• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Mech Bgum;46375969]I wouldn't care if it's on another engine. It's just too ambiguous doing that on another engine though. Even Source mods don't get finished, on another engine it would be just plain impossible amount of work for a mod team working for passion. Passion goes away and so does time, but not bills.[/QUOTE] They don't get finished at least partially because of the crappy editor and its bugs and limits, etc. How many times I were "oh alright, now I'm fucking done with Source! lets switch to some UE! *tries to port a single level* ah screw it, lets continue being miserable with Hammer." [editline]31st October 2014[/editline] [QUOTE=PikaCommando;46375961]So far I only know sky city 05, sky spire 01, and that air exchange one. I guess Ravenholm and an industrial one counts too, but those are about it. For some reason, the green clouds one felt more epic than the blue clouds. That's what I'm looking for.[/QUOTE] Basically sky_borealis02 should also count.
[url=http://hl2.gamebanana.com/skins/137017]Enjoy.[/url]
[QUOTE=Katatonic717;46382732][url=http://hl2.gamebanana.com/skins/137017]Enjoy.[/url][/QUOTE] Coming from someone who drank a coke from 2007 in 2013, I can go ahead and say that TDOG probably does taste pretty shit.
Anyone had any progress modelling Antlion King? RtB says it's gonna be a huge boss, so I expected some Serious Sam-sized monster but then I realize Source might not be able to handle something that big. Maybe you'll just fight the head only, like the Tentacles from HL1 and the Hydras.
[QUOTE=PikaCommando;46389992]Anyone had any progress modelling Antlion King? RtB says it's gonna be a huge boss, so I expected some Serious Sam-sized monster but then I realize Source might not be able to handle something that big. Maybe you'll just fight the head only, like the Tentacles from HL1 and the Hydras.[/QUOTE] I'd say size shouldn't be a problem unless a model is more than 1024^3 units (and even then it's more of a theoretical issue). Citadel is pretty huge (and I mean the model itself, not even the 3dsky'ed render) and no problem there, for example. The real problem is that it's kinda hard to imagine some gameplay around an enemy that big. We shouldn't even be noticeable to the thing!
Ok, so, how do we, the mappers, use the env_projectedtexture thing? Can anyone make a small guide on how to use it, and its limitations?
[QUOTE=95Navigator;46391108]Ok, so, how do we, the mappers, use the env_projectedtexture thing? Can anyone make a small guide on how to use it, and its limitations?[/QUOTE] I think it was only with 07, but the player's flashlight is one, and the map can only handle two. Make of that what you will.
Oh yeah, let's say I want to make an American-themed C17 map, how do I know which one is American textures and architecture? To be honest they all look the same to me, but maybe that's because I live in a cave.
[QUOTE=PikaCommando;46392601]Oh yeah, let's say I want to make an American-themed C17 map, how do I know which one is American textures and architecture? To be honest they all look the same to me, but maybe that's because I live in a cave.[/QUOTE] You look at examples of American architecture and then at some European architecture and figure out which is what, no? In Europe you get more stone, bricks, wood, more of the old buildings, America is concrete and metal and glass, modern style, pragmatism instead of European decorative style. Of course there are exceptions, ton of them, in both directions. Also not to forget is that architectural style is formed by both material and form. I.e. textures actually matter less than what your buildings look like, what streets look like (narrower and organised for America, curving and aging for Europe).
[QUOTE=PikaCommando;46392601]Oh yeah, let's say I want to make an American-themed C17 map, how do I know which one is American textures and architecture? To be honest they all look the same to me, but maybe that's because I live in a cave.[/QUOTE] The textures aren't the main element determining that. The shape of the buildings, roads, and how things are laid out make more of a difference. Though if you mean the composite textures, there are a ton of skyscraper textures in materials/composite.
Quite a lot of classical New York architecture is art deco style which was popular in the 1920s. Look into that.
Oh yeah, isn't there some American C17 maps that uses bricks and woods and stones with European building shapes (I think) like in final? I think it's mostly in old canals and old Ravenholm.
[QUOTE=PikaCommando;46395853]Oh yeah, isn't there some American C17 maps that uses bricks and woods and stones with European building shapes (I think) like in final? I think it's mostly in old canals and old Ravenholm.[/QUOTE] Taking my words quite literally? Never said these aspects are exclusive, it's not like America is an entirely separate civilization; America was founded by European emigrants thus it's logical that older American buildings are similar to European buildings. and early cities were pretty much just like the cities those emigrants had left. Ravenholm is an old mining town so it's more 'classic' and uses European-like theme. And if you take the oldest Ravenholm maps there are mostly just abandoned metal shacks and such, not much of a style. Come on, it's all so translucent, do some most basic research.
[QUOTE=Cvoxalury;46396826]Taking my words quite literally? Never said these aspects are exclusive, it's not like America is an entirely separate civilization; America was founded by European emigrants thus it's logical that older American buildings are similar to European buildings. and early cities were pretty much just like the cities those emigrants had left. Ravenholm is an old mining town so it's more 'classic' and uses European-like theme. And if you take the oldest Ravenholm maps there are mostly just abandoned metal shacks and such, not much of a style. Come on, it's all so translucent, do some most basic research.[/QUOTE] So this is the pain of designing a level. Anyway, if you guys refer to the early HL2 journey plans, you'll notice that although Weather Control is there and shown being visited, the important plot points below did not mention it between Kraken Base and Citadel despite having a supposedly huge battle there. [IMG]http://img4.wikia.nocookie.net/__cb20090217054838/half-life/en/images/6/69/HL2_original_journey.jpg[/IMG] How come nobody has asked Marc about how long Weather Control lasted? Also note how Weather Control has a layout there. Maybe map makers can use that as reference. Another thing to note is that while those other important locations seems to have been drawn and colored, Weather Control is the only one that remains a sketch.
I never realized the sketch of weather control on that map And whos Owen
[QUOTE=Sally;46397170]I never realized the sketch of weather control on that map And whos Owen[/QUOTE] Odell, silly
[QUOTE=PikaCommando;46395853]Oh yeah, isn't there some American C17 maps that uses bricks and woods and stones with European building shapes (I think) like in final? I think it's mostly in old canals and old Ravenholm.[/QUOTE] There's also a few maps that involve Italian architecture which are likely centered around Ravenholm or during the canals levels. I think Venice is mentioned somewhere either in the map names or in the sound files. Don't know what exactly Valve was trying to do with it, but it is an interesting concept nonetheless.
I am looking to make a Goldsrc styled C17 map (For Garry's Mod, RP map.), American architecture. The problem is the lack of artworks: there are any early C17 artworks (even community made), beyond the skyline, city_test and the loading screen from 1999?
[QUOTE=Cvoxalury;46396826]Taking my words quite literally? Never said these aspects are exclusive, it's not like America is an entirely separate civilization; America was founded by European emigrants thus it's logical that older American buildings are similar to European buildings. and early cities were pretty much just like the cities those emigrants had left. Ravenholm is an old mining town so it's more 'classic' and uses European-like theme. And if you take the oldest Ravenholm maps there are mostly just abandoned metal shacks and such, not much of a style. Come on, it's all so translucent, do some most basic research.[/QUOTE] Cincinnati has always reminded me a little of City 17.
[QUOTE=Megadave;46398593]Cincinnati has always reminded me a little of City 17.[/QUOTE] As someone who lives in Cincinnati, I can attest to this. Some areas of the city with older building have a somewhat similar feel.
[QUOTE=KillerKo4565;46398583]I am looking to make a Goldsrc styled C17 map (For Garry's Mod, RP map.), American architecture. The problem is the lack of artworks: there are any early C17 artworks (even community made), beyond the skyline, city_test and the loading screen from 1999?[/QUOTE] I don't know about any fan-made artwork, but the overwiki's page for [URL="http://combineoverwiki.net/wiki/Raising_the_Bar"]Rasing the Bar[/URL] has some early c17 artwork.
This is all the only official arts of Murican C17 from RtB. [IMG]http://combineoverwiki.net/images/9/97/City_17_buildings_and_inner_wall.jpg[/IMG][IMG]http://combineoverwiki.net/images/d/d0/Door_and_Guard_towers_concept.jpg[/IMG][IMG]http://combineoverwiki.net/images/6/64/Early_city_17.jpg[/IMG][IMG]http://combineoverwiki.net/images/f/f1/Breencast_c17_04.jpg[/IMG][IMG]http://combineoverwiki.net/images/c/c8/Vorti-Cell.jpg[/IMG][IMG]http://combineoverwiki.net/images/f/f7/Train_city_17.jpg[/IMG][IMG]http://combineoverwiki.net/images/1/10/Gordon_early_lower_citadel.jpg[/IMG][IMG]http://combineoverwiki.net/images/8/8d/Citadel_skyscrapers_view.jpg[/IMG][IMG]http://combineoverwiki.net/images/5/59/Citadel_star.jpg[/IMG] As for more, you'll have to rely on inspirations. I'm not sure about fanart, but those dark 'n gritty games like Deus Ex, Duke Nukem 3D, or Thief might help. There's a level in Painkiller: Battle out of Hell called Dead City (Apocalyptic City in Hell & Damnation DLC: City Critters) that is set in an abandoned American metropolis outside the Pentagon, the tone of that level should fit early American C17 well. [video=youtube;g4EcIHiBsQA]http://www.youtube.com/watch?v=g4EcIHiBsQA[/video] It's a shame video games don't feature these modern cities' streets and downtowns more often. Nature and tree technologies and advanced fish AI are okay and all, but I feel that to show off technology and cool level design, one should make a modern metropolis city level for that. [del]maybe the San Francisco levels from Daikatana too, but then again, it's Daikatana[/del]
The Consulcast one, the vorticell one and the tram one could as well be European. C17 was intented to be this place outside time and geographic, a place you can't recognise for sure and attribute to a single real prototype, a place where everything blends and then dominated by alien regime, so it isn't relly clever to try and make all-American C17. It is also a city that didn't exist in just one time period but had parts of it build one over another starting with 1930's architecture and all the way to 1990's. The retail City and its surroundings work in the same way but the overall concept had been shifted to Eastern Europe/Post-Soviet space.
[QUOTE=Cvoxalury;46400155]The Consulcast one, the vorticell one and the tram one could as well be European. C17 was intented to be this place outside time and geographic, a place you can't recognise for sure and attribute to a single real prototype, a place where everything blends and then dominated by alien regime, so it isn't relly clever to try and make all-American C17. It is also a city that didn't exist in just one time period but had parts of it build one over another starting with 1930's architecture and all the way to 1990's. The retail City and its surroundings work in the same way but the overall concept had been shifted to Eastern Europe/Post-Soviet space.[/QUOTE] If only level design could be as simple as making senseless brown castles and call it out of this world.
Dunno why, but this art reminds me of Moscow somewhere in between 1925-1935 [IMG]http://combineoverwiki.net/images/f/f1/Breencast_c17_04.jpg[/IMG]
[QUOTE=PwnGModer;46400835]Dunno why, but this art reminds me of Moscow somewhere in between 1925-1935 [IMG]http://combineoverwiki.net/images/f/f1/Breencast_c17_04.jpg[/IMG][/QUOTE] Cyberpunk gotta have dem rainy streets.
[QUOTE=Cvoxalury;46400155]The Consulcast one, the vorticell one and the tram one could as well be European. C17 was intented to be this place outside time and geographic, a place you can't recognise for sure and attribute to a single real prototype, a place where everything blends and then dominated by alien regime, so it isn't relly clever to try and make all-American C17. It is also a city that didn't exist in just one time period but had parts of it build one over another starting with 1930's architecture and all the way to 1990's. The retail City and its surroundings work in the same way but the overall concept had been shifted to Eastern Europe/Post-Soviet space.[/QUOTE] With this in mind I'd even recommend watching a few movies, not just looking at other games, for inspiration. Most notably Dark City, which has this exact thing going on with it, with ambiguous architecture and all that.
[QUOTE=PwnGModer;46400835]Dunno why, but this art reminds me of Moscow somewhere in between 1925-1935 [IMG]http://combineoverwiki.net/images/f/f1/Breencast_c17_04.jpg[/IMG][/QUOTE] Yeah it kinda does. Has this... NKVD feel to it.
[QUOTE=PikaCommando;46400885]Cyberpunk gotta have dem rainy streets.[/QUOTE] *Speaking of Cyberpunk* That moment when Dave Brown abandons all that C08 shit and you decompile it just for ego confirmation. Gotta have that false high every once in a while. Good to have. I should talk about vaguely related things somewhere else. *Slowly drowns to death in "Dumbs"* *That are all from the former Insolence team*
[QUOTE=PwnGModer;46400835]Dunno why, but this art reminds me of Moscow somewhere in between 1925-1935 [IMG]http://combineoverwiki.net/images/f/f1/Breencast_c17_04.jpg[/IMG][/QUOTE] Like, what the fuck is holding that thing up besides that one large pipe looking thing?
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