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Author Topic: HL2 Mods Returns  (Read 4714 times)

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PhilosopherDirtbike

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Re: HL2 Mods Returns
« Reply #40 on: January 13, 2009, 01:41:04 PM »

That looks like a pretty good meat and potatoes tactical combat mod, actually. Nothing to crazy or setting it too far apart from the rest but worth trying.

Also, everytime I see anything related to Black Mesa Source it reminds me of the now defunct Sven Coop Source   ::(:
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Mothra

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Re: HL2 Mods Returns
« Reply #41 on: January 13, 2009, 02:57:38 PM »

Don't remind me.

But hey! Version 4.0 Beta for Half-Life 1 was finally released! Oh boy were those AI tweaks and another toonrun were worth the wait!
:slow::slow::slow::slow::slow::slow::slow::slow::slow::slow::slow::slow::slow::slow::slow::slow::slow::slow:
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Zaratustra

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Re: HL2 Mods Returns
« Reply #42 on: January 13, 2009, 04:36:27 PM »

So I was thinking maybe Peach's Castle could be made into a TF2 map. It even has a HL2 map already!





Visible problems: The outside of the castle is just too small. Either increase it or reduce the size of the rooms (which are bloody huge)

Too many dead-end rooms. Make some into sniper areas perhaps.

Bowser staircase instead leads to roof.

Control points on start hub, courtyard, maybe sewers, clock room, and roof.

Zaratustra

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Re: HL2 Mods Returns
« Reply #43 on: January 13, 2009, 07:12:52 PM »



tall castle is tall

Mongrel

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Re: HL2 Mods Returns
« Reply #44 on: January 13, 2009, 07:21:04 PM »

Needs a few chokepoints and/or tighter spaces for engie/spy/pyro action.

Also: The more routes you have to more places, the better. Encourage fluid gameplay, rather than trench warfare. That castle front yard for instance... it just screams 'monotonous seige'.
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Friday

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Re: HL2 Mods Returns
« Reply #45 on: January 13, 2009, 07:30:44 PM »

This is actually a really cool idea. I love shit like this.

Of course, now I want the TF2 map of Castlevania.
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Catloaf

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Re: HL2 Mods Returns
« Reply #46 on: January 13, 2009, 07:55:21 PM »

So, I'm assuming it would be Gravelpit style point capture right?

Castlevania makes me think of turning 2d platformer levels into 3d payload maps.
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Romosome

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Re: HL2 Mods Returns
« Reply #47 on: January 13, 2009, 07:59:10 PM »

oh man, now I want a Kokiri Village shootout.

Or the Gerudo Village.
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Zaratustra

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Re: HL2 Mods Returns
« Reply #48 on: January 13, 2009, 08:12:33 PM »

there's a process that allows you to capture any n64 map, more or less. get nemu64, make a C:\VRML directory in your machine, and when you're in the level you want to capture -pause the emulator-, go to the video plugin settings, turn on VRML output, OK, -play-, -pause again-, go to the video plugin settings, turn off VRML output, OK.

It didn't work for -me-, but it might work for you.

Romosome

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Re: HL2 Mods Returns
« Reply #49 on: January 13, 2009, 08:16:30 PM »

in case I'm insane enough to try this someday, does "play" mean "resume the game for a few moments" or does it mean "run across every area of the map you want outputted"
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Zaratustra

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Re: HL2 Mods Returns
« Reply #50 on: January 14, 2009, 02:24:46 AM »

That's the great part. It depends on the game and on the map.

From what I've seen, I believe that 'open' maps like Peach's Castle exterior and Bob-Omb Battlefield are fair game, and underground maps with corridors and stuff may have issues.

Bongo Bill

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Re: HL2 Mods Returns
« Reply #51 on: January 14, 2009, 03:53:09 AM »

Some games will load the entire geometry of the level at once, while others will stream just the part you can see in front of you, or anything in between.

Ocarina of Time was built with a modified version of the Mario 64 engine, as I recall, so it should function similarly. Twisty little passages may be a difficulty, but it's not as if there's anything especially complex about N64 geometry.
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...but is it art?

Zaratustra

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Re: HL2 Mods Returns
« Reply #52 on: January 14, 2009, 04:36:55 AM »

I think it is related to the door-sealed areas in the map - the game can easily change render lists while you're crossing them.

What I'm thinking:

Spawn rooms: Offense from pipes at start point (with extra exits underwater in lake and to the other side, defense in mirror room.

Control points (in order): Cannon pad, main lobby, back courtyard + pool room in sewers, clock room, roof. Moving from one point to another is very quick, so it should be vital to keep guard at points that will be unlocked soon.

JDigital

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Re: HL2 Mods Returns
« Reply #53 on: January 14, 2009, 12:36:31 PM »

You can always modify the map by ad-hoc barricading new doors, building fortifications out of crates, blowing holes in yards, and so on. This might help if the map lacks the features conducive to good multiplayer (choke points, defensible areas, capture points, etc).
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Zaratustra

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Re: HL2 Mods Returns
« Reply #54 on: January 14, 2009, 04:03:44 PM »

front yard with a tentative sniper perch


back yard

Romosome

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Re: HL2 Mods Returns
« Reply #55 on: January 14, 2009, 07:53:46 PM »

What's the scale like gonna be on this?  Players as tall as the front doors?
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Zaratustra

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Re: HL2 Mods Returns
« Reply #56 on: January 18, 2009, 05:25:29 PM »

Front doors should be a bit taller than players I guess.

Hammer is such a bitch. I'm actually crashing the bsp utility with this map.

Mothra

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Re: HL2 Mods Returns
« Reply #57 on: January 20, 2009, 07:40:19 PM »

Sven's doing a 10th anniversary best-of thread nowabouts. Mostly high-context forum wankery, but there are a couple highlights:







Ahhh... memories...
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Detonator

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Re: HL2 Mods Returns
« Reply #58 on: January 20, 2009, 10:16:32 PM »

Every once in a while I will play nothing but Sven Co-op for a week or two.  Fun times.
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Mothra

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Re: HL2 Mods Returns
« Reply #59 on: July 01, 2013, 01:13:27 AM »

No joke.

Sven Co-op v4.8 has just been released.

There were times when 13-year-old Mothra thought that maybe he would never see this day.
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