HL2 mod Created 19 years ago2005-08-10 11:51:20 UTC by killer1102 killer1102

Created 19 years ago2005-08-10 11:51:20 UTC by killer1102 killer1102

Posted 19 years ago2005-08-10 11:51:20 UTC Post #127002
i want to make a HL2 mod and need some help.
mianly new textures , weapons , sound efects.
I can do quite complex maps.
if you want to help please send me a PM and say what you can do.
the main problem i have right now replaceing the suit thing with a bullit proof vest + helmet (a bit like in blue shift) as i do not know where to start with that.
Posted 19 years ago2005-08-10 12:29:31 UTC Post #127017
story plan.

play as:rebel

level 1:the underground base (intro)
start

you arive by train at the trainstation where a citizen is waiting for you.
the citizen takes you to the underground base and shows you round where you get a pistol + ammo and you armor and you have a chance to get some prctice in the target range.
suddenly cobines start shelling the building while your in the dormetries.
one of the shell lands near you(outside window) and sends a metal self flying into you.
blackness
end

level 2: the underground railway.
you wake up in a bed in the medical room. many dead or dying rebels around and 2 medics.
you are told you must escape the city and reach the other base to get help as many of the rebels are to badly hurt to be moved.
another rebel enters
the medic asks him to take you to the railroad.
the rebel takes you there and gives you an idea of whats ahead.
you get on the train and start to make yur way along the track.
there are many problems along the way like flooding and manhat artacks.

level 3: the stronghold

you get off the train and go up some stairs.
you meet barney and tell him they need help. he tells you that gorden has returned and should be here soon.
hes goes and rounds up 6 rebels and tells them to go and help ther others in thew other base. they leave the way you came
barney takes you to the weapon store where you get the overwacth and a sniper rifle.
he then takes you to the breifing room.
you are being breifed for an upcomeing battle when Gorden gets here with 2 more rebels.
you finish the briefing and head for the walls.
there is a massive battle.
end

more mayby in the future after this is all done
Posted 19 years ago2005-08-10 16:24:36 UTC Post #127040
ok heres a list of what i need right now. If you would like to submit any of these things to my mod pls send them to destroyer@ottersville.co.uk.
if you would like to help long term pls send me an e-mail or private message.

bullet proff vest + seprate helmet
sniper rifle + ammo
remote charge + deonater
rebel tank
rebel aircraft

textures

HL1 slideing doors but at HL2 standerds.

decals

"armory"
"first aid"
"dormetrys"

I also need at least 1 long term coder.
the following decals
Posted 19 years ago2005-08-10 16:40:57 UTC Post #127044
You know, there is an edit button...
Luke LukeLuke
Posted 19 years ago2005-08-10 17:08:25 UTC Post #127046
i see it now...

can some one make a target texture pls
Posted 19 years ago2005-08-10 17:47:08 UTC Post #127048
You want people to make stuff for you :) good tactic. But i don't think anyone would do that. It sounds hard.
Posted 19 years ago2005-08-10 18:09:19 UTC Post #127049
Impressive wish-list. But what can you contribute yourself?

Without skills, you can't lead a mod-team. Hey, even leading a team is a skill on itself...
And we don't know what your skills are until you show something.
Posted 19 years ago2005-08-11 04:41:59 UTC Post #127072
i am doing like alll the maps right now
later today i`ll show the part of the intro level i`m makeing.it doesn`t work to well as i can`t replace haszard with a bullet proof vest + helmet
and i need to fix some errors

i also need the "Rebel" to be able to use the pistol for the target range room
Posted 19 years ago2005-08-11 05:34:39 UTC Post #127075
Well from experience I realised that a good leader has to be better than the rest of the team and can contribute loads otherwise he relies on the others too much which causes lazyness / anger perhaps and usually ends in a project which takes either a long time or fails!
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-08-11 09:11:18 UTC Post #127092
Well said Habboi.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-08-11 09:13:53 UTC Post #127093
Yes, indeed it was (maybe Habboi should become a promotional speaker :quizzical: )killer1102, why not make the textures yourself using wally? Or find them off thed internet? EDIT:The HL1 doors (im guessing you mean the ones in the 2nd Chapter with those double doors that had glass (maybe i should post screenshots to show you what i mean) or the singular ones (just one door that slides open) that you would like HL2 textures for? Why not make em?
38_98 38_98Lord
Posted 19 years ago2005-08-11 13:33:36 UTC Post #127125
i would like ALL the half life 1 slideing + airlock doors but at HL2 staderds.
HL2 doors are 256X512 compared to HL1 doors being only 64X96 for doors almost the same size.
also HL1 uses WAD3 textures and HL uses Materials instead which means things like glass are already see thorgh and use diffrent sounds and decals for when they are hit with a bullet by default.
Posted 19 years ago2005-08-11 13:50:30 UTC Post #127140
use wally
...its bond to work for HL2 (and if not then find other means of making the textures
38_98 38_98Lord
Posted 19 years ago2005-08-11 17:10:48 UTC Post #127171
if i have to do the mapping and texture makeing it will take 20 years to make this mod. it takes like 2 weeks to do one level proply.
and i have got some from the internet.
Posted 19 years ago2005-08-11 18:10:37 UTC Post #127172
Dude, it's simple. Why should people, who are busy with their own jobs, lifes, maps, and projects, help you with your mod. You need to get us exited, give us something to make us think this isn't on of those, "Good Ideas" that will never get finished. Post some pictures, make a website, do something to impress me.

Secondly, look at your story. Read it again and ask yourself, does it make sense. Does it fit with HL2's world and storyline.

Thirdly, why do you need one of us to make all of HL1's sliding doors for you. Why does it have to be all of them.

Fourth, decide what about this mod will the player remember most. Why would they want to play this? What will keep them playing it? Why would the player care about some random rebels?

You should put as much thought into this as it takes to write a movie. Because, when it comes down to it, that is basicly what you are doing, making an interactive movie.

Until Later...
Posted 19 years ago2005-08-12 04:04:27 UTC Post #127205
how do i put pictures on these fourms?
most i use have an add acthment feature
Posted 19 years ago2005-08-12 04:27:46 UTC Post #127206
Upload your pics to an image hosting site (like Imageshack and then link 'em here.
AJ AJGlorious Overlord
Posted 19 years ago2005-08-12 08:59:36 UTC Post #127257
Killer1102, you could always put up a thered at hl-improvement and see if there is any one that wants the help, there are many experienced modelers and skinners over there.. :)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-12 09:25:32 UTC Post #127261
isn`t that only for HL1?
any way here are some screenshots of the intro level(in hammer as the level isn`t working yet)
User posted image

User posted image

User posted image
Posted 19 years ago2005-08-12 09:31:17 UTC Post #127264
more screen shots

User posted image

User posted image

User posted image
Posted 19 years ago2005-08-12 09:43:31 UTC Post #127266
I'm sorry, your map is trash.

[/mean fuck]
Posted 19 years ago2005-08-12 10:01:29 UTC Post #127268
Use firefox not IE!!!!!1 :furious:

Back to the topic: Some textures really dont look nice together with some others. Im to lazy to say which ones, I hope you'll them yourself!
Posted 19 years ago2005-08-12 10:01:39 UTC Post #127269
i have been working on that for 1 day.
it will take 2 weeks to finish it
Posted 19 years ago2005-08-12 10:02:31 UTC Post #127270
Hate to say this but his right!
Sure no one likes being told their maps are rubbish but I got that a lot until I really sat down and looked at maps that were popular!

Sometimes maps are scrapped after 3 months of work on it (heh heh) and it's not a loss as each map made means you learnt something!

Heck I learnt how to use cameras in one map and how to make traps in another.

(By the way i've been told I make a good speaker :D)

I can see you really wanna make this mod but look at Black Mesa Source!
Could you really make something like that as not many people will play anything less than that good quality sadly!
If I was you I would do what some of us call a map pack like 'Day 13' which is a few maps tied together with a short story ;)

Think it over! I made a mod for HL1 and boy did I get harrassed :D
But now I look at it and boy it's worse than I remembered :D
But I mainly started experimenting then making cool new stuff and wanting to share it with others but mapping does not work like that and if you think something looks good then change it as it normally means others will dislike it ;)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-08-12 10:10:15 UTC Post #127272
ok.open for tips on how to make this cave in look better.
User posted image
Posted 19 years ago2005-08-12 10:28:52 UTC Post #127274
ok.open for tips on how to make this cave in look better.
First of all, by lighting it. That means, posting in-game screenshots. Also, posting a shot that shows more of the map than a dead-end wall/rock helps a lot. Things have to fit together, you know. A rock can look great but when it's totally out of place in it's environment, it means nothing.
Posted 19 years ago2005-08-12 11:34:15 UTC Post #127277
If the cave-in is intended to cover the metal walkway on the left, the interface dividing rock from metal would be more sloped and rubble on the walkway would be spread toward the viewer in this picture.

The entire pile of rubble would be sloped (google for "angle of repose") with few if any "overhangs" as shown on the left a couple of feet above the walkway.

Rubble would not meet the wall on the left at a sharp angle.

Pour a couple of handfulls of rice or sugarcubes onto the end of an eggcarton or into the end of a short piece of toiletpaper tube and look how the "rubble" spreads to against the "walls" and "floor" and mimic it.

Let gravity be your designer.
Posted 19 years ago2005-08-12 11:54:11 UTC Post #127283
Nah,, hl-improvement is (these days..) for HL1 and Source... :)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-12 13:35:10 UTC Post #127292
something a bit like this?
User posted image

the over hanging one is like that cause the roof hasn`t complety caved in.if you look there is a lot of the metal roof remaining
Posted 19 years ago2005-08-12 16:02:29 UTC Post #127305
Ewww...Killer, those arent to nice of maps you know. And that metal texture with the blue rust is just wrong. Pick a more concrete like one to go with the floor :nervous:

The second screen of the cave in looks nice :)
38_98 38_98Lord
Posted 19 years ago2005-08-12 17:01:31 UTC Post #127314
Much better on the rubble. Looks much more like it "flowed" into position.
Posted 19 years ago2005-08-13 08:02:00 UTC Post #127400
Gravity is your friend :
I prefer to follow Einsteins theory when mapping ;)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-08-13 10:59:57 UTC Post #127423
not Einsteins theory there...
Posted 19 years ago2005-08-13 11:09:13 UTC Post #127426
it looks like hl1 from 1997 with hl2 textures :D
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