounters at all. [editline]13th September 2015[/editline] [QUOTE=Nukedrabbit95;48676689]You know, I think I can give them that one. It looks to me like they thought the space above the tunnel was supposed to be a road.[/QUOTE] And yeah, I'll even admit that an old version of my Terminal fix had a Combine APC or something up there. Just not an antique rusted out firetruck from a different game entirely.
Hey, if anyone wants to make beta-ish map (not related to leak ofc), I can send you a few locations on google maps.
[QUOTE=Mech Bgum;48672656]I always thought it would be awesome if there was a leak mod that would just concentrate on creating the oldest american gothic city17, focused purely on exploration, like in the beginning of hl2. With stuff mostly made up and using old concepts and antonov's artstyle as reference. I imagine it would be a much more fun process for whoever would be making it, since it would basically free hands and allow to make all the fun stuff and intereting areas, leaving the headache of gameplay design and all related code/assets for it aside. Think about it, you could make Manhack Arcade and not care how its gonna play, how awesome is that?[/QUOTE] That was what my mod, "Welcome to City 17", was literally going to be. A mod that lets you explore the old-style american City 17, with maybe an update to it later that includes the street wars. It ultimately never went anywhere though because I realized I'm not ready to be a one-man army of development.
It doesn't matter if there's no gameplay at all, if you recreate the scenery as depicted in the leak and RtB, I think they would look picturesque enough to score you some sweet ass points on your resume if you are aiming to be a level designer.
[QUOTE=Maestro Fenix;48668638]If you guys need donations to put MI at Greenlight, call the community. Me, and a lot of modder friends wouldn't mind donating money. The work that you have been done along the years have been always of excelent quality, and the world needs to know [i]once for all[/i] how to do right a "beta mod".[/QUOTE] [QUOTE=Cvoxalury;48668766]Here's what I think. If you're ready to further devote yourself to the project once it's in Greenlight (hopefully being fully applied and available), updating it, ideally adding new chapters to it (with your own storyline), so it's like an Early Access project that already got a good playable base, then it's a good decision to formalise your work that way. So I'd say go ahead with it, I won't mind donating as well. I dunno whether it'd be a good decision to have the E3 maps in it, though. At this point it feels like they're completely unneeded. Actually I just played through 1.6 and I noticed quite a few things here and there that would require further work, stuff like lightmaps at E3 Terminal, some better vistas, balancing... etc. I don't imagine you meant putting MI 1.6 in Greenlight, correct?[/QUOTE] It's nice to see this kind of support after all these years. [QUOTE=Snood_1990;48674490][img]http://puu.sh/k9Wq6/2524f19ccc.png[/img] Pretty much done.[/QUOTE] Fantastic job pal!
[QUOTE=MI_Junk;48677539]I guess that would be the best explanation, but I've never known stalkers to crawl through vents like that. Another reason, even beyond the fact that it looked like shit, was that Odell was scripted to chill out in that hallway and it would be weird for him to not react to it. [/QUOTE] Oh I didn't mean that it would be dragged through the ceiling, but rather on the floor. Oh, you know what it would be like? That little scene in Uplink where a zombie drags unconcious or dead scientists along a tunnel. The best explanation to why the corpse is actually being dragged through the pipes in the original map... I'd imagine that it was just abandoned half-way through when they were only beginning to test how to drag a ragdoll with physics and never got to adding more to it. [editline]14th September 2015[/editline] I'm reading Love Tub forums once again and here's what had been said about Dark Interval in 2011 [QUOTE]- hmmmm maybe u guys should merge :) imagine the badassery of the leak storyline - Not going to happen, personally I don't like the way that guy fixes maps. The gameplay in those Borealis videos seemed really arcadey, like he was just trying to cram enemies everywhere with no rhyme or reason. Also was not impressed with the lighting, as maps were either pitch black or had nauseating colors. The props are a bit overdone, suffering from what I call Source-itis, where modders try to cram as many props into a map as possible. It is lacking in atmosphere, which is what we were trying hard to convey in 1.6. He has an interesting take on the factory levels though. If he works on those points that I mentioned things should improve. I notice he is taking some huge liberties with the layout/flow of these maps, so at least our projects will probably not wind up looking too similar to each other. We take liberties like this too, but different ones. Good for these guys for getting this much done before showing their work.[/QUOTE] [QUOTE]Texture repetition shows off so much in their stuff, I don't like that (and neither does the human eye).[/QUOTE] [QUOTE]I can't help but seeing DI doing the same as the first MI team did. They're working on a billion different things and doesn't seem (to the public) very organized. It's nice they're keeping us updated though.[/QUOTE] [QUOTE]While I admire the determination of the Dark Interval team, a lot of their maps look like they are trying to cram in too much crap with no rhyme or reason.[/QUOTE] And I agree with all of these! Terribly strong color correction, "Source-itis", combination of intensely populated and desolate spots next to each other, if I'd only taken a wrong turn and started using MI models we'd have another Build 2046 but earlier. And maybe with less STALKER. I think I can even make a study of my own early media updates as part of "how not to make a mod" educational program.
You've come a long way. I forgot that was even your mod. And I agree, the first releases of MI were kinda mediocre and all over the place. It is also good to see some support amd nice words. It felt like after 1.6 we couldn't find anything but negative feedback and words of disappointment, which for us was pretty disappointing. We really thought we had something cool, and then that moron from Rock Paper Shotgun reviewed us and completely missed the point of the mod, removing points because he entered impulse 101 and had too many weapons in his opinion. That article really ticked me off. This, and the negativity and childishness of the HL2 community in general contributed to my burning out.
[QUOTE=MI_Junk;48681169]It is also good to see some support amd nice words. It felt like after 1.6 we couldn't find anything but negative feedback and words of disappointment, which for us was pretty disappointing. We really thought we had something cool, and then that moron from Rock Paper Shotgun reviewed us and completely missed the point of the mod, removing points because he entered impulse 101 and had too many weapons in his opinion. That article really ticked me off. This, and the negativity and childishness of the HL2 community in general contributed to my burning out.[/QUOTE] It is very strange (but what you can call "natural", I guees) how people resented something that had quality in it, was individual. I suppose some people really missed the point, and some still do. Remember that 1.5 review I posted to you a few days ago (btw it was a 1.5 review and it says something, since 1.5 is more like the leak and he still was so extremely unhappy and prejudjed about it)? Yesterday I played 1.6 and showed it to the same guy (who didn't play it), he still didn't get why the soldier corpse wasn't there, why did you not place some leak sounds here and there and changed the lighting, the scripts, etc. Some just don't get artistic individuality. What you should know is that your work is actually very good and enjoyable.
[QUOTE=MI_Junk;48681169]You've come a long way. I forgot that was even your mod. And I agree, the first releases of MI were kinda mediocre and all over the place. It is also good to see some support amd nice words. It felt like after 1.6 we couldn't find anything but negative feedback and words of disappointment, which for us was pretty disappointing. We really thought we had something cool, and then that moron from Rock Paper Shotgun reviewed us and completely missed the point of the mod, removing points because he entered impulse 101 and had too many weapons in his opinion. That article really ticked me off. This, and the negativity and childishness of the HL2 community in general contributed to my burning out.[/QUOTE] Wow. I wasn't really an active member of the beta community at the time, so I never saw how much shit MI got. For what it's worth, I remember staying up until 7 in the morning playing 1.6 and going on the forums when it first came out cause I thought it was the coolest shit ever. I wanted to join you guys on the dev team so bad, but I never thought of applying because I didn't think I would be a good enough mapper. (Which back then, was in all likeliness totally true) Also, status update on the terminal map: I decided to go ahead and put in the elevated railway.(Because honestly it's a really cool idea) More screenshots when I get off of work.
Similar to Nuked, I was only marginally aware that there was a "Beta community," and honestly, especially after what's been shared over the past few pages, I am quite glad that Missing Information is the only Beta mod I ever really knew about, and especially the only one I played. Certain situations make it feel weird to say thank you at this point, but, well. Glad to know there's others who don't see the Beta as an excuse to make low quality garbage. Goes for everyone sharing content in this thread as well, not just those working on Missing Information.
[QUOTE=Cvoxalury;48681636]It is very strange (but what you can call "natural", I guees) how people resented something that had quality in it, was individual. I suppose some people really missed the point, and some still do. Remember that 1.5 review I posted to you a few days ago (btw it was a 1.5 review and it says something, since 1.5 is more like the leak and he still was so extremely unhappy and prejudjed about it)? Yesterday I played 1.6 and showed it to the same guy (who didn't play it), he still didn't get why the soldier corpse wasn't there, why did you not place some leak sounds here and there and changed the lighting, the scripts, etc. Some just don't get artistic individuality. What you should know is that your work is actually very good and enjoyable.[/QUOTE] We used many Borealis sounds from the leak. What does he want from us? EDIT: Also, what scripts? The original files have almost no enemy encounters or scripts apart from some headcrabs and zombies. Lighting was changed because some parts of the level would have been completely dark otherwise. I don't think this friend of yours really knows what he's talking about, because it sounds to me like he just wants an empty dark level to walk through. EDIT 2: The very first thing you hear when you load up MI 1.6 and the background map is enabled, is ambient/areas/borealis/outside_ship.wav and then when the dropship begins its siege you can hear ambient/materials/shipgroan5.wav. I seriously do not understand that criticism. EDIT 3: Just checked the original wc-mappack files (when I joined the MI team for 1.6 I was just working off the maps they had from 1.5) in d3_tug_01, the first map of the chapter, none of Odell's scripts are present, and Odell isn't there at all. That room where the radio is was originally empty and inaccessible until someone from the old MI team gave it that purpose. Really the Borealis files are some of the most bare-bones and incomplete in the leak.
[QUOTE=MI_Junk;48684279]We used many Borealis sounds from the leak. What does he want from us? EDIT: Also, what scripts? The original files have almost no enemy encounters or scripts apart from some headcrabs and zombies. Lighting was changed because some parts of the level would have been completely dark otherwise. I don't think this friend of yours really knows what he's talking about, because it sounds to me like he just wants an empty dark level to walk through. EDIT 2: The very first thing you hear when you load up MI 1.6 and the background map is enabled, is ambient/areas/borealis/outside_ship.wav and then when the dropship begins its siege you can hear ambient/materials/shipgroan5.wav. I seriously do not understand that criticism. EDIT 3: Just checked the original wc-mappack files (when I joined the MI team for 1.6 I was just working off the maps they had from 1.5) in d3_tug_01, the first map of the chapter, none of Odell's scripts are present, and Odell isn't there at all. That room where the radio is was originally empty and inaccessible until someone from the old MI team gave it that purpose. Really the Borealis files are some of the most bare-bones and incomplete in the leak.[/QUOTE] He complained to me that you didn't place some "stinger" sounds in the flooded corridor or something like that. Said that "[he] know[s] how the maps are supposed to look like because he checked them in Hammer", that MI is a "parody of the Original storyline" and all that. Also he didn't like how there's no gunship fight. For some reason he was happy to see missing textures here and there. As for the scripts. Actual Borealis maps are very incomplete, yeah, but as for Odell's scripts, I think they're all in some AI testing map? Called ai_behaviour or something like that. Devtest had soldiers... so, basically, the scripts in MI maps wholly make sense. I guess he just wanted some leak maps as they are because that way one can REVIVE THE ORIGINAL STORYLINE. You know, I'll just re-post my translation of his original posts. [QUOTE]"MI is a lame parody of The Original Storyline, plus some broken maps and wrong design choices. Their Rofftops is especially terrible... the most valuable thing is the fixed weapons. They took the story layout from the WC mappack and then roally screwed up with it. Of course the result was pure shit. I know how these maps are supposed to look like, what should be present in them, what models should be there. I know The Original Storyline and what it's based on, know how the maps were made and what makes them belong in The Original storyline... Well. Once again MI proves they don't know shit about the original design choices and how to do it right. It should be noted that this is the first mod to actually be released, at least the only one big enough. The second and the third would hopefully be P9 and the Team Gaben's bullcrap project. [...] MI is a nonsensical story remake, nothing more. 90% of the time there is nothing of the original level left but the level itself, all the scripts are made up by MI (weeeell.. maybe 1-2% are the original ones). It's different in design, different in level make-up, different lighting, with HDR completely ruining the atmosphere. Moreover, most of the maps are the ones for the E3 demo and they've been done by everyone by now. Even their Rooftops map is... somehow wrong, there's nothing in the original files that corresponds with what they've done to it. Also of note, they're redoing same maps over and over again, everything in the new version was made back in 2006... [...] The leak is but a compilation, a scrapheap of old models, textures and code fragments. But The Original Storyline could and will be revived, the first public release of Project-9 gets closer every day. There were three distinct storyline versions overall: The Earliest one, The Original one and The Retail one. There were more but these three were the only one to get realised."[/QUOTE] I think that his problem is with how he sees Valve's maps as complete objects, with certain "atmosphere" that should not be disturbed by any major change. So if you make a leak mod you must not dare to change anything, like with the lighting, otherwise it's just not an "Original storyline" map anymore! P. S. Oh, and he was really upset with the lack of the Combine Guard in the Terminal map. When I told him that the leak model looks like shit he said that you could've "upscale texture resolution" for it and put it there. Althhough I myself felt that the map is kinda incomplete, without the scanner grabbing Gordon by the neck and all that.
So where does it end? Should all missing models be left as giant ERROR signs? Should all missing textures be left as purple checkerboards? Axel G didn't even manage to steal all of the VMFs, so the map pack doesn't even match the version of the game that was leaked. Assuming these maps were meant to be finished at some point that would mean further tweaking to scripts and lighting and all that. I cannot stand people who can only see things in black and white. Tell him to make his own leak mod if that's what he wants to play.
[QUOTE=MI_Junk;48687931]Tell him to make his own leak mod if that's what he wants to play.[/QUOTE] It's a little late for that. He essentially made that attempt because he formally started Dark Interval in 2010 when he approached me, requesting help with fixing the leak maps, in exchange for his guidance toward creating a "true Original storyline mod" (and yeah, he always capitalises it).
[QUOTE=Cvoxalury;48686166]P. S. Oh, and he was really upset with the lack of the Combine Guard in the Terminal map. When I told him that the leak model looks like shit he said that you could've "upscale texture resolution" for it and put it there. Althhough I myself felt that the map is kinda incomplete, without the scanner grabbing Gordon by the neck and all that.[/QUOTE] As a note, I would [I]love[/I] to redux that model with a collated UV map and better textures/shaders.
[IMG]http://i.imgur.com/rlFxyA2.jpg[/IMG] "Hmm yes, much better" -Cvoxalury's friend [editline]15th September 2015[/editline] [QUOTE=Snood_1990;48688052]As a note, I would [I]love[/I] to redux that model with a collated UV map and better textures/shaders.[/QUOTE] It was always an interesting looking enemy. A creepy holdover from the 2002 days.
[QUOTE=MI_Junk;48691466][IMG]http://i.imgur.com/rlFxyA2.jpg[/IMG] "Hmm yes, much better" -Cvoxalury's friend[/QUOTE] I remember how I once asked him what should and what should not be added to a map during porting/fixing, he told me it's more or less okay to replace blocky stuff with something more detailed, and that if there's an empty spot on a map I can place "wind sound" in there. Whatever the hell that means! The main rule was that Dark Interval was supposed to be a "fix" and not a "mod" hence it was obligatory not to touch original gameplay. In case of Borealis it would mean strolling through brightly lit, emptry corridors, how [I]fascinating[/I]. In actuality, there's simply no way to fix the leak without changing it to something more modern, and the mod gradually became [I]very[/I] liberal about its design choices. Anyway, the guy is a freak and I'm glad he no more has any say in DI development process.
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