• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Milkyway M16;42637622]You should totally make some maps leak/rtb themed.[/QUOTE] I'll definitely look into this
... So does anyone have a link to the Leak that's not in 100 pieces? I find it a bit of a pain to go through all 100 and manually extract each texture to a separate folder.
[QUOTE=Thevaultkid;42646028]... So does anyone have a link to the Leak that's not in 100 pieces? I find it a bit of a pain to go through all 100 and manually extract each texture to a separate folder.[/QUOTE] You shouldn't have to manually extract it all if you started with part01.
[QUOTE=Sergeant Stacker;42646196]You shouldn't have to manually extract it all if you started with part01.[/QUOTE] I bet I'll get a error message like: "ERROR: You're working with the leak, things are never that simple" Still gonna try it.
[t]http://puu.sh/4ZxX8.jpg[/t] [t]http://puu.sh/4ZyiH.jpg[/t] [t]http://puu.sh/4ZyoO.jpg[/t] Wow, much better than i was expecting
[QUOTE=thefrog;42646800][t]http://puu.sh/4ZxX8.jpg[/t] [t]http://puu.sh/4ZyiH.jpg[/t] [t]http://puu.sh/4ZyoO.jpg[/t] Wow, much better than i was expecting[/QUOTE] I like that third one, it would go good with some Zombies.
[QUOTE=Thevaultkid;42647270]I like that third one, it would go good with some Zombies.[/QUOTE] I, for one, LOVE the second one.
This is all part of C17_01_80 or Old City 17
Liked the second one
[QUOTE=Sally;42647475]Liked the second one[/QUOTE] As do I, the Burnt interior area has so much detail even by current standards it really amazes me that they had this way back when they did [b]Edit:[/b] Oh, page king, better make it worth it... [img]http://puu.sh/4ZBVc.jpg[/img]
Once you nail the lighting down you can make the map really shine.
[QUOTE=thefrog;42647526][img]http://puu.sh/4ZBVc.jpg[/img][/QUOTE] Is that c17_ruins?
[QUOTE=Kyle v2;42648260]Is that c17_ruins?[/QUOTE] its garage something.
I did say that it was c17_01_80
I finally got around to reading this thread from start to finish and I wanted to clarify a few things. [QUOTE=ProZak;40569694]Bingo Mod. We've decided that the mod directory is BingoMod \SourceMods\BingoMod\ that's it. It makes the most sense in relation to our current release model (plus we wanted to use the Bingo Mod name somewhere :P). As for the GabeN patch. I honestly don't remember what happened. I think we got bored with it. We had a stable engine that'd rarely crash. I got all the maps (vmfs) from Team GabeN on our SVN and I'm looking into restoring them for MI.[/QUOTE] Bingo Mod was an april fools joke that the MI team did several years ago. It came from a running joke in our IRC channel where every Friday or Saturday was supposed to be Bingo Night. I forget who started Bingo Night, probably Essel, but it never actually materialized despite being a weekly non-event. Anyway, Combine Overwiki in their infinite foolishness took the joke seriously and amended their page on Missing Information to reflect this "name change." We grabbed a screenshot of the wiki page before they realized they had been fooled and posted it on our website. The admin there practically begged us to remove it because he was so embarrassed. Of course we didn't. As for what happened to the GabeN HL2 patch, it wasn't so much boredom as it was we did not have access to people who would be willing to make models for an outdated engine. We pretty much hit a wall where we couldn't move forward without resorting to backporting retail content which was something we had resolved not to do. This was also in the height of the Cold War style tensions between our team, Axel Project, and the Russians (AGNMI, don't even think for a second that you were playing on the same level!) where information about the leak was gold and we couldn't really trust anyone to join our team. Insular paranoia at its finest, but I have no regrets. You will most likely see some GabeN content appearing in MI soon.
I'm now in the process of replacing brushes with props in the map Proto_eliden.
[QUOTE=Glaber;42649655]I'm now in the process of replacing brushes with props in the map Proto_eliden.[/QUOTE] Don't go overboard!
The AirEx slogan should be "Now youre thinking with air jets". Seriously, so many puzzles...
[QUOTE=MI_Junk;42649435]This was also in the height of the [B]Cold War[/B] style tensions between our team, Axel Project, and the [B]Russians[/B][/QUOTE] cant tell if pun or not.
[QUOTE]The AirEx slogan should be "Now youre thinking with air jets". Seriously, so many puzzles... [/QUOTE] And they aren't that much fun if you ask me. Though, if you add some kind of controls for jets (air flow strength regulators, flow direction controls, etc.) it might get interesting. P.S. Regarding the topic ['s name]. I can't honestly say that the cut [I]content[I] is in any way better than the retail content. Maybe a couple of models were good enough to make it into retail, also some textures, but most of it is 2001-level. The code... basically the same. Retail NPCs are much more complex. Now, regarding concepts for all of this — well, it obviously was better. But I dunno actually… I've already got a perspective of HL2 player, I personally loved the game since the first hour I've played because it looked SO familiar to my surroundings, y'know? And maybe if the game was set on NA continent, with terrible, dead landscapes, dark environment and so on, I might've just drop it. Especially if it'd had the 2001-level content. So who know…
Im not sure if you are trolling.
[QUOTE=Sally;42652316]cant tell if pun or not.[/QUOTE] Nope. I was here, i've seen almost everything. It was a bad time D:
[QUOTE]Im not sure if you are trolling. [/QUOTE] Where did you get the idea of me being a troll? I only stated that a) the cut concepts are great. b) the leaked content isn't, it is severely outdated. c) I'm not sure if I'd become a HL2 fan as I am now if the game was either released in 2003 state, or with all the original stuff, Airex and such. I mean, back in 2004, I'd probably drop a game with such content. edit: b) the content is outdated, yes, but it proved to be a great starting ground though. That was the time… looking all the maps, feeling them, reading RtB and looking at models. Well, you all know. Now I've become…well, how do I put… too professional for being beta-romantic?
[QUOTE=95Navigator;42650423]The AirEx slogan should be "Now youre thinking with air jets". Seriously, so many puzzles...[/QUOTE] That hardly even work too, most of the time they just launch you directly into the chasm instead of over it.
Most of brush func_ and trigger_ entities require a mapper fixing their origins and\or direction angles. Applies to doors, trigger_push'es, trains. Of course it will launch you horizontally or even backwards if you do nothing to fix it.
[QUOTE=Cvoxalury;42654368]Most of brush func_ and trigger_ entities require a mapper fixing their origins and\or direction angles. Applies to doors, trigger_push'es, trains. Of course it will launch you horizontally or even backwards if you do nothing to fix it.[/QUOTE] First time I ever compiled a WC map, every single door/door-based elevator was rotated in some ridiculously crazy way irregardless of its appearance in Hammer. Always wondered why the maps got corrupted in that manner
[QUOTE=Water-Marine;42654851]First time I ever compiled a WC map, every single door/door-based elevator was rotated in some ridiculously crazy way irregardless of its appearance in Hammer. Always wondered why the maps got corrupted in that manner[/QUOTE] Delete the invalid "angles" keyvalue. Thank heavens for Sally showing me this. [editline]26th October 2013[/editline] [QUOTE=Cvoxalury;42652399]And they aren't that much fun if you ask me. Though, if you add some kind of controls for jets (air flow strength regulators, flow direction controls, etc.) it might get interesting. P.S. Regarding the topic ['s name]. I can't honestly say that the cut [I]content[I] is in any way better than the retail content. Maybe a couple of models were good enough to make it into retail, also some textures, but most of it is 2001-level. The code... basically the same. Retail NPCs are much more complex. Now, regarding concepts for all of this — well, it obviously was better. But I dunno actually… I've already got a perspective of HL2 player, I personally loved the game since the first hour I've played because it looked SO familiar to my surroundings, y'know? And maybe if the game was set on NA continent, with terrible, dead landscapes, dark environment and so on, I might've just drop it. Especially if it'd had the 2001-level content. So who know…[/QUOTE] DING DING! Thats the sound of Cvoxalury once again giving me ideas.
Going deeper, I think it'll be more realistic (not overly convenient -> realistic) if players won't be provided with a second chance if they do something wrong (i.e. they won't fall on some pillows if they set the air flow incorrectly and slam the wall). But since you would like your map to be played without too hard butthurt provided, you can place some light physics props around (I tested the puzzles with grenades, so some cans or whatever shall do), so the player can toss it to check the flow before jumping, but the player only has a number of tries. Or maybe you can place some kind of junk dispencer above the vent or something, well you get the idea. I think it'll be good.
[QUOTE=Sally;42652316]cant tell if pun or not.[/QUOTE] Not a pun. I'm referring to Project 9 and the other assorted Russian leak enthusiasts.
Does anyone have a fixed HL2 Beta Tau Cannon with the leak model and spinners working without poseparameters? I need one for a gmod swep
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