Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Stents*;44758325]The Half-Life 1 tentacle never moves and constantly makes noise, the player is always aware of its location.
The Strider constantly makes noise as well. It also can't instakill without making it clear where its going to shoot. And in every Strider fight there are NPC's that can be used as distractions.
[/QUOTE]
have the hydra stick in a single area, make noise, and be distracted by water driplets or whatever then?
it's not like they couldn't touch the code. It feels like everyone thinks valve commissioned somebody to make the code and were forbidden to change anything about it.
[Quote]The Hydra was cut not because the idea was rubbish but because they didn't have enough time to perfect it.[/QUOTE]
that makes more sense than "nofun :C"
[QUOTE=Water-Marine;44762924]Pretty sure it was dropped completely. Check out some leak custom videos of the hydra, it's pretty choppy and only works on a bare minimum level.
It'd be nice if they added a little homage to it in later games though, like what they did for the Crab synths[/QUOTE]
Strange, When i test the hydra in my HL2 beta it has very fluid movement, except when it has a ragdoll attached, In which case, yes, it is choppy.
The jellyfish shader on the hydra is really impressive.
I figured it could've behaved a little like the tentacle, you could lob a grenade into whatever hole it came out of to make it retreat back in, you do that for a while and they start increasing in number until you approach the heart/core of it and pump lots of bullets into it. Could've been a single level boss like the tentacle was. Maybe throw one here or there coming out of sewer grates during the street wars.
[QUOTE=Cows Rule;44777983]I figured it could've behaved a little like the tentacle, you could lob a grenade into whatever hole it came out of to make it retreat back in, you do that for a while and they start increasing in number until you approach the heart/core of it and pump lots of bullets into it. Could've been a single level boss like the tentacle was. Maybe throw one here or there coming out of sewer grates during the street wars.[/QUOTE]
I still stand by my old idea that I posted in another thread. Instead of it being in the sewers, it could be something that managed to make its way onto the Borealis, and infiltrated the piping system within the ship. If the player went a direction they weren't meant to go, pipes would bust and the Hydra would pop out and block the player's path. If the player attempted to step forward, it would attack the player and do a good portion of damage. It would help in keeping the pathway through the level a bit more linear, in true Half-Life fashion. Maybe eventually the player finds the said "core" of the beast at the bottom of the ship, a large blob-like mass with several of the tentacles sticking out of it. The enemy would be more environmentally-based than something you could just spawn with the console and fight whenever.
I'm not sure where I posted this idea before, it might have even been this same thread, so I don't know.
[QUOTE=Kyle v2;44780681][media]http://www.youtube.com/watch?v=IS1Q9DI3bzo[/media]
10 Hydras 1 Sewer[/QUOTE]
the last 30 seconds were reused in hardware testing map
yes i like pointing out the obvious
The Hydra looks good to me in the video. It looks like if they'd given it some more effort it would've turned out. It's movement's a bit choppy, especially when it impales the combine soldier, but they got that working for the Strider, so surely they could've recycled some code. When it hit gordon it could've pushed threw him back a bit.
The hydra's skin should also be a bit more ornamented, like having a sort of shell around the beak, so the player could make heads or tails of it from the front. It could also hiss at you and moving back it's head to give warning before striking.
[QUOTE=A Sock Accnt;44784475]The hydra's skin should also be a bit more ornamented, like having a sort of shell around the beak, so the player could make heads or tails of it from the front. It could also hiss at you and moving back it's head to give warning before striking.[/QUOTE]
The hissing part was in the leak. The animations were a bit choppy, but it was pretty cool to look at.
[QUOTE=Marcolade;44778550]I still stand by my old idea that I posted in another thread. Instead of it being in the sewers, it could be something that managed to make its way onto the Borealis, and infiltrated the piping system within the ship. If the player went a direction they weren't meant to go, pipes would bust and the Hydra would pop out and block the player's path. If the player attempted to step forward, it would attack the player and do a good portion of damage. It would help in keeping the pathway through the level a bit more linear, in true Half-Life fashion. Maybe eventually the player finds the said "core" of the beast at the bottom of the ship, a large blob-like mass with several of the tentacles sticking out of it. The enemy would be more environmentally-based than something you could just spawn with the console and fight whenever.
I'm not sure where I posted this idea before, it might have even been this same thread, so I don't know.[/QUOTE]
That's not a bad idea, but how would you go along using it as a boundary wall without making the player blatantly obvious to it?
Also, I imagine the ending bit to be similar to the EP1 Strider fight in terms of environment-based
The hydra terrified me. Even when I managed to play the alpha/beta, it had creepy movements. Defiantly would of be a memorable moment in the game if they kept it.
I do recall checking the model, it had no animations. So I'm guess the movement was entirely in the code, which is pretty cool.
Almost most have been an absolute nightmare to make it look fluidly moving like that.
So I've been working on a few little things...
[video=youtube;aB2FYQS_-Us]http://www.youtube.com/watch?v=aB2FYQS_-Us[/video]
[QUOTE=crazeeweegeman4;44803772]So I've been working on a few little things...
[video=youtube;aB2FYQS_-Us]http://www.youtube.com/watch?v=aB2FYQS_-Us[/video][/QUOTE]
Ahhh the early brushy-brush stuff... I fucking love the texture and sound works on this. Keep going!
About the Hydra... I think people are exageratting when they say the Hydra wasnt fun to fight. I believe all the Hydra needs is a bit more... feedback. In the Beta, you just have this randomly animated thing, because, hey, its unfinished. All the Hydra needs are more animations: somekind of feedback that says "Hey, youre fucking hurting me bastard".
I believe if the Hydra was fully animated and completed, it would look 10 times more amazing than it is now, and play much better in the game. The Hydra would work at its best if it was more like the Antlion: at first sight, nothing, then the Hydra would blast off the ground and try to trespass you, not using vision (im sure Valve wanted him to be blind), but by smell, or your footsteps.
[QUOTE=Drak_Thing;44790613]
I do recall checking the model, it had no animations. So I'm guess the movement was entirely in the code, which is pretty cool.[/QUOTE]
That's the whole technology gimmick of the hydra. It also meant they could essentially fit it into any space they wanted and have it peek around corners and such.
I made a video of it adapting to different spaces a little time ago:
[video=youtube;NpKzA6nRrIc]http://www.youtube.com/watch?v=NpKzA6nRrIc[/video]
It's also pretty impressive because it's really well optimized. You can have alot of hydras at once and it runs quite well. Probably because if the hydra had made it into the final game there would need to be 3 of them (For the 3 tentacles, Seer, Smacker, And the pointed one).
Sadly only the pointy one is usable in the beta and the seer and smacker models don't seem to work with the code that controls the animations.
Also, It was coded by Ken Birdwell, so kudos to him.
A bit of information:
The hydra itself is technically unseen, And is supposedly the organism whom the tentacles belong to. (A hydra is a water serpent in greek mythology which is often depicted as having 3 heads)
The theory of it being blind is half-correct, Presumably the seer head would have been the eyes, likely tracking the player and relaying their location to the other heads.
The smacker and pointed head would have been the attacks. Presumably the player would have to kill all 3 tentacles,
The one good thing about the hydra not making it to retail is that there's no Alyx x Hydra porn on deviantart.
[QUOTE=Stents*;44807849]The one good thing about the hydra not making it to retail is that there's no Alyx x Hydra porn on deviantart.[/QUOTE]
No stop.
you're giving them ideas.
I wonder if there is any HL1 tentacle porn
there is no way to check though, "Tentacle" is such a generic name for a monster that there is no way that devianart search tool could find anything related to what we are looking for
[QUOTE=IntenseBarney;44807025]
The hydra itself is technically unseen, And is supposedly the organism whom the tentacles belong to. (A hydra is a water serpent in greek mythology which is often depicted as having 3 heads)
[/QUOTE]
I'm not too sure about the legitimacy of this, but I remember reading somewhere that the organism the Hydra's tentacles come from is buried miles under City 17. I like to imagine that it's some kind of lovecraftian entity.
[QUOTE=fruxodaily;43095489][t]http://puu.sh/5EvDc.jpg[/t]
A total of 4 minutes out of my expectations of around 8-10 minutes of video done, i got motivated to continue since Unused Content 1 has 1k+ views[/QUOTE]
I'm sorry to say but due to a hard drive dying I lost all the footage, voices and project file for this. I also lost the original UC but it's on my YouTube regardless
I don't know whether I will continue this but before it died it was finished
I had no idea the MissingInfo team had a twitter(Gabeslovetub).
Coincidentally, it's as frequent as the main site.
Deviant art doesn't have any HL1 tentacle porn. Frankly, I'm dissapointed.
[QUOTE=A Sock Accnt;44820409]Deviant art doesn't have any HL1 tentacle porn. Frankly, I'm dissapointed.[/QUOTE]
Probably somewhere on the internet, just gotta dig deep enough.
[QUOTE=Water-Marine;44817576]I had no idea the MissingInfo team had a twitter(Gabeslovetub).
Coincidentally, it's as frequent as the main site.[/QUOTE]
On the topic of Tubs and the other old loveboats (what's old'll be new again in a few years' time as well...) - where did the action go after Odessa's Leaky World went with the rest of the old have-at-'em Custom Forums?
[QUOTE=Sergeant Stacker;44810525][I]I'm not too sure about the legitimacy of this, but I remember reading somewhere that the organism the Hydra's tentacles come from is buried miles under City 17. I like to imagine that it's some kind of lovecraftian entity.[/I][/QUOTE]
Now that is freakin' crazy, I would love to have that sort of story in the game. Coming from that far under the city's pipeline
makes it so much more infectious and scary. And the fact that you would never even know about if you lived on the surface...
[QUOTE=ProZak;44711436][I]Yes, that's my blog. Right now there's nothing we're ready to talk about but we've got plans for the future.[/I][/QUOTE]
Thanks man, I appreciate anything you can say about it, even if it's just acknowledging that the mod's still in development.
I know you've received a lot of criticism from people who have their own ideas about creative ownership and such, but I'm really
just glad that you still hang around and share some cool stuff with us. Missing Information is one of the best beta games there is
and I hope it can be kept alive.
[QUOTE=LittleBabyman;44722094][I]Can a get a (looong) list of ported beta maps with downloads?[/I][/QUOTE]
Sorry man, I doubt it's going to be that easy. Speaking of lists though, I have a couple things I plan to show the group.
So hey, I've been trying to track down every iteration and reconstruction of the original Depot level that has ever been released.
I've found some strikingly amazing remakes that I never knew about before, and putting them all together made me realize just
how large, varied and widespread the community and their revisions can be. Apologies in advance for the image-heavy long post.
So, here we go:
Original Depot Concept:
[img_thumb]http://img3.wikia.nocookie.net/__cb20091015011601/half-life/en/images/9/95/Depot2.jpg[/img_thumb]
Other concept angles [URL="http://img2.wikia.nocookie.net/__cb20091009162336/half-life/en/images/5/5f/Depot_from_tracks.jpg"]Here[/URL] and [URL="http://img1.wikia.nocookie.net/__cb20091009162355/half-life/en/images/5/5e/Depot_train_coming.jpg"]Here[/URL]. Original Depot brushwork model:
[img_thumb]http://img2.wikia.nocookie.net/__cb20100330144840/half-life/en/images/0/0b/Depot_1_overview1.jpg[/img_thumb]
Original Depot finished model:
[img_thumb]http://img4.wikia.nocookie.net/__cb20091221163834/half-life/en/images/f/f3/E3_Depot_overall.jpg[/img_thumb]
Current Retail Depot model and it's placement in-game:
[img_thumb]http://img2.wikia.nocookie.net/__cb20090527202525/half-life/en/images/4/4f/Depot_model.jpg[/img_thumb]
[img_thumb]http://img3.wikia.nocookie.net/__cb20100228011353/half-life/en/images/c/c7/The_Depot.jpg[/img_thumb]
Now to the fun stuff from the community:
Earliest known rendition from 2005 by Robert Briscoe, from Dear Esther and Mirror's Edge:
[img_thumb]http://www.littlelostpoly.co.uk/wp-content/uploads/2012/11/depot.jpg[/img_thumb]
[B]Half-Life 2: The Origin[/B] version by Jakub Pustějovský [I](MrCr@ck)[/I]:
[img_thumb]http://media.moddb.com/images/mods/1/15/14966/depot0012.jpg[/img_thumb]
Same game two years later, a brand model with a very high res texture:
[img_thumb]http://media.moddb.com/images/mods/1/15/14966/depot.png[/img_thumb]
[B]Underside[/B], a discontinued mod. Map made by Andrew Vasiliev [I](LexxoR)[/I] in 2007:
[img_thumb]http://media.moddb.com/images/mods/1/9/8866/58309.jpg[/img_thumb]
[B]Dark Interval[/B] version, a very large depot created by Alexei Yulin [I](Cvoxalury)[/I] in 2012:
[img_thumb]http://media.moddb.com/images/mods/1/19/18706/2012-02-05_00024.jpg[/img_thumb]
The same one made bigger, desaturated and with improved geometry in 2013:
[img_thumb]http://media.moddb.com/images/mods/1/19/18706/depot_010002.jpg[/img_thumb]
[B]Depot[/B] version from 2012. These are the most faithful recreations yet, this one entirely by Vasiliev:
[img_thumb]http://media.moddb.com/images/mods/1/22/21518/DEPOT.jpg[/img_thumb]
I thought this was a 3D Render when I first saw it. Done by the amazing Brian Roycewicz [I](tundra_cool)[/I]:
[img_thumb]http://media.moddb.com/images/members/1/17/16256/3_800x640.png[/img_thumb]
[B]Old Story[/B] version, by Vyacheslav Shishnyak and/or Walter Loewy in 2012:
[img_thumb]http://media.moddb.com/images/mods/1/22/21303/sp_d2_depot_intro0008.jpg[/img_thumb]
[img_thumb]http://t2.gstatic.com/images?q=tbn:ANd9GcT_gvLu3ZM1y1AiL40cv1urOwxxNaG_Pg7kHTaCFngzRiV19uEW0Q[/img_thumb]
By the way, the author of that second to last one I believe worked for Missing Information. Is that the final map you guys plan to use? :D
I know he's made some changes to that one since [I](more desert brown colour and blowing dust)[/I]. This is the origin of the first image by
Briscoe: [url]http://www.littlelostpoly.co.uk/dm-depot.html[/url] - [url]http://www.mapcore.org/topic/1612-dm-depot-beta-by-robert-briscoe/[/url] I cannot find any other
information on it because it's very old and riddled with dead links. Same with the last depot image.
Please, if you know of any others, post them!
[QUOTE=Water-Marine;44817576]I had no idea the MissingInfo team had a twitter(Gabeslovetub).
Coincidentally, it's as frequent as the main site.[/QUOTE]
We're not sure what to post. I guess we're not good with these modern social media things :(
[QUOTE=HubmaN;44822605]On the topic of Tubs and the other old loveboats (what's old'll be new again in a few years' time as well...) - where did the action go after Odessa's Leaky World went with the rest of the old have-at-'em Custom Forums?[/QUOTE]
This topic I guess. There's no activity on our forums (we read them though, if someone posts). I've thought about restoring an old copy of the Love-Tub forums from 2006 but most of the images that are linked are dead now, so its not that interesting.
[QUOTE=OttoGrainer;44822903]Thanks man, I appreciate anything you can say about it, even if it's just acknowledging that the mod's still in development.
I know you've received a lot of criticism from people who have their own ideas about creative ownership and such, but I'm really
just glad that you still hang around and share some cool stuff with us. Missing Information is one of the best beta games there is
and I hope it can be kept alive.[/QUOTE]
Thanks for understanding, and being a genuine fan! There's a lot of "fans" out there that's not patient and keeps bitching instead. We have lives we need to live as well. We ARE aware that we haven't updated our Moddb page or released anything since around 2011 but there's simply not been any real time for it. 1.6 took a lot of our motivation and energy because we kept delaying. Source is causing problems with our of our maps because it can't handle it properly and that's extremely demotivating as well.
[QUOTE=OttoGrainer;44822903]By the way, the author of that second to last one I believe worked for Missing Information. Is that the final map you guys plan to use? :D
I know he's made some changes to that one since [I](more desert brown colour and blowing dust)[/I]. This is the origin of the first image by
Briscoe: [url]http://www.littlelostpoly.co.uk/dm-depot.html[/url] - [url]http://www.mapcore.org/topic/1612-dm-depot-beta-by-robert-briscoe/[/url] I cannot find any other
information on it because it's very old and riddled with dead links. Same with the last depot image.
Please, if you know of any others, post them![/QUOTE]
Nice find! I don't think I've seen them all posted before.
Tundra_cool used to be one of the project leads for Missing Information. He started working for Gearbox on Borderlands and that kinda stopped then.
I think I have a copy of the map somewhere, but I'm not completely sure. A lot of our old content is from when LaCabra was leading the team, and there was 0 (zero) version control or remote backup of files. Since I've been project lead I've made sure everything is on our SVN and at least two of my computers just in case.
Same goes for my decompiler which is stored on a private SVN and a encrypted USB drive.
If MissingInfo is ever relased (like, in a planed full version) it's gonna be like Black Mesa all over again
(i mean the mod, not the incident)
[QUOTE=Stents*;44807849]The one good thing about the hydra not making it to retail is that there's no Alyx x Hydra porn on deviantart.[/QUOTE]I found some with the hydra & the female combine assassin. Is that close enough?
The Depot, as it is on the WC mappack, its a pure giant mess of concepts and revisions. So far, the only progress I (part of the Insolence Dev Team) made is a good, workable, solid version of wasteland_depot_inside (formely d2_depot_03 in our mod). I posted a screenshot of it on the ModDB page, though its a very old screen and the map is way more advanced right now.
I have great, big plans for it, regarding gameplay and visuals.
Also, I thank you, OttoGrainer, for your aprecciation! Thanks and expect many awesome stuff in the future ;)
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