Half-Life: Ghosthunter [revised] Created 14 years ago2010-01-11 22:51:24 UTC by Suparsonik Suparsonik

Created 14 years ago2010-01-11 22:51:24 UTC by Suparsonik Suparsonik

Posted 14 years ago2010-01-12 00:09:25 UTC Post #277758
I've been trying to make Half-Life: Ghosthunter for about 2 months now. I have finally realized I need some help with this, especially that I can't script majorly yet.

About the Modification:

You and a group of other "ghost busting individuals" start your own little ghosthunting business... everything seems to go right for the first two missions you are involved with, until the last one where G-Man calls you up to clear out an abandoned Missile Test facility (Black Mesa before the redevelopment into the test labs). Something goes extremely wrong because the ghosts have overwhelmed your team because they seem to be unusually stronger than the other ones you have battled in the past. The Boss Battle will feature someone pretty darn familiar but just a little different. But, you better except this to be a dang hard boss battle.

New things featured in the mod:

New redone weapons;

Special ghost-hunting pistol (starting weapon)
Special ghost-capturing mechanism (not sure to include this yet. if it is, it will be included as starter weapon also.)
Special ghost-hunting shotgun (gained later in game)
Special pulse rifle can shoot fast or slow (switch between main fire and alternate. gained later in game.)
Special ghost-hunting gauss (gained later in game.)
Special ghost-eradicating weapon (last weapon you get.)

New Aliens;

Mr. Friendly (prepare to get assraped a couple of times while trying to kill this)
Kingpin (Not sure how strong this bastard will be)
Chumtoad (pretty damn weak, will be able to call ghosts though)

Info about gameplay;

It will be the same as Half-Life but with different type weapons. Also will feature redone splash screen and everything for WON version. as for Steam version, if you feel like doing it... be my guest. May have Co-op mode for the people who like to do that kind of stuff.

Sequels;

I really only have one sequel planned. It will be more humorous than this version and may have more features and stuff.

Screenies and Media;

I only have one piece of artwork so far. (I redid the splash screen already too, but It would be a hassle to show you each different part of it.)

LOGO:

http://i48.tinypic.com/2wof39h.png

[EDIT]: I hope this will please you people now.

Also, this will obviously be in the father engine of Half-Life, GoldSource.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-01-12 00:18:12 UTC Post #277762
That's quite an ambitious list.
Posted 14 years ago2010-01-12 04:53:49 UTC Post #277779
If you aim to be mod leader, try to include a list of positions that needs to be filled. What needs doing, in terms of coding, level design, modelling, texturing? What do you plan to do? You said you've been working on it for 2 months... what have you done?

When recruiting for a mod, it's always a good idea to come in with some media - a few map screens or schematics, or something like that - shows people you're dedicated and willing to work. People are always reluctant to jump aboard a mod if they're afraid it won't go anywhere, since about 95% of mods never see a release (anyone remember Hostage Situation?).

As for the mod idea, I kind of like it - mainly because it's not a giant modification from the original game, and that makes it actually plausible to complete. I say it's always best to start small, and in comparison to other mods, this one seems to aim to do just that. Similar settings (abandoned research facility), similar gameplay. There does seem to be a need for quite extensive modelling, and in that respect, I hope you're willing to take up modelling yourself, finding quality modellers willing to work in GoldSrc is a rare occurrence.

Oh, and I won't be joining, of course. I don't map anymore.
Posted 14 years ago2010-01-12 13:02:04 UTC Post #277787
I already modelled most of the ghosts. Same with the Boss. All I really need is the Main characters to be made.

Also, I don't think we'll need any texture artists. I do need somewhat of a modeller though, For the weapons of course (and the main character models.) Obviously, I will need a lot of coders, since I totally suck at the moment.

and Hell, I might even add more of the unused alien models.

Just give me some gosh darn feedback about the mod and not the freaking description of it.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-01-12 13:14:36 UTC Post #277795
I'll revise this again later on. See you in about 3 hours. This homework is really proving to be quite a challenge!
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-01-12 13:19:59 UTC Post #277796
Just give me some gosh darn feedback about the mod and not the freaking description of it.
Then provide material to get feedback on, instead of a description of it!
Posted 14 years ago2010-01-12 13:58:09 UTC Post #277797
I already modelled most of the ghosts. Same with the Boss.
Surely you'd want to show us?..
Daubster DaubsterVault Dweller
Posted 14 years ago2010-01-12 17:33:56 UTC Post #277805
Oh yeah, forgot.

You guys have a TGA image file viewer or something? Or do I have to convert the bastards..?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-01-12 17:49:57 UTC Post #277806
Just convert your tga to jpg and show us that.
Posted 14 years ago2010-01-12 18:16:12 UTC Post #277807
JPEG makes your images ugly. PNG is way better.
Here, let me quote Wikipedia:
Compression artifacts occur in many common media such as [...] JPEG, MP3, or MPEG files [...] Uncompressed media [...] or losslessly compressed media (FLAC, PNG, etc.) do not suffer from compression artifacts.
To convert your TGA to PNG (or JPEG) you could use Media Convert (an online converter) or pretty much any decent image editor (GIMP, Photoshop, Irfanview etc.).
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-01-12 18:16:32 UTC Post #277808
Wait, if didn't even know that hammer could make Goldsrc maps, why were you trying to make a mod for it?
Jessie JessieTrans Rights <3
Posted 14 years ago2010-01-12 18:23:59 UTC Post #277809
He was talking about Hammer 4, I believe. The one built for Source mapping.

Maybe he's still using Worldcraft 3.3.
Posted 14 years ago2010-01-12 18:45:12 UTC Post #277813
I've been trying to make some maps in Hammer 3.4

I don't think it works for GoldSource since my maps refuse to load in Half-Life after I make them. Oh well, My maps fail anyways.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-01-13 18:36:41 UTC Post #277874
You do compile your maps, right?
Posted 14 years ago2010-01-13 19:13:01 UTC Post #277877
This is getting ridiculous. Move the discussion to his third thread. Ask the moderators to append things for you in the future, joe. Create a fourth one for this thing and it will be deleted.

[i]And you will be banned.
  • your friendly local admin[/i]
Daubster DaubsterVault Dweller
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