new mod/map and member Created 16 years ago2008-05-25 05:58:31 UTC by Kenz0r Kenz0r

Created 16 years ago2008-05-25 05:58:31 UTC by Kenz0r Kenz0r

Posted 16 years ago2008-05-25 05:58:31 UTC Post #250439
Hey guys, first post here. I'm VERY new at map-making and have read some of the site tutorials, they're pretty sweet so thanks for that. So onto my mod.

So basically this'll be a HL2: Episode 2 mod and won't have any new models, weapons, NPC's, etc. I want to keep things relatively simple. So the story is that undercover rebels have discovered that the Combine are developing a new kind of technology that would turn the tide of the war in their favour. This new tech is a kind of camo-suit, it allows the user to camouflage with the enviroment and avoid visual detection which would give the Combine a massive edge over the rebels. You are sent as a part of a special forces team to halt this development in any way possible. A main feature of the mod is that you and your team blend in with on-going battles as to avoid Combine detection which means there'll be some battles orchestrated to look "cool" and war-like. As you go on your mission you'll get seperated from your team (original!) and go through undergrounds and bunkers as you make your way back to meet up with the team. Finally you'll get to face off with experimental versions of the camo-suit Combine, defeat them, and ultimately destroy the lab responsible for it's development

So a couple of things, first of all the Camosuits won't require any new modelling as they're simply Combine Elites with the hologram render FX. This works really well as they become transparent, distort and even fade away at a distance and become invisible. Unfortunately their guns don't vanish like them so you often see guns floating about which works well I guess as you need a way to spot them, this is also the reason I made the suits "experimental". Also I'd appreciate any help, I'm willing to send map files to anyone wanting to take a look. It feels like a bloody mess though, nodes everywhere and all, so thanks in advance.

Well that's pretty much it. Something relatively easy for my relatively basic mapping skills. I'm afraid to post any screenshots as my map looks very poor compared to alot of the ones I see here. Anyway I hope to become apart of the community more as I develop my mapping skills. Look forward for some screenshots and updates in the future! ;D
Posted 16 years ago2008-05-25 14:41:36 UTC Post #250464
Hello, and welcome here. :)

Your mod idea sounds nice, a bit Crysis-inspired I assume? Don't feel ashamed to post screenshots, I'm sure the folks here can give you some helpfull feedback. I, for one, would advise you not to focus on looks alone: it can become a distraction that keeps you from finishing the overall mod. Getting things working first and then spicing them up usually works better. Ah well, enough un-asked-for advice. Good luck with the mod, and keep us posted. :)
Posted 16 years ago2008-05-26 05:59:17 UTC Post #250505
Yeah thanks Cap. Not sure about being inspired by Crysis since I've never really played it but I appreciate any advice.

So updates!

So the first one's how it used to look like just so you can compare it to what it's like now.

Original: http://www.youtube.com/watch?v=i3R90VZZCuo
Sorry for the crap quality.

New & Improved: http://www.youtube.com/watch?v=gYtxe-rbAvA
Quality is still pretty bad.

Edit: Also if you know any converters that can convert FRAPS recorded videos in reasonably good quality I would appreciate it alot.
Posted 16 years ago2008-05-26 21:46:23 UTC Post #250559
It reminds me of Call of Duty A lot. But it does sound good. I need to kick myself into Source-Mapping gear.
Windows Movie Maker does a decent job of converting Video files. Or just get the Bink And Smacker Converter along with the DivX codec. That works well also.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-27 16:53:02 UTC Post #250600
Looks interesting so far. I like the first part especially, looks like some nice combat there, having the combine up on the roofs and all. Proportions and such seem to be fine there, too.

The last part - big building, excavation entrance - doesn't really do it for me though: the room is too large to make much sense and the antlion combat seems less interesting. I think it's the lack of layout there, and the fact that it looks like an endless stream of antlions while it isn't - most players will expect antlions to continue to pour in, as that often happened in HL2 and it's episodes.

Those 'rules' are something to keep in mind: while you can create your own rules and expected behaviour, going against an established rule can confuse players somewhat. If you get what I mean. :)

As for visual detail, I know you're not in that stage yet, but it might be a good idea to sketch out some styles for yourself. How is that area supposed to look, where is the player, what looks fit well with that theme? What scenery can one expect there?

However, I think it's good to continue tweaking the gameplay for now and adding some more area's, to ensure that you don't loose sight of the big picture. Keep it up! :)
Posted 16 years ago2008-05-27 19:33:00 UTC Post #250609
I'm not sure if people got this but about the two links up there, the first link is the old map and the second link is the new map, it's not different quality of the same video but two seperate versions of the map.

Thanks for the compliment Tetsu0

Thanks Cap, taking in what you said I sort of mapped out another area for the mod with a dark and moody theme. I reckon the outdoor areas are a bit difficult for me at the moment so I made one more of a bunker/factory place. Started last night so there's really no end or beginning as of yet. Also I wanted to create a place where I could test out the Jump Override node_hints.

http://www.youtube.com/watch?v=CG0EzysXcHg

The map is more improved now as you can get knocked off the container fairly easily if you don't be careful. I think this adds a bit of excitement to it as you make your way to the other side. (other side not yet implemented :P)
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