Teehee.
I think the one in the microwave was actually a tea cup, but I get the idea.
Created 17 years ago2007-10-05 07:09:25 UTC by Kasperg
Still, no new weapons makes no sense.It does, actually. Valve focus more on bringing the story and gameplay forward in exciting ways, rather than just giving players something new to kill people with. It's pretty much the most important thing that differentiates these episodes from crappy game expansions.
And "a certain micro-wave casserole." Anyone remember that?That was probably the biggest loose end to be cleared up in Episode 2. I always wondered whose casserole (erm... alien gib) that was...
I think the one in the microwave was actually a tea cupWell, you're wrong...
A fucking 75 pound scout shouldn't be able to easily take on a 200 pounder HWGuy and win. If I wanted balanced stuff like that, I would play a simple game of Team Deathmatch. Simple.My point exactly. You haven't played the game, and you're shooting it down like an idiot.
You'll notice throughout that they've used some rather cheap outdoor mapping techniques that are reminiscent of GoldSrc maps, including those damned 2D transparent trees, and some pretty obvious skybox blendingPerhaps, but if you don't focus on a single tree, the entire outdoor areas look stunning. I never thought Source could look so good. Besides, compare one of the open areas of Episode Two to one of the coast maps of Half-Life 2. Equal performance, 1000x improved environments. The benefits definitely out-weigh the costs.
Funny, I didn't actually mind the coast, but everyone else seems to think they were shit. Sure they were mostly empty, but it was realistic.Well I didn't think they were shit, but they definitely were sparse. And that make sense, considering the limited power the Source Engine had to render large areas back then. Point is: It was a refreshing change for me to see Valve make maps with such vast and open layouts, and it'll make designing outside maps much easier for us down the road, too.