• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Sally;42093807]Great now the moron from the troll poses will come over here. [sp]Rafisti-somthing[/sp][/QUOTE] he is banned lol
Does anyone have a link to the leak materials? I tried the link from the "Leak maps central" thread by Drsalvador and it says the file is missing.
[QUOTE=CheezMan;42143616]Does anyone have a link to the leak materials? I tried the link from the "Leak maps central" thread by Drsalvador and it says the file is missing.[/QUOTE] You can find the leak materials in the leak. but, thats a long download... So no, I do not.
[QUOTE=uaredead2020;42144179]You can find the leak materials in the leak. but, thats a long download... So no, I do not.[/QUOTE] just the wc mappack took 10 hrs on cable :v:
The WC mappack is 83 mb so you must live in 1997 or something.
[QUOTE=ProZak;42156748]The WC mappack is 83 mb so you must live in 1997 or something.[/QUOTE] Nope, the WC mappack is 3,10 GB.
[QUOTE=CheezMan;42157035]Nope, the WC mappack is 3,10 GB.[/QUOTE] Yeah sure, if you download the uncompressed thing like some sort of moron. [img]http://scart.slkandy.com/images/random/wcmappack-rapidgator.png[/img] Edit: ok its 149.19 MB in that state but I still think you're a moron if you downloaded the uncompressed thing.
[QUOTE=CheezMan;42157035]Nope, the WC mappack is 3,10 GB.[/QUOTE] Yeah when decompressed, when it's compressed it's 148.9 MBs wow, i was ninja'd. ;-;
So, I'm working on a comic that takes place in the Half-Life 2 Leak universe, (More of like a 2001-2002 type leak version) Would you guys be interested if I released it on here? I was going to release it on hl2-beta.ru, but I couldn't get the confirmation e-mail to work... And I'm not Russian.
[QUOTE=Thevaultkid;42157224]So, I'm working on a comic that takes place in the Half-Life 2 Leak universe, (More of like a 2001-2002 type leak version) Would you guys be interested if I released it on here? I was going to release it on hl2-beta.ru, but I couldn't get the confirmation e-mail to work... And I'm not Russian.[/QUOTE] If it includes sexposes then yes.
[QUOTE=Sally;42157240]If it includes sexposes then yes.[/QUOTE] PAHAHAAAHAAHA... You serious?
[QUOTE=Sally;42157240]If it includes sexposes then yes.[/QUOTE] Sally, this isn't digitalero.org, it's facepunch
[QUOTE=uaredead2020;42157262]Sally, this isn't digitalero.org, it's facepunch[/QUOTE] But this thread is about the history of the beta, you know sex poses were made by many during the time of the leak.
[QUOTE=Sally;42157282]But this thread is about the history of the beta, you know sex poses were made by many during the time of the leak.[/QUOTE] yea, i guess.
[QUOTE=Sally;42157282]But this thread is about the history of the beta, you know sex poses were made by many during the time of the leak.[/QUOTE] oh god........... i forgot about the child models :suicide:
Moving away from the subject of leak sex poses, I got the e3 2003 crosshair/quickinfo to work in retail: [thumb]http://cloud-2.steampowered.com/ugc/618406683087207885/0F7375713EE743347EA868D67092F6D67B8D3520/[/thumb] Was easier than I thought too. It animates and reacts correctly. The only problem is its size. I haven't figured out yet how to enlarge the size of the crosshair in general. In the e3 demonstration, it was about twice the size of the retail crosshair and I think I like that better but I haven't looked into it with enough depth yet.
[QUOTE=Thevaultkid;42157224]So, I'm working on a comic that takes place in the Half-Life 2 Leak universe, (More of like a 2001-2002 type leak version) Would you guys be interested if I released it on here? I was going to release it on hl2-beta.ru, but I couldn't get the confirmation e-mail to work... And I'm not Russian.[/QUOTE] There isn't really a reason not to. [editline]piss[/editline] May we have some more details on this?
I'm surprised I haven't seen any attempts at creating Sackticks yet. Being a "macro virus", you could probably judge them to be either the size of a HL roach or a Snark. It'd be another exception to Gordon's HEV suit: Like headcrabs can't latch on, neither can Sackticks. However, it'd be a power-in-numbers situation...the more bodies/NPCs around, the more the sackticks can reproduce and multiply. At that size, modeling/texturing sounds relatively easy, the most work would come from coding them. I think it'd be worth a shot. Might have to boot up 3DS Max and work something out.
[QUOTE=Sergeant Stacker;42159511]There isn't really a reason not to. [editline]piss[/editline] May we have some more details on this?[/QUOTE] It starts out a little bit before the events of the leak story, it centers around some citizens trying to escape C17 before the Air-Exchange makes the air totally unbreathable. But they find themselfs in the middle of a revolution in the streets, fighting for humanity, I'm going to try to make Gordon appear in it somehow, probably in Vertigo. I'm sitting on a metric ass-load of leak content converted for Garry's Mod. I think it's a good idea, lemme know what you think.
[QUOTE=Thevaultkid;42161236]It starts out a little bit before the events of the leak story, it centers around some citizens trying to escape C17 before the Air-Exchange makes the air totally unbreathable. But they find themselfs in the middle of a revolution in the streets, fighting for humanity, I'm going to try to make Gordon appear in it somehow, probably in Vertigo. I'm sitting on a metric ass-load of leak content converted for Garry's Mod. I think it's a good idea, lemme know what you think.[/QUOTE] My honest opinion? If the story's about rebels, and it's before the leak events, don't include Gordon. If it rides into the leak story, the most acceptable way to do it would be to put him as a subtle background cameo. I for one wouldn't try to change a well-preserved non speaking role. It's a good idea, but HL2 purists won't fully like it unless it's got matching themes, including level design. So unless you've got heavily revised/improved leak maps/themes as well, you'd better be damn good at making the "illusion" of the leak theme.
Some work I am doing on the newer manhack arcade. The map will feature patrolling CP's on the cat walks above making sure no one shits up. I made maps for the manhack games already but I haven't made a modified monitor texture so I didn't implement them yet. [t]http://cloud-2.steampowered.com/ugc/882993161006292257/9964560FED07242C248944ED8B24DA2B4CD475D2/[/t] [t]http://cloud.steampowered.com/ugc/882993161006289999/A00AD59381C642622F5CADFFC503476F6F67E06F/[/t] [t]http://cloud-2.steampowered.com/ugc/882993161006287738/5132703596184D76DA6F02647D6CE8F7F74F71CD/[/t] Oh pls no ninjas take the 1000th from me. [sp] Ignore the cubemap rape on the catwalk sides I need to adjust the textures vmt [/sp]
[QUOTE=Water-Marine;42161480]My honest opinion? If the story's about rebels, and it's before the leak events, don't include Gordon. If it rides into the leak story, the most acceptable way to do it would be to put him as a subtle background cameo. I for one wouldn't try to change a well-preserved non speaking role. It's a good idea, but HL2 purists won't fully like it unless it's got matching themes, including level design. So unless you've got heavily revised/improved leak maps/themes as well, you'd better be damn good at making the "illusion" of the leak theme.[/QUOTE] Have you heard about the map indistrial17? I'm going attempt to use that to the best of my abilities, I'll get the map-makers permission... If I can. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=171962560&searchtext=industrial[/url] Also, it is going to carry into the leak story-line, and Gordon is not going to talk... And he'll appear for a very small amount of time.
[QUOTE=Thevaultkid;42164334]Have you heard about the map indistrial17? I'm going attempt to use that to the best of my abilities, I'll get the map-makers permission... If I can. [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=171962560&searchtext=industrial[/URL] Also, it is going to carry into the leak story-line, and Gordon is not going to talk... And he'll appear for a very small amount of time.[/QUOTE] You should use this also: [URL]http://www.garrysmod.org/downloads/?a=view&id=65107[/URL]
[QUOTE=Water-Marine;42160447]I'm surprised I haven't seen any attempts at creating Sackticks yet. Being a "macro virus", you could probably judge them to be either the size of a HL roach or a Snark. It'd be another exception to Gordon's HEV suit: Like headcrabs can't latch on, neither can Sackticks. However, it'd be a power-in-numbers situation...the more bodies/NPCs around, the more the sackticks can reproduce and multiply. At that size, modeling/texturing sounds relatively easy, the most work would come from coding them. I think it'd be worth a shot. Might have to boot up 3DS Max and work something out.[/QUOTE] We talked about it for the Borealis chapter in 1.6 but we had already delayed that for too long. If you do make a model, let me know, I'll gladly smack some code together.
A few questions about the Alpha hazard course video... 1. What's going on at :50? 2. What are the muffled voices saying? [video=youtube;y_2yIIZ82XU]http://www.youtube.com/watch?v=y_2yIIZ82XU[/video] God, I love how creepy this is.
[QUOTE=ProZak;42166234]We talked about it for the Borealis chapter in 1.6 but we had already delayed that for too long. If you do make a model, let me know, I'll gladly smack some code together.[/QUOTE] I'll try and read the concept art for it and work out a miniature low-poly model. Knowing the Synth designs, it's hard to tell what's the back and what's the front. I'm going to assume the front is the top of the concept art, and the bottom is the sacktick shell curling underneath it to hide the sack.
[QUOTE=Water-Marine;42168450]I'll try and read the concept art for it and work out a miniature low-poly model. Knowing the Synth designs, it's hard to tell what's the back and what's the front. I'm going to assume the front is the top of the concept art, and the bottom is the sacktick shell curling underneath it to hide the sack.[/QUOTE] [img]http://images2.wikia.nocookie.net/half-life/en/images/e/e3/Cockroach_model.jpg[/img] If they acted/were a similar size to these it'd be super awesome.
Yo children, gather around as Papa Navigator shoves some Beta content in this thread. As usual, Ive been working on the City 17 exploration chapter. The map structure is defined, now im doing a detail/functionality pass on each map. Some pretty cool stuff is on the way. This is work Ive been doing in the Industrial Sector 17 (first map) , mostly focused around adding sneak peaks and rooms beyond those Valve created. Here are some: Cargo Warehouse [url]http://cloud-3.steampowered.com/ugc/903259359357597615/51E3CC77D7F6579DB2B8F1E937757F7F05F16763/[/url] I created this small cargo warehouse because I wanted to have a Hyperborea nod in City 17. Since the ship was supposed to take cargo to the City 17, Im sure a few warehouses like this one would be scattered all over the Industrial Sector. Fuel Room [url]http://cloud-2.steampowered.com/ugc/903259359357602533/0B6E31EF9B6767C1FAEFEC7C404DD4469FE22C46/[/url] Always wanted to have a room full with these pipes. Lots of explosive barrels and steam jets around (One of the concepts Im trying to show is that the Combine doesnt give two shits about safety). Thats it, basically. I want to cram even more stuff into this behemoth, so if you have any ideas for rooms like those ones, Im all happy to hear them.
[QUOTE=Sonic Fan;42165359]You should use this also: [URL]http://www.garrysmod.org/downloads/?a=view&id=65107[/URL][/QUOTE] I have had that one for a while, I'm thinking that the protagonist will bump into Gordon right about the end of the map, suggesting that Gordon is almost out of the building, the protagonist and has buddies will have entered the building at ground level to see what flew into the side of it. Edit: Man, I should really stop spoiling stuff...
[QUOTE=RioBravo;42168196]A few questions about the Alpha hazard course video... 1. What's going on at :50? 2. What are the muffled voices saying? God, I love how creepy this is.[/QUOTE] 1. The windows have doors that were supposed to open up but the guy who compiled the map didn't fix them so its not noticeable. 2. The facility seems to be one of gmans own. Reason why is because of the following sounds that played vo/haz/haz_pa01.wav -[I]Move the subject[/I] Not used in hazmat01.vmf? vo/haz/haz_pa02.wav -[I]Whats going on in there? look at these readings-[/I] This was the sound you were asking about vo/haz/haz_pa03.wav -[I]Get him back on course We need re------ therapy now![/I] Played right after the cell windows close Shit got real
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