• Source 2 has been announced
    371 replies, posted
[QUOTE=Antimuffin;47257323]I can't believe that L4D2 looks so empty. Holy shit.[/QUOTE] Remember you're looking at it in an enviroment with no corpses, zombies, survivors, gibs and all the panic of playing the game. If you look back at any l4d2 levels you'll notice it's relatively empty/simple. My one worry about L4D3 is they'll almost do TOO good at improving this, leaving it with it being overly noisy and losing the charm of the originals artstyle. Obviously i won't be concerned until i see a tech demo and i've still got high hopes for it, i just hope they manage to maintain their uniqueness in appearance instead of pushing for more realistic so much it's hardly a valve game (even with witty dialogue)
[QUOTE=Solomon;47257352]Maybe the tech demo will be HL3[/QUOTE] Probably not, but I'm not doubting the possibility, its possibly it might be L4D3 or something else.
Man i hope Source 2s big game release will be like Half Life 2, where we got new css and dod too. And then garrys mod 2 and stuff. Nostalgia is awesome
[QUOTE=Antimuffin;47257323]I can't believe that L4D2 looks so empty. Holy shit.[/QUOTE] L4D2's map design was definitely the weakest part of the whole game. The only campaign I find memorable is Dark Carnival and even then it was still a lot to be desired.
[QUOTE=Keychain;47257544]L4D2's map design was definitely the weakest part of the whole game. The only campaign I find memorable is Dark Carnival and even then it was still a lot to be desired.[/QUOTE] As someone with over 900 hours in L4D2 I can confirm that its maps are shit. Dead Center especially makes me want to cry and pump bleach up my asshole.
[QUOTE=Keychain;47257544]L4D2's map design was definitely the weakest part of the whole game. The only campaign I find memorable is Dark Carnival and even then it was still a lot to be desired.[/QUOTE] Dark Carnival was depressingly realistic in its depiction of the average small scale theme park, E.G ugly utility buildings with colourful facades and rides scattered between them. My favourite is Hard Rain due to the storm's atmosphere which I think they got perfectly.
[QUOTE=Over-Run;47257425]Man i hope Source 2s big game release will be like Half Life 2, where we got new css and dod too. And then garrys mod 2 and stuff. Nostalgia is awesome[/QUOTE] I doubt Valve would give up CS:GO so quickly. It's still fairly new, and the weapon skin economy is going well.
I'm personally more excited for Left 4 Dead 3 on Source 2 than anything else, really. I can't wait to see how they adapt the series' gameplay to a new engine, and hopefully I'll get to work with it a bit more freely than L4D2's engine version.
[QUOTE=Géza!;47257671]Dark Carnival was depressingly realistic in its description of the average small scale theme park, E.G ugly utility buildings with colourful facades and rides scattered between them. My favourite is Hard Rain due to the storm's atmosphere which I think they got perfectly.[/QUOTE] Oh, and my second favourite is The Passing due to having a bit of colourful nighttime atmosphere (at least for a section) and also the bonkers soundtrack. [editline]4th March 2015[/editline] And I'm willing to bet that if we get Left 4 Dead 3, we'll also learn of 2's survivor crew arriving to the Caribbean refugee fleet and infecting everyone in a hilariously predictable fashion, because that's how survivors' luck goes, baby.
I hope in L4D3 you play as the Midnight Riders.
[QUOTE=sarge997;47257742]I hope in L4D3 you play as the Midnight Riders.[/QUOTE] But then there would be no female character :v:
Bearded lady.
To be honest I would like to see L4D3 take a big stance on customizable survivors. Though they would all have default looks, being able to use the bodygroup system to change everything from hair color to the shoes they wear would be really cool. Also PLEASE give us the ability to select our preferred survivor. Payday 2 has it why doesn't L4D.
[QUOTE=Keychain;47258146] Also PLEASE give us the ability to select our preferred survivor. Payday 2 has it why doesn't L4D.[/QUOTE] [img]http://i.stack.imgur.com/79oQK.png[/img] ???
[QUOTE=NixNax123;47258190][img]http://i.stack.imgur.com/79oQK.png[/img] ???[/QUOTE] Joining mid-game. Or having to reconnect, will often put you as another character because there is no prioritization put in place. I don't even see how your picture is relevant, I obviously know you can choose characters at the beginning of a game. I have played both games a decent amount. Payday 2 will always put you as the character you have selected as preferred, even if you rejoin or join late. I want L4D to have that system. It's obviously not very important but it would be a nice thing to have.
[URL="http://www.rockpapershotgun.com/2015/03/04/source-2-is-actually-free-like-for-free/"]Source 2 will be absolutely free and take no revenue share, other than the fact it has to be on Steam (which takes about 30% off or so)[/URL] not the best deal but honestly if i were to make a game with it i'd already put it on steam anyways (given the oppertunity)
[QUOTE=Gamerman12;47258598][URL="http://www.rockpapershotgun.com/2015/03/04/source-2-is-actually-free-like-for-free/"]Source 2 will be absolutely free and take no revenue share, other than the fact it has to be on Steam (which takes about 30% off or so)[/URL] not the best deal but honestly if i were to make a game with it i'd already put it on steam anyways (given the oppertunity)[/QUOTE] I'd gladly forgo 30% of my cut if it means I don't have to worry about marketing, servers, or any of the cash stuff. I just want to make games and get money so I can keep making games.
Anybody making a game with the source engine would more than likely be putting it on steam regardless, so in the eyes of a developer it seems like a fine deal
[quote]My killer app for any VR headset with 3D motion tracking is the aforementioned Tilt Brush. It's basically like living in my very own music video. Everything gets darkened around me, I'm handed a color palette in my left hand and a paintbrush in my right, and then I can go crazy doing vibrant, beautiful light drawings in the space around me. [B]Everyone apparently starts off by painting in 2D, and so did I, but I quickly realized that the square I'd made could be turned into a cube[/B]. It quite literally added an extra dimension of fun and exploration and is exactly the sort of unique experience that only virtual (or perhaps augmented) reality gear can deliver.[/quote] While reading this, I had realized that if you could get the Dota 2 editor working with that HTC headset so you can walk around and use those hand controllers, you could totally make a convincing scene to proper scale and everything. I remembered an old video which demonstrates exactly what I think the workflow could look like. Could be really neat. [media]http://www.youtube.com/watch?v=QP3YywgRx5A[/media] The blocking-in process would be especially fun, and the video shows what the developers would experience throughout the project, all the way until the end. Complete with the missing textures and developers biting their nails in the dark.
[QUOTE=Gamerman12;47258598][URL="http://www.rockpapershotgun.com/2015/03/04/source-2-is-actually-free-like-for-free/"]Source 2 will be absolutely free and take no revenue share, other than the fact it has to be on Steam (which takes about 30% off or so)[/URL] not the best deal but honestly if i were to make a game with it i'd already put it on steam anyways (given the oppertunity)[/QUOTE] hope this makes it easier to skip the greenlight process
[QUOTE=Gamerman12;47258598][URL="http://www.rockpapershotgun.com/2015/03/04/source-2-is-actually-free-like-for-free/"]Source 2 will be absolutely free and take no revenue share, other than the fact it has to be on Steam (which takes about 30% off or so)[/URL] not the best deal but honestly if i were to make a game with it i'd already put it on steam anyways (given the oppertunity)[/QUOTE] You can still release it on other platforms, it just also has to be on steam.
[QUOTE=Leintharien;47259076]While reading this, I had realized that if you could get the Dota 2 editor working with that HTC headset so you can walk around and use those hand controllers, you could totally make a convincing scene to proper scale and everything. I remembered an old video which demonstrates exactly what I think the workflow could look like. Could be really neat. [media]http://www.youtube.com/watch?v=QP3YywgRx5A[/media] The blocking-in process would be especially fun, and the video shows what the developers would experience throughout the project, all the way until the end. Complete with the missing textures and developers biting their nails in the dark.[/QUOTE] Wow, I remember this video from 2008 and thinking "I wonder if this'll the future of level design in 20", but I never thought it would be true in 6. Then again, this seems better-suited for Microsoft's VR goggles with the glove integration, voice commands and easy-to-navigate modelling system. I probably wouldn't use it over a PC for actual mapping, but it'd be cool to check out the levels and make minor edits in first-person. Consider me extra hyped.
Cool, I was thinking about learning the skill sets required for modding one day. I consider it a life goal to sit down and learn animating, mapping, some programming maybe, texturing, modelling etc. on at least a basic level. hopefully Source 2 makes things clean and easier instead of the hair tearing horrors I hear Hammer and such presents itself. Oh yeah, I also really hope they add much much larger map sizes. It would be absolutely incredible to perhaps play what would be considered 2-4 chapters in a Half-Life 2 mod all in a single map file.
This probably has already been posted, but [video=youtube;ZKK74Wh-J10]http://www.youtube.com/watch?v=ZKK74Wh-J10[/video]
[QUOTE=TurtleeyFP;47261297]Wow, I remember this video from 2008 and thinking "I wonder if this'll the future of level design in 20", but I never thought it would be true in 6. Then again, this seems better-suited for Microsoft's VR goggles with the glove integration, voice commands and easy-to-navigate modelling system. I probably wouldn't use it over a PC for actual mapping, but it'd be cool to check out the levels and make minor edits in first-person. Consider me extra hyped.[/QUOTE] I've had the privilege to run around in one of my levels in a DK1 a few years back, and I can safely say that although a traditional disembodied head has the advantage in terms of navigating around a level, a head mounted display is unmatched in terms of the capacity of understanding both scale, and the placement of detail within a room. A hybridized approach is probably the best option. I could totally see myself doing most of the geometry work inside an HMD, while doing scripting and more broad adjustments on a monitor.
[QUOTE=Oicani Gonzales;47262496]god damn it i still dont know if thats source 1 or 2[/QUOTE] [URL="https://twitter.com/joeludwig/status/573390062731149314"]It's Source 2.[/URL]
[QUOTE=Oicani Gonzales;47262496]god damn it i still dont know if thats source 1 or 2[/QUOTE] GDC 2015. I think a safe bet is to say Source 2.
Oh man that looks really great, the graphics look wonderful
I just really really hope the engine can support huge maps.
[QUOTE=bobxrawks;47262559]I just really really hope the engine can support huge maps.[/QUOTE] it does
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