Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
They are, this is an overhead view of the street lights so you can't really see them.
[QUOTE=Sergeant Stacker;45636605][IMG_thumb]http://media.moddb.com/images/members/1/860/859977/Concept_c170003.1.jpg[/IMG_thumb]
Alright, I gave them a very light shade of orange and I'm not sure whether or not this is what you meant by orange-tinted light.[/QUOTE]
Orange-tinted streetlights are the ones that have sodium vapors in their lamps. I personally think that metal-halogen lamps (they produce cold greenish-white light) would work better for C17. Or maybe you may try halogen lamps for areas like Industrial, and sodium lights for Consulcast, and then old dirty yellowish light lamps for residential areas (those would be the cheapest lights).
I would make them brighter though. So they form distinctive light spots on the ground. Oh, and turn off shadows on those prop_dynamic street lamps.
[QUOTE=Sergeant Stacker;45636672]They are, this is an overhead view of the street lights so you can't really see them.[/QUOTE]
You still should be able to see the light ambience coming from them. The tops of those should be lit up from any angle.
can't believe nobody has tried to make a model out of this.
[IMG]http://img4.wikia.nocookie.net/__cb20090526225737/half-life/en/images/7/70/Jalopy_close.jpg[/IMG]
[QUOTE=En_Carlson;45063981]Also, way back on page 15 uraredead showed a screenshot of a working v_rocket_launcher model. Does anyone have a download link for it?[/QUOTE]
actually the link with it is still up, pretty sure its on the same page or page 16
why am i even replying i dont think this user reads this thread anymore
[QUOTE=Megadave;45639485]can't believe nobody has tried to make a model out of this.
[IMG]http://img4.wikia.nocookie.net/__cb20090526225737/half-life/en/images/7/70/Jalopy_close.jpg[/IMG][/QUOTE]
Someone has, actually, they just never got to finish and release it.
[QUOTE=Cvoxalury;45637997]Orange-tinted streetlights are the ones that have sodium vapors in their lamps. I personally think that metal-halogen lamps (they produce cold greenish-white light) would work better for C17. Or maybe you may try halogen lamps for areas like Industrial, and sodium lights for Consulcast, and then old dirty yellowish light lamps for residential areas (those would be the cheapest lights).
I would make them brighter though. So they form distinctive light spots on the ground. Oh, and turn off shadows on those prop_dynamic street lamps.[/QUOTE]
In regards to lighting, I always used those orange lights for human areas (orange = warm, familiar) like Industrial and Residential Areas, and as the player approached the "rich", ornamented areas of the City like the Consulcast and the Arcade, I would switch to green - blueish based lighting (blueish green = alien, distint, cold).
Those are my 2 cents.
[img_thumb]http://oi59.tinypic.com/2prfrb6.jpg[/img_thumb]
Because having a black main character with a peg leg wasn't enough...
(It's a cut synthetic eye texture for the combine soldiers I fished out of the leak.)
[QUOTE=Megadave;45639485]can't believe nobody has tried to make a model out of this.
[IMG]http://img4.wikia.nocookie.net/__cb20090526225737/half-life/en/images/7/70/Jalopy_close.jpg[/IMG][/QUOTE]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=154818984&searchtext=ep2+jalopy]This is the closest you're gonna get to it atm.[/url]
[QUOTE=95Navigator;45640036]In regards to lighting, I always used those orange lights for human areas (orange = warm, familiar) like Industrial and Residential Areas, and as the player approached the "rich", ornamented areas of the City like the Consulcast and the Arcade, I would switch to green - blueish based lighting (blueish green = alien, distint, cold).
Those are my 2 cents.[/QUOTE]
Orange/reddish/yellow could also be used for 'alert' mood. Yellow is sometimes associated with anxiety in color psychology.
I never understood really why Valve decided to scrap that car. We didnt had any problem with how much of a wreck the Buggy looked, why would we have a problem with the Jalopy?
#justplaytesterthings
[QUOTE=Mech Bgum;45647287]Is there a quote of this being playtesters issue though?[/QUOTE]
Playtesters always turn out to be an issue when something is being cut. A vehicle is cut? Well, the poor playtesters had hard time maneuring on it! Let's not improve. Let's just cut. Some chapter is cut? Weeeell, playtesters didn't like it all tht much, so we just scrap it because we care about playtesters way more than about concepts and ideas. Oh, and btw our playtesters are people who never played anything, but that only improves the method of playtesting. After all, people who don't know how to fight a mob (certain quick, semi-transparent tentacle-like mob, for example) provide the most of valuable info for developers.
After all, what else could it be? The testers likely were unable to find the car in the woods or something, or many of them were mistaking it for just a rusty prop car because it's made of scrapmetal and junk, or neved dared to go fast enough on it because they thought it's going to fall apart, anything.
[QUOTE=95Navigator;45647207]I never understood really why Valve decided to scrap that car. We didnt had any problem with how much of a wreck the Buggy looked, why would we have a problem with the Jalopy?
#justplaytesterthings[/QUOTE]
Listen to the episode two commentary. I'm fairly certain that Valve said that the amount of driving in Half-Life 2 plus what was already in Episode Two was more than enough. You spend a lot of time driving in Half-Life which is less enjoyable.
[QUOTE=ProZak;45647657]Listen to the episode two commentary. I'm fairly certain that Valve said that the amount of driving in Half-Life 2 plus what was already in Episode Two was more than enough. You spend a lot of time driving in Half-Life which is less enjoyable.[/QUOTE]
How is amount of driving even remotely connected to the MODEL of the car? It would make sense to make driving sections of the game shorter, but it has nothing to do with how the car looks. It's like saying 'Nova Prospekt is a long chapter and that's why we removed the Combine elites from the end fight'.
You seem to cling to Valve comments in any case even when they don't make actual sense.
That being said, I don't miss the old model, since I generally don't care about Ep2, but it doesn't mean Valve's decisions are anything but absurd most of the time. Well, on other hand they get to move release dates thanks to changes, yay.
[QUOTE=Cvoxalury;45647853]How is amount of driving even remotely connected to the MODEL of the car? It would make sense to make driving sections of the game shorter, but it has nothing to do with how the car looks. It's like saying 'Nova Prospekt is a long chapter and that's why we removed the Combine elites from the end fight'.
You seem to cling to Valve comments in any case even when they don't make actual sense.
That being said, I don't miss the old model, since I generally don't care about Ep2, but it doesn't mean Valve's decisions are anything but absurd most of the time. Well, on other hand they get to move release dates thanks to changes, yay.[/QUOTE]
[QUOTE]As said by Valve's David Speyrer, that name "Jalopy" says something about how "uncool" it was. Early feedback was that it seemed too similar to the Half-Life 2 Scout Car. The team decided to redesign it so that players would feel excited rather than disappointed when they saw the car. Alyx's original line when she first saw the Jalopy echoed well the feelings of many early viewers: "What a wreck! Forget about White Forest... we'll be lucky if we make it to the end of the block.".[1][/QUOTE]
I never said anything about the model itself because I don't give a shit about it. Read my comment. I'm not clinging to Valve's comments but I respect their decisions because in the end its their franchise and game, and they can do whatever they want with it.
[QUOTE=Mech Bgum;45647859]Your arguments about Hydra sound very childish. "I wanted Hydra, because it looked really coool, but they removed Hydra, stupid testers, only PhDs and gaming veterans should be allowed to playtest at valve..." Just because it looked great in the trailer scene doesn't matter it was actually fun to play against. Also, if you remember, Half-Life 2 was leaked in 2003 and I imagine they had no time to properly iterate on Hydra and it was wiser to focus on other things at the time. And what do you mean by "A vehicle is cut?".
After all, Valve invests some time into creating these assets in the first place, I'm having a hard time imagining they're having good time recreating and throwing away stuff for no apparent reasons.[/QUOTE]
Thank you!
[QUOTE=Mech Bgum;45647859]Your arguments about Hydra sound very childish. "I wanted Hydra, because it looked really coool, but they removed Hydra, stupid testers, only PhD and gaming veterans should be allowed to playtest at valve..." Just because it looked great in the trailer scene doesn't matter it was actually fun to play against. Also, if you remember, Half-Life 2 was leaked in 2003 and I imagine they had no time to properly iterate on Hydra and it was wiser to focus on other things at the time. And what do you mean by "A vehicle is cut?".
After all, Valve invests some time into creating these assets in the first place, I'm having a hard time imagining they're having good time recreating and throwing away stuff for no apparent reasons.[/QUOTE]
They didn't try to improve on Hydra, that's the problem. They took one shot at it, the playtesters were miserable critters who can't get past a mob, they instacut it and say how they care about gamers. I don't think testers are stupid because of 'my favourite mob got cut', I think they in fact were stupid, because hydra isn't that much hard and in other games testers somehow get past monsters which are more of a threat. But HL2 basically lacked any hard monsters, thanks to playtesters.
Also yes, it didn't matter what was in the trailer because Hydra, the monster, wasn't actually in the trailer. Only a dummy was.
Valve would say anything to make them look good. They are known hypocrits.
[editline]10th August 2014[/editline]
[QUOTE=ProZak;45647873]I never said anything about the model itself because I don't give a shit about it. Read my comment. I'm not clinging to Valve's comments but I respect their decisions because in the end its their franchise and game, and they can do whatever they want with it.
[/QUOTE]
But we were talking about THE MODEL. And you come in and say, they cut it because you drive too much and it gets boring. What?
You also seem to 'respect' Valve's decisions every time. Are they absolute truth to you? Never doubt them? Or are you going to say you already went along the whole road of trying to recreate the cut content and that's why you know better that they were right to remove it?
edit
Valve's argument about car being 'uncool' is just so fucking subjective. Just like anything else in their 'respectful' desicions. The series would be su greatly better if someone else would take it from them. Bethesda and Electronic Arts are actually the best candidates for it. The former makes one of the best games and they actually know what they're doing and what to do for/with the audience, while the latter have promising marketing platform and are actually honest.
Alyx clearly says in the closed captions "What a wreck... Forget about White Forest, we'll be lucky if this thing even makes it to the base" (or the end of the block). Then we also have a supposed Fred and his buddy Cyril.
Are people really forgetting what we are all striving for here? I believe the Beta concepts deserve another shot at their execution, and if we pour just the right ideas in them, they CAN effectively work out in a game.
Im not absolutely mad at Valve for cutting the Hydra, hell I dont care, Half-Life 2 is the great game we all love with or without it. But dismissing the Hydra as just a plain gimmick... is wrong. I believe the Hydra can work out if we do it right. Any concept can work out.
Isnt this what all people here believe?
[QUOTE=95Navigator;45648002]Are people really forgetting what we are all striving for here? I believe the Beta concepts deserve another shot at their execution, and if we pour just the right ideas in them, they CAN effectively work out in a game.
Im not absolutely mad at Valve for cutting the Hydra, hell I dont care, Half-Life 2 is the great game we all love with or without it. But dismissing the Hydra as just a plain gimmick... is wrong. I believe the Hydra can work out if we do it right. Any concept can work out.
Isnt this what all people here believe?[/QUOTE]
Certainly isn't. Some, for example, seem to approve of any Valve decisions, wonder what for. To get approved in return?
And as for me, I think it's already too late to be doing anything. Been 10+ years and any good ideas you can use to make a leak recreation more lively, have been used in lots of more modern games.
[QUOTE=Cvoxalury;45647904]They didn't try to improve on Hydra, that's the problem. They took one shot at it, the playtesters were miserable critters who can't get past a mob, they instacut it and say how they care about gamers. I don't think testers are stupid because of 'my favourite mob got cut', I think they in fact were stupid, because hydra isn't that much hard and in other games testers somehow get past monsters which are more of a threat. But HL2 basically lacked any hard monsters, thanks to playtesters.
Also yes, it didn't matter what was in the trailer because Hydra, the monster, wasn't actually in the trailer. Only a dummy was.
Valve would say anything to make them look good. They are known hypocrits.
But we were talking about THE MODEL. And you come in and say, they cut it because you drive too much and it gets boring. What?
You also seem to 'respect' Valve's decisions every time. Are they absolute truth to you? Never doubt them? Or are you going to say you already went along the whole road of trying to recreate the cut content and that's why you know better that they were right to remove it?
Valve's argument about car being 'uncool' is just so fucking subjective. Just like anything else in their 'respectful' desicions. The series would be su greatly better if someone else would take it from them. Bethesda and Electronic Arts are actually the best candidates for it. The former makes one of the best games and they actually know what they're doing and what to do for/with the audience, while the latter have promising marketing platform and are actually honest.[/QUOTE]
I wanted to reply to this but then I read this.
[QUOTE=Cvoxalury;45647904]Electronic Arts are actually the best candidates for it[/QUOTE]
[QUOTE=ProZak;45648194]I wanted to reply to this but then I read this.[/QUOTE]
An easy method to get away without answering, without proving anything. Predictable. I'm glad it became clear that you're one of those incredibly gullable people when it comes to evaluating and comparing EA and Valve, or Valve against anyone else, to that matter.
Yes, EA are my favourite publisher. They directed and published most of my favourite games. Valve made and published one such game, very long time ago.
[QUOTE=Mech Bgum;45648493]Oh yeah, speaking about getting away without answering...[/QUOTE]
I'm not trying to get away by using an argument about EA or whatnot. I'm simply ignoring you.
Also, what I've said about things in modern games, should be pretty much obvious for anyone who is into game design. Why do I have to explain basic things to you? The idea is that by now, ten years after the leak, anything you do with the leak material to make it less outdated, would be seen by a common player in tens of other games. Whatever new NPC or weapon designs you might have, it's been done somewhere, tropes had been used, and even more modern graphics won't help. You have to be incredibly innovative to keep your leak project viable for the modern game market, and actually you won't be able to be innovative enough. Or, if you will, you'll eventually move too far from the original designs and the project won't be accepted.
Let's move on. Cvoxalury is so fucking insisting with the Hydra, and he obviously knows exactly how Valve evaluates and judges their ideas in the development process.
Personally I feel, if an idea requires too much working around things to be incorporated properly in setting then I'd rather spend time on something that actually works. Each to their own I guess.
[QUOTE=Mech Bgum;45648676]Well you see, there we came to the point where you're fucking agreeing with me... Ideas are fucking cheap. It's the finished product that matters. Who the fuck cares if Hydra was cut apart from 3 nerds on the internet, even if Hydra would be fucking amazing to play, Hydra alone wouldn't make a great game. Half-Life 2, while not having Hydra and many more cut features and enemies and locations from beta, was an AAA game, gaining many "10 out of 10"s at the time.
I'm not gonna argue that game aged quite well, but very few linear games don't. I guess that's why Valve love to work with multiplayer games as of lately.[/QUOTE]
You see, Half-Life 2 is not a great game. Not as much as it's beinga appraised commonly. The characters are really flat, two-dimensional I mean, the overall playthrouwh length isn't great, at all, poor weapon choice, not nearly as much drive in the game as in HL1.
And you can't know that it wouldn't be better with some good bosses like Hydra (theoretical Hydra, not the actual leak Hydra), Antlion King, Consul (being a boss and not some dummy standing inside of a sphere elevator), Combine guards.
So it's not the Hydra alone, oh no. Your "finished product" also lacked areas like Air Exchanger, the ship, the actual Depot, the City that looks dystopian and not just like Riga or Saint-Petersburg minus the Citadel. If those would be finished 'fucking amazing to play' wouldn't HL2 be better than it is? Plus, having increased variety in enemies, it wouldn't hurt, why the hell did they need to cut enemies like bullsquids and houndeyes? They were ready, they worked well in HL. Or cremators, well if you're not happy with them performing in combat, just leave them in the city, for the atmosphere. They don't ask to feed them or whatnot.
All the 10 out of 10 are bought reviews lol. Tell me about EA now.
As for multiplayer, that's purely about money. Your money, actually. Although, since you are a Dota 2 player, how can I expect you not to automatically appraise Valve and all their decisions? Biased.
[editline]10th August 2014[/editline]
[QUOTE=ProZak;45648754]Let's move on. Cvoxalury is so fucking insisting with the Hydra, and he obviously knows exactly how Valve evaluates and judges their ideas in the development process.
Personally I feel, if an idea requires too much working around things to be incorporated properly in setting then I'd rather spend time on something that actually works. Each to their own I guess.[/QUOTE]
Bullsquids and Houndeyes didn't need no additional work done on them. Why were they cut? Because players already saw them in HL? Well, the same goes for the crowbar, or the shotgun, or grenades, or zombies and headcrabs. Nah, let's just decrease the variety in enemies and guns, especially after we already did our work on them.
I'm not holding on to Hydra specifically. I just generally think lots of Valve's decisions regarding the cut material weren't the brightest. And I'm not buying into their arguments.
[QUOTE=Cvoxalury;45648808]Bullsquids and Houndeyes didn't need no additional working to them. Why were they cut? Because players already saw them in HL? Well, the same goes for the crowbar, or the shotgun, or grenades, or zombies and headcrabs. Nah, let's just decrease the variety in enemies and guns, especially after we already done our work on them.[/QUOTE]
Can you back this up with something other than your own notions of it?
[QUOTE=ProZak;45648854]Can you back this up with something other than your own notions of it?[/QUOTE]
Back what up? That bullsquids and houndeyes were in HL, then they had all the modeling and coding work done in the Leak, then they were cut, and there is no clear reason for it? Maybe you can find a reason for them being cut? Because the Hydra argument doesn't work here, at all. Or maybe it does, if we go back to the lamest playtesting subject. Maybe the playtesters didn't know how to deal with them, and since Valve so greatly cares about community and making good product, they decided to trash the two enemies.
[QUOTE=Cvoxalury;45648900]Back what up? That bullsquids and houndeyes were in HL, then they had all the modeling and coding work done in the Leak, then they were cut, and there is no clear reason for it? Maybe you can find a reason for them being cut? Because Hydra argument doesn't work here, at all. Or maybe it does, if we go back to the lamest playtesting subject. Maybe the playtesters didn't know how to deal with them, and since Valve so greatly cares about community and making good product, they decided to trash the two enemies.[/QUOTE]
Citations or statements from Valve. Raising the Bar doesn't say anything at all. You're just making shit up on your own in an attempt to do whatever.
Valve was a completely different company pre-2004 so you're misjudging the entire situation so much.
[QUOTE=Mech Bgum;45648908]well of course, because they cut the [I]theoretical [/I]Hydra, and not the one that actually fucking existed.[/QUOTE]
Playing stupid? They cut the opportunity to further work on Hydra and bring it to playable concept. Which the Leak Hydra isn't very far from. They've also cut things that were both 'fucking existing' and perfectly playable, which gets to show their fine judgement.
[QUOTE=ProZak;45648909]Citations or statements from Valve. Raising the Bar doesn't say anything at all. You're just making shit up on your own in an attempt to do whatever.
Valve was a completely different company pre-2004 so you're misjudging the entire situation so much.[/QUOTE]
Lol, of course it doesn't say why were the two cut, because there was no normal reason to do so! Apart from reasons we may deduce if we look at the whole Hydra experience when a monster with great potential was ruined by incompetent playtesters.
Please stop. We know sometimes playtesters are annoying but they are really useful toward the gaming industry.
Let's not bring the drama and the rant into this thread please.
[QUOTE=Cvoxalury;45648536]I'm not trying to get away by using an argument about EA or whatnot. I'm simply ignoring you.
Also, what I've said about things in modern games, should be pretty much obvious for anyone who is into game design. Why do I have to explain basic things to you? The idea is that by now, ten years after the leak, anything you do with the leak material to make it less outdated, would be seen by a common player in tens of other games. Whatever new NPC or weapon designs you might have, it's been done somewhere, tropes had been used, and even more modern graphics won't help. You have to be incredibly innovative to keep your leak project viable for the modern game market, and actually you won't be able to be innovative enough. Or, if you will, you'll eventually move too far from the original designs and the project won't be accepted.[/QUOTE]
I believe the strong point of the Beta is really not the new videogame concepts it creates or can create, its the MIX of them. This is really what I love about the Beta. In one full game, we have Arctic enviromnents, Industrial Facilities, Wasteland Deserts, a Ship, an abandoned Town, a Dystopian City enviromnent and potentially tons more. Am I the only one who thinks this is absolutely amazing? Most games today offer you little to no variety in locations.
That what I believe a full Beta project will excel at: variety.
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