• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
We're live! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=520179169[/url] Here's hoping for your support :)!
[QUOTE=ProZak;48729212]We're live! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=520179169[/url] Here's hoping for your support :)![/QUOTE] it's so pretty and polished-looking, you got my vote
Thanks for all the love, guys! We are sitting in our IRC channel refreshing the page. Watching the votes come in is kind of an emotional rollercoaster. I want to look away, but I can't! Oh shit, page snipe! Here's the link to our Greenlight page. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=520179169[/url]
[QUOTE=ProZak;48729212]We're live! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=520179169[/url] Here's hoping for your support :)![/QUOTE] Hells yes.
[QUOTE=MI_Junk;48727095]Looking good! A couple suggestions, if I may. First, I'm not sure that combine metal texture works well on that poster kiosk in the plaza square. Also, the "Terminal Hotel" building is missing that 45 degree corner piece that faces the street. Only reason I bring that up is that it's one of my favorite details of Terminal, but it's your map and your call.[/QUOTE] ??? [t]http://i.imgur.com/nJsU9rF.jpg[/t] (Thanks for reminding me about that. I didn't even purposefully remove it, I just forgot to re-add it when I remade that building)
Ah nice! I like the depth it adds to the overall image. The world needs more 45 degree mapping.
[QUOTE=MI_Junk;48729460]Thanks for all the love, guys! We are sitting in our IRC channel refreshing the page. Watching the votes come in is kind of an emotional rollercoaster. I want to look away, but I can't! Oh shit, page snipe! Here's the link to our Greenlight page. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=520179169[/url][/QUOTE] Are you guys gonna recreate different versions of the same idea? For example, making both Vertigo and Palace and their respective street wars, the different versions of Terminal (one based on E3 and another based on c17_01/2/3/4/5) and Ravenholm?
[QUOTE=ProZak;48729212]We're live! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=520179169[/url] Here's hoping for your support :)![/QUOTE] You've got it!
asince this thread is now filled with xcontent from MI how about some Team gabeN TF invasion content :3
[QUOTE=darkspire17;48735015]asince this thread is now filled with xcontent from MI how about some Team gabeN TF invasion content :3[/QUOTE] [IMG]http://puu.sh/kjFYr/5698b8998c.png[/IMG]
[QUOTE=darkspire17;48735015]asince this thread is now filled with xcontent from MI how about some Team gabeN TF invasion content :3[/QUOTE] There isn't really too much to show that's not been shown before. We needed someone that could make a vehicle and when that didn't happen development kinda just stopped.
[QUOTE=ProZak;48736551]There isn't really too much to show that's not been shown before. We needed someone that could make a vehicle and when that didn't happen development kinda just stopped.[/QUOTE] Yeah I was about to post this same thing. We were so strapped for content, I think we were using random HL2 props for structures and Halo weapons for alien guns. There was just so much missing content.
[QUOTE=MI_Junk;48729509]Ah nice! I like the depth it adds to the overall image. The world needs more 45 degree mapping.[/QUOTE] The world needs more free angled mapping. European cities are so dependent on terrain features that roads have long curves and uphill/downhill elevation changes. Once you have laid down roads you have to fit buildings in the remaining spaces thus you are getting less rectangular architecture with its own characteristics.
If only we had an adequate editor instead of Hammer.
There's always [url=http://dev.wallworm.com/]WallWorm[/url]. Personally I think its slower but I'm not too efficient in 3ds Max. In other news [img]http://i.imgur.com/bTIJJLz.png[/img] Edit: 100%. We're in the top 100 now, yay! I'm amazed that this happened in two days. I hope we'll stay there (I think that's required?).
[QUOTE=ProZak;48737833]There's always [url=http://dev.wallworm.com/]WallWorm[/url]. Personally I think its slower but I'm not too efficient in 3ds Max.[/QUOTE] Ah, yes. Well. The two main obstacles for me is that 1) Moddable Source cannot into lighting on big models 2) After almost 10 years with Hammer it's hard to part ways with it even with all its quirks and disadvantages. I guess I should sometime try and learn the Dota 2 tools, all this brush-but-not-really-brush mapping, convex surface support... [QUOTE] In other news [img]http://i.imgur.com/bTIJJLz.png[/img] Edit: 100%. We're in the top 100 now, yay! I'm amazed that this happened in two days. I hope we'll stay there (I think that's required?).[/QUOTE] Wonderful news!
30% "no thanks" concerns me also I don't want to spread panic but... aren't you not allowed to show this page/panel under greenlight NDA? [editline]22nd September 2015[/editline] I think some dev showed it once and got into trouble
[QUOTE=WhyNott;48739504]30% "no thanks" concerns me also I don't want to spread panic but... aren't you not allowed to show this page/panel under greenlight NDA? [editline]22nd September 2015[/editline] I think some dev showed it once and got into trouble[/QUOTE] I don't see a reason valve should get angry at someone showing people how good/bad their game is doing on greenlight, sounds dumb to me
[QUOTE=WhyNott;48739504]30% "no thanks" concerns me[/QUOTE] Maybe that's because, whilst it's a free mod, the page would still ask people if they're willing to [I]pay[/I] for the product. Probably no personal motives behind it! P. S. Eh, I realise that's the Web and all that but still, over one thousand people a day visiting is astounding, in general.
[QUOTE=Cvoxalury;48738032]Ah, yes. Well. The two main obstacles for me is that 1) Moddable Source cannot into lighting on big models 2) After almost 10 years with Hammer it's hard to part ways with it even with all its quirks and disadvantages. I guess I should sometime try and learn the Dota 2 tools, all this brush-but-not-really-brush mapping, convex surface support...[/QUOTE] Well WallWorm exports to VMF, so you could created better displacements and better types of brushes and check if they're valid for Source. [QUOTE=WhyNott;48739504]30% "no thanks" concerns me also I don't want to spread panic but... aren't you not allowed to show this page/panel under greenlight NDA? [editline]22nd September 2015[/editline] I think some dev showed it once and got into trouble[/QUOTE] Honestly I have no idea, but I haven't seen anything about it anyway. I've removed them either way. I've been told that "No" votes doesn't count against the submission. We're well into the top 100 now - after just 2 days! [QUOTE=IntenseBarney;48739607]I don't see a reason valve should get angry at someone showing people how good/bad their game is doing on greenlight, sounds dumb to me[/QUOTE] That's what I'm thinking. As far as I could tell SteamDb uses the web api and can get the vote count anyway.
[QUOTE=ProZak;48739968]Well WallWorm exports to VMF, so you could created better displacements and better types of brushes and check if they're valid for Source.[/QUOTE] Well, in my opinion, the brush/BSP technology is outdated in itself. The best that can be achieved with it is using brushwork as a foundation that the player won't even see directly, and create scenery with static meshes. When designing a level in Source, we instead often decorate 90% of the level with brushwork itself, otherwise it's too time-consuming and requires a person to be skilled and working in several areas at once - mapping, modeling, texturing, and sometimes programming to overcome certain limitations, - and still won't look good because of the limited nature of Source's vertex lighting. I'm satisfied with the way my levels look but I know that I'm using an inherently bad approach, because Source really is a "corridor engine" in a sense that any level is still treated as a huge room made with BSP lists, so when I'm doing detailed and natural-looking architecture with it, it kinda stops making sense. Edit: [IMG]http://cs629502.vk.me/v629502812/15e73/Zzucj04HCVQ.jpg[/IMG] Eh, this guy is asking for a "continuation" of the Half-Life series. I guess not everybody gets what Missing Info is about?
[QUOTE=Cvoxalury;48740159] [IMG]http://cs629502.vk.me/v629502812/15e73/Zzucj04HCVQ.jpg[/IMG] Eh, this guy is asking for a "continuation" of the Half-Life series. I guess not everybody gets what Missing Info is about?[/QUOTE] People thought L4D Zero was L4D3 and people I think were also assuming Firefight Reloaded was HL3 I'd say the Steam Community isn't the brightest community.
[QUOTE=Mech Bgum;48740580]I'm not sure why it surprises you. There are people out there who are just not so invested into gaming and don't know a flying fuck. What are the odds he went on Greenlight for the first time, saw something similar and commented on it? If anything it's cool he's not being an asshole.[/QUOTE] His statements about himself being excited/obsessed with HL kinda work against being "not so invested into gaming". Oh well. Common players have just as much right to enjoy mods, even when they don't really know the background. Oh wait, what a silly me. Of course MI can be mistaken for HL3. [I]It has the Borealis![/I]
How much you want to bet MI's gonna get slammed by idiots when it comes out because it's not one full story and/or HL3
[QUOTE=Katatonic717;48740888]How much you want to bet MI's gonna get slammed by idiots when it comes out because it's not one full story and/or HL3[/QUOTE] Not only that, but also the fact that Valve cancelled the original storyline (which was basically done and ready) after MI team leaked the maps!
[QUOTE=Cvoxalury;48741032]MI team leaked the maps![/QUOTE] Incorrect! Because it was leaked by then 21-year old Axel Gembe, a man from Germany. (It says so on the wiki) Edit: What have I done!?
[QUOTE=jackfu;48741272]Incorrect! Because it was leaked by then 21-year old Axel Gembe, a man from Germany. (It says so on the wiki)[/QUOTE] No way!
[QUOTE=jackfu;48741272]Incorrect! Because it was leaked by then 21-year old Axel Gembe, a man from Germany. (It says so on the wiki)[/QUOTE] I thought it was the Team GabeN gang who leaked it for not agreeing the on storyline, then Valve leaked the project they were working on together, TF2: Invasion, to the public! :hurr:
[QUOTE=jackfu;48741272]Incorrect! Because it was leaked by then 21-year old Axel Gembe, a man from Germany. (It says so on the wiki)[/QUOTE] Bullshit. We all know that the MI team is [i]directly responsible[/i] for the [i]inferior[/i] version of Half-Life 2 we got in retail.
[QUOTE=Theuaredead;48741412]I thought it was the Team GabeN gang who leaked it for not agreeing the on storyline, then Valve leaked the project they were working on together, TF2: Invasion, to the public! :hurr:[/QUOTE] I thought Valve got so butthurt over the disagreement that they decided to postpone TF2 for 10 years and redesign everything so there's no trace of Halo models? Either way, the only way to bring back [I]the true storyline of Half-Life 2[/I] is by merging all the teams into one and making everything in a month. We can replace all the missing content with STALKER props, they'll fit the atmosphere perfectly.
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