Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Cvoxalury;48828018]And I take it that wasn't important back in CS/CSCZ/CSS days?
I don't get it, to be honest. Wouldn't a night map provide a kind of new experience? And that Terminal plaza isn't even a night map, it's got sufficient ambient lighting as well as streetlights.[/QUOTE]
It was just as important in the old CS 1.6 days, just that the game didn't have as big as a competitive scene back then.
It doesn't matter if it provides a "new experience". What matters is if the map is fair and competitively viable - you'll never see a night map in the official map pool (unless incredibly bright with many lights) because it'd go against the fundamental mechanics of the game and also unbalance the game, giving CT players an advantage due to their darker clothing.
Really, I think you need to play CS GO to understand. Adding a night map to CS GO would be like adding a stealth map to HL2 - it just wouldn't really work and would work against the fundamental mechanics.
[QUOTE=Tommyx50;48828891]Really, I think you need to play CS GO to understand. Adding a night map to CS GO would be like adding a stealth map to HL2 - it just wouldn't really work and would work against the fundamental mechanics.[/QUOTE]
I think de_castle handled the night setting pretty well.
anyway, so I now need to look up some of the cut episodic content again, I had forgotten about that stuff.
[QUOTE=Butthurter;48830158]this whole argument started because somebody thinks using assets wholely from a 2004 game is somehow good enough for a 2013 game
regardless of the night setting or not, the only thing that could be done is that you want a night themed european architecture setting with a similar layout to terminal in csgo[/QUOTE]
I never said to copy/paste the assets. In case if I wasn't clear, what I mean is making an old City 17-themed map for CSGO. Think Terminal rearranged into a layout suitable for competitive play, as well as remastered assets.
lol
[QUOTE=PikaCommando;48830939]Think Terminal rearranged into a layout suitable for competitive play, as well as remastered assets.[/QUOTE]
So nothing remotely like terminal at all?
[QUOTE=Katatonic717;48831897]So nothing remotely like terminal at all?[/QUOTE]
Terminal itself already has multiple interpretations throughout HL2's development. What makes Terminal 'Terminal'? A courtyard in front of a train station facade. An APC. Horse statues. As long as the map has these, it's essentially Terminal with yet another layout. Besides, it's fine as long as it feels like City 17.
Can we move on already? Nobody cares, and Half-Life 2 related shit doesn't belong in CSGO. CSGO could easily have night maps. There are multiple models variations of the CT player models, there's nothing stopping Valve from adding some that are brighter. There are various spots on various maps where the terrorist models are hard to spot due to their green shade.
Anyway. I've pushed the first Missing Information depot to Steam and we're there now. Interesting stuff. We'll have some new technology to show off. We might not use it in our maps but the system will be available to modders.
I've been thinking for a while. We got plenty of modellers now that most of our old team is back, but we could use another mapper or two. Feel free to show your talents, we could use it!
(I know this isn't a Missing Information specific thread, but your CSGO-Terminal-bickering got old)
[QUOTE=ProZak;48832154]
I've been thinking for a while. We got plenty of modellers now that most of our old team is back, but we could use another mapper or two. Feel free to show your talents, we could use it![/QUOTE]
Hello friend, would you like to see my port of Terminal to CS:GO? I made it very dark to really capture the original atmosphere seen in RtB's art!
[QUOTE=Mech Bgum;48832458]You're just jelaous valve wouldnt hire you without a second thought.
[/QUOTE]
Why is this getting rated dumb? it's obviously a joke.
So here's that video I promised 2 days ago:
[video=youtube;UScAkQxTAAQ]http://www.youtube.com/watch?v=UScAkQxTAAQ&feature=youtu.be[/video]
Sound timing still needs some tweaking. And scanners.
[QUOTE=ProZak;48832154]We could use another mapper or two. Feel free to show your talents, we could use it![/QUOTE]
That sounds interesting. I wouldn't mind doing it, if you're looking for people. Do you want me to send over some stuff so you can take a closer look at my work? I don't have much in the way of a portfolio, but I could scrap together some old stuff.
[QUOTE=Nukedrabbit95;48837752]So here's that video I promised 2 days ago:
[video=youtube;UScAkQxTAAQ]http://www.youtube.com/watch?v=UScAkQxTAAQ&feature=youtu.be[/video]
[/QUOTE]
That radiator inside looks like it's not touching the wall. Remove dynamic shadows from the prop and place block light behind it if you haven't done that yet.
[QUOTE=Mattscreab;48840077]That radiator inside looks like it's not touching the wall. Remove dynamic shadows from the prop and place block light behind it if you haven't done that yet.[/QUOTE]
Better yet have some pipes/railings running behind it. I [I]hate[/I] [URL="http://images.akamai.steamusercontent.com/ugc/644370215595932545/E73F4DFE29CDCCB328F302739E4B519501FC4AEF/"]that radiator[/URL] in Ravenholm that's [URL="http://images.akamai.steamusercontent.com/ugc/692780739188513649/4F3C36719AF4A601578142E76232FB99A4C7C1D4/"]attached to nothing[/URL].
Other than that the map looks great! But I can't recognise whether the soldiers are using the proper marching anim or simple "idle walk" anim?
[QUOTE=Mattscreab;4884007]Remove dynamic shadows from the prop and place block light behind it if you haven't done that yet.[/QUOTE]
That video's somewhat old. It doesn't look like that in the current version.
[QUOTE=Cvoxalury;48840257]But I can't recognise whether the soldiers are using the proper marching anim or simple "idle walk" anim?[/QUOTE]
They're using the "walk easy" animation from episode 2, which is a random blend between the casual and alert walk anims. (It's used for the soldiers marching on the bridge after you exit the mines)
So I think they are finally bringing back TF2 Invasion somewhat.
[url]http://www.teamfortress.com/invasion/[/url]
[QUOTE=Nukedrabbit95;48837752]That sounds interesting. I wouldn't mind doing it, if you're looking for people. Do you want me to send over some stuff so you can take a closer look at my work? I don't have much in the way of a portfolio, but I could scrap together some old stuff.[/QUOTE]
Sure. I'd like to see what you've got.
[QUOTE=ProZak;48849773]Sure. I'd like to see what you've got.[/QUOTE]
[img]http://i.imgur.com/XXzWjtR.jpg[/img]
[B]SHOW ME WHAT YOU GOT! I WANT TO SEE WHAT YOU GOT![/B]
[video=youtube;71kWifRAaWY]http://www.youtube.com/watch?v=71kWifRAaWY[/video]
update on HL2OS
besides having "toxic" desing looks not that bad
[QUOTE=Mattscreab;48887575][video=youtube;71kWifRAaWY]http://www.youtube.com/watch?v=71kWifRAaWY[/video]
update on HL2OS
besides having "toxic" desing looks not that bad[/QUOTE]
This is the second time I've seen someone using the Vampire: The Masquerade soundtrack on a HL2 Beta level.
Why?
Just Why?
It's not as if they share any themes... well apart from being a buggy mess the community had to fix.
[QUOTE=Mattscreab;48887575]update on HL2OS
besides having "toxic" desing looks not that bad[/QUOTE]
Not bad? Did we watch the same video here mate?
I like how this "mod" is just a bunch of WC mappack maps thrown into SMOD. Just shows off the effort they put in :downs:
[QUOTE=Mattscreab;48887575][video=youtube;71kWifRAaWY]http://www.youtube.com/watch?v=71kWifRAaWY[/video]
update on HL2OS
besides having "toxic" desing looks not that bad[/QUOTE]
"I want flaming barrels around every corner!"
"EVERY corner?"
"[I]Every[/I] corner."
Wow that looks like dog shit. You weren't kidding about flaming barrels. I like the one that almost completely blocks the player's way. The lighting does not match the environment at all, neither does the freshly painted brick texture they used.
[QUOTE=MI_Junk;48889490]Wow that looks like dog shit. You weren't kidding about flaming barrels. I like the one that almost completely blocks the player's way. The lighting does not match the environment at all, neither does the freshly painted brick texture they used.[/QUOTE]
Well everyone knows that the measure of how dystopian your world is is directly proportional to how many flaming barrels you have
Everyone knows that at any given time you're never more than ten feet away from a flaming barrel.
[sp]Wait, that's spiders.[/sp]
-snip-
[QUOTE=artDecor;48891230]at the risk of being an asshole, of course a russian would consider this 'not that bad'[/QUOTE]
i actually meant that it's not that bad compared to his other maps
it has shitty lighting and texturing, but it's got somewhat its own A T M O S P H E R E
atleast no missles/firetrucks down there
but putting electric utilities in the sewer is wicked
i remember how they put a pile of explosive barrels in skywalk alleyway
oh and author said they follow their [b]own story[/b]
[QUOTE=Mattscreab;48892079]i actually meant that it's not that bad compared to his other maps
it has shitty lighting and texturing, but it's got somewhat its own A T M O S P H E R E
atleast no missles/firetrucks down there
but putting electric utilities in the sewer is wicked
i remember how they put a pile of explosive barrels in skywalk alleyway
oh and author said they follow their [b]own story[/b][/QUOTE]
"Their own story" which story? There is no story, only walking around on a random map, that's it. It's supossed to us create our own story? If it's then that's just being lazy, sorry to say
[QUOTE=KayoDuck;48893380]"Their own story" which story? There is no story, only walking around on a random map, that's it. It's supossed to us create our own story? If it's then that's just being lazy, sorry to say[/QUOTE]
Probably their mod happens between Mystery Combat Man 2 and 3, because desing is pretty common and they always put fitting music.
[QUOTE=Mattscreab;48887575][video=youtube;71kWifRAaWY]http://www.youtube.com/watch?v=71kWifRAaWY[/video]
update on HL2OS
besides having "toxic" desing looks not that bad[/QUOTE]
To me it feels like a huge improvement over their previous work. This map is pretty moderate in its design!
I mean look, it could've been so much worse.
It's like, if Schwarzen Nebel decided to release a map straight out from WC mappack with only a couple of burning barrels, that would be pretty "normal" to me. Same here. The amount of nonsence in it is significantly lower than in that c17_04 fix, the one with missles and all.
[editline]14th October 2015[/editline]
[QUOTE=Mech Bgum;48891362]
BTW isn't that ironic that for a mod named Old Story they showed absolutely no story whatsoever?[/QUOTE]
For the record their mod is called "Oldschool Story". With oldschool ways, of putting ridiculous multicolored lighting on levels, with nauseating colors, and nonsensical details! Just like old school games!
And Old Story is [URL="http://www.moddb.com/mods/old-story"]a different mod[/URL].
[QUOTE=Mech Bgum;48891362]
I can easily excuse poor mapping if I'm being offered something else, you know? Like engaging gameplay or story, please?[/QUOTE]
BUT YOU ARE! Did you forget about those AWESOME features like all the SMOD crap, or "MONEY" that you somehow extract from NPCs you kill? Well this is certainly ENGAGING.
P. S. After Schwarzen Nebel (or Der Schwarze Nebel since they renamed it, only to make typing it even harder) and HL2OS, do we even have a right to ever use burning barrels anymore? I'm not certain if I should avoid them altogether.
[QUOTE=Mattscreab;48887575]:snip:
update on HL2OS
besides having "toxic" desing looks not that bad[/QUOTE]
[video=youtube;F5Nze0lLFs0]https://www.youtube.com/watch?v=F5Nze0lLFs0[/video]
aint this is the same map?
i've just noticed how the citizen at 1:38 struggles to go under the pipe in HL2OS version
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