New mod: Ideas needed! Created 20 years ago2004-03-11 09:40:46 UTC by Vassy Vassy

Created 20 years ago2004-03-11 09:40:46 UTC by Vassy Vassy

Posted 20 years ago2004-03-11 09:40:46 UTC Post #19057
I'm currently working on a new mod, which I'm hoping I WON'T give up on this time. However, I need some ideas for extras in it.

It will use the original HL code, with some extra stuff added:

MONSTERS

Me2's atomic houndeyes (He said he'll also let me use his new xenocide houndeyes as well!), torch and medic grunts (Not fully coded yet, currently they're the same as before but use 9mm handguns. I intend to have the medics heal other grunts and the torch grunts explode.) I might try to code opfor's race x aliens, but I might not...it depends how lazy I'm feeling. There will also be male blackops like in opfor, except they will use shotguns as well as sniper rifles.

WEAPONS

Opfor's sniper rifle will definitely be in the mod, and I might include a silenced version as well. I might also try to code the SAW machine gun.
The MP5 has been made more realistic, and therefore only has 30 bullets in a clip instead of 50. I might also have an MP5 without a Grenade Launcher, and a silenced version of the 9mm handgun.

SUGGESTIONS NEEDED

I need feedback on what you think of the current new monsters/weapons, and any extra suggestions. I'm not sure about including the silenced sniper rifle and non-GL MP5, so if you don't like them, please say so! I don't want to include pointless weapons in the mod. Also, don't suggest brand new monsters, just variations of the current ones, whether you want Race-X or not etc. I don't intend to include the robot grunts from sven co-op unless you REALLY want them, so if you want robot grunts, you'll need to convince me they're worth it...I don't think they're necessary.

Thanks very much!
Posted 20 years ago2004-03-11 12:44:41 UTC Post #19075
You should have an RPG weapon it. That was my favorite thing to do in all other games, go around and blast away at anything that moves :P . Uh make an airplane in it to that would be cool :)
Posted 20 years ago2004-03-11 13:03:43 UTC Post #19077
small compact stealth weapons would b a fav. games like mgs2 and XIII should influence these sort of guns. as for monsters, how about enemies with weak spots (like the alien grunt). it would be good fun 2 try and hit a certain spot while on the move. speaking of which, another idea (taken from delta force: black hawk down) would be 2 hav the player sittin in a heli flying over a battlefield with the player trying to find and kill the RPG holders before they notiec the heli and destroy it. course it would need a little editing to fit in with hl.
Posted 20 years ago2004-03-11 13:31:11 UTC Post #19078
Um, HL already HAS an RPG. I'm not sure about weak spots, although it's a nice idea. I like the helicopter idea, and there are likely to be on-rails areas like that in the mod. What does everyone think of having stealth weapons (A silenced glock which the assassin will drop, and a silenced sniper rifle)? And does anyone want robot grunts?
Posted 20 years ago2004-03-11 14:01:29 UTC Post #19080
robots would b a nice touch
Posted 20 years ago2004-03-11 14:35:12 UTC Post #19085
Although perhaps they would be best used selectively, such as part of the plot. Also, could you do something along the lines of an assault rifle,or increase the fire rate of the mp5, 'cause slugging away at things does pall quickly.
Posted 20 years ago2004-03-11 14:40:41 UTC Post #19087
Do you have a story for this Mod?
Posted 20 years ago2004-03-11 14:43:26 UTC Post #19088
make a really good story. and a good ending. ff10 is an example of a really crap ending. and story really.
Posted 20 years ago2004-03-11 14:49:01 UTC Post #19091
it's alot easier to come up with suggestions if one knows the story of the Mod ;)
Posted 20 years ago2004-03-11 14:54:28 UTC Post #19094
if its sumtin ur makin urself then dont release thw whole thing.
Posted 20 years ago2004-03-11 15:00:54 UTC Post #19096
the pulse rifle. Big schlobbing electric bolts bashing aliens, would be woo!

Anyways, make sure you finish this and dont leave it in the Recycle bin.
Posted 20 years ago2004-03-11 15:11:39 UTC Post #19097
make a heli ride, if you have seen the intro ride of haert of evil oyu hsould get a good idea
Posted 20 years ago2004-03-11 15:27:25 UTC Post #19098
A rail gun, like the Gauss Gun but bigger, stronger, but with limated ammo, and when you shoot it, it insinerates the enemy on impact and leaves a pile of ashes on the floor.
Posted 20 years ago2004-03-11 15:34:04 UTC Post #19100
I have a story...but you're not gonna like it...especially you, zombieloffe...

It's the...gulp...old...um...black mesa story...

However, it WILL have much better stuff than original hl. There will be puzzles, stealth, on-rails sections, and the good old escape style gameplay. There will also be mission objectives later on, and some of the models will be improved, with more Scientist and Barney head options. And if I feel like coding it, Otis will appear...

Oh, and I've just remembered...in the Sven Co-op manual it said robot grunts were never deployed during the Black Mesa incident. However, they were originally gonna be in HL, since the SDK contains their model SMD files...maybe I could have them in just a specific area.
Posted 20 years ago2004-03-11 17:53:49 UTC Post #19120
reprogram them. hav a part u hav 2 reprogram them n they turn against a whole bunch of grunts holdin an area it would b impossible 2 get through without the robot buddies. mission objectives. coughcoughmycompomapcough
Posted 20 years ago2004-03-12 15:43:37 UTC Post #19159
Hmm...not so sure about the reprogramming. Maybe they could be there when the normal military fails, as a last resort...or maybe not. Oh, and just in case anyone is interested, I'm making this myself, and the only help I want is with some modelling and some coding. The mapping will all be my own work.
Posted 20 years ago2004-03-12 16:58:09 UTC Post #19161
the robo grunts can be Black Mesas OWN special elite guards..
Posted 20 years ago2004-03-12 17:16:25 UTC Post #19163
I could help with the coding if you get stuck with it!
m0p m0pIllogical.
Posted 20 years ago2004-03-12 17:34:29 UTC Post #19164
Nice idea ZombieLoffe. And thanks MoP!
Posted 20 years ago2004-03-12 17:43:48 UTC Post #19165
www.planethalflife.com/thegate
you really shoudl chek this mod, i know your on modem, pitty i cant give you the game on cd :D
Posted 20 years ago2004-03-13 13:42:10 UTC Post #19232
What has that got to do with anything?
Posted 20 years ago2004-03-13 14:46:05 UTC Post #19239
its a really cool mod, even if you don't get any ideas you should have a look
Posted 20 years ago2004-03-16 17:22:35 UTC Post #19497
Oh yeah, a quick update: Due to coding problems, the MP5 will be back to having 50 bullets in a clip, and it will use spirit's source instead. Also, there are unlikely to be any new monsters, at least not for now. If I get the code problems sorted out, then I'll be able to have the more realistic MP5 and the new monsters.
Posted 20 years ago2004-03-16 17:41:58 UTC Post #19502
Meh vassy, evil knievel removing thingies like that! You go buy a c++ book right this minute.
Posted 20 years ago2004-03-16 23:51:35 UTC Post #19519
lol - I wish I remembered this one website - it had tutorials on how to make a gun from scratch and it was preety easy...(if you copied and pasted their source code and then edited it to your standards), i have a c++ compiler and maybe I can send you the file if you want me to ;)
Posted 20 years ago2004-03-17 10:06:36 UTC Post #19553
The only problem is my crappy compiler. If it would be ok with you, could I get you to be chief compiler in my mod, davideo59? I may buy MSVC++ soon, in which case I won't need you, but until then, I will. It uses the Spirit 1.2 source BTW, so you might want to get that (http://spirit.valve-erc.com). If you are willing to help, then the monsters will return along with the MP5.
Posted 20 years ago2004-03-18 16:57:53 UTC Post #19728
OK, I've decided against robot grunts for now. I don't feel they are necessary. Also, I doubt Race-X aliens will appear, although it IS possible. The new MP5 will return, and there will also be a new grunt model. As for Black Ops, they are likely, and so are cleansuit scientists.
Posted 20 years ago2004-03-18 17:01:37 UTC Post #19729
and what about costum music???
Posted 20 years ago2004-03-19 15:44:48 UTC Post #19804
that would bloat the dload and set you off on the wrong foot
Posted 20 years ago2004-03-19 15:47:19 UTC Post #19805
Custom music? It's a possibility, but unlikely. However, I was going to decide on that at a later stage.
Posted 20 years ago2004-03-19 15:53:35 UTC Post #19809
if you need costumn textures, i got some advice from a guy who is experienced and who helps me if i need help.
im working on the barbed wire right now :)
Posted 20 years ago2004-03-19 21:18:37 UTC Post #19861
u want custom music? thatd be great. although u dont have an orchestra :( . although ive bin playin guitar for over a year now... ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) and so on and so forth
Posted 20 years ago2004-03-20 05:29:39 UTC Post #19906
Well, I was thinking of nicking Gearbox's OpFor/Blue Shift music because it suits Black Mesa so well...Valve's is good music, but only some tunes are really appropriate.
Posted 20 years ago2004-03-20 05:41:19 UTC Post #19907
UPDATE: Current possibilities:

WEAPONS:

MP5 (Only 30 in a clip), DEFINITE
M249 SAW,
M40A1 Sniper rifle (Replaces the crossbow), DEFINITE
M40A1 Silenced sniper rifle (Unlikely),
Silenced glock (Unlikely),
Uzi (Single and Akimbo, quite possible),
and, if I can work out how to code it, Minigun!

MONSTERS:

DEFINITE
HGrunts: same monster, but slightly more intelligent (Always take cover), and they fire a long stream of bullets instead of short bursts.

Otis: very possible, but considering you play as him, I might decide not include him, since the mod is already quite large with all the current models.

Robot grunts: Unlikely to be an enemy, but I might have them as an ally, and I might have some faulty ones that are enemies ;)

Scientists: New heads are a possibility.

Race-X: Unlikely unless I figure out how to code them.

Black Ops: Very likely.

Cleansuit scientists: Also very likely.

MUSIC:

I might nick some of Gearbox's tunes, but Valve tunes will be used as well.
Posted 20 years ago2004-03-20 06:10:06 UTC Post #19913
get some dual; handguns from the specialist, if you dnt have th specialist il will be happy to extract em for you, what about a dual five seven ore golden colts ore a dual mk23 silenced ore not
Posted 20 years ago2004-03-20 07:31:26 UTC Post #19940
Not interested...they don't really suit Black Mesa. Oh, and another thing, in case anyone asks: No AK47s!
Posted 20 years ago2004-03-21 06:03:41 UTC Post #20077
flack cannons for shooting down helicopters
Posted 20 years ago2004-03-21 06:25:57 UTC Post #20088
icbms!!!!!!!!1
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-03-21 08:02:50 UTC Post #20107
R E D E E M E R ! ! ! ! ! ! come here gargs...
Posted 20 years ago2004-03-21 14:17:15 UTC Post #20147
a..............haed crab wiht a sniperifle :badass:
Posted 20 years ago2004-03-21 16:35:04 UTC Post #20168
How about Barney in an HEV suit?
Posted 20 years ago2004-03-22 13:03:21 UTC Post #20212
How about a living hev suit?
Posted 20 years ago2004-03-22 13:38:38 UTC Post #20215
how about, barney wiht chicken arms :zonked:
Posted 20 years ago2004-03-23 17:50:45 UTC Post #20324
UPDATE:

Definite weapons:
MP5 will be an M4A1, 30 bullets in a clip.

Definite monsters:
Cleansuit Scientist
HEV Barney
Black Ops

NEW SUGGESTIONS NEEDED FOR:
The HGrunt.

http://vassyhl.tk. In the background, you can see what the grunt currently looks like. The picture is:

Top left: Regular grunt (White, Helmet)
Top right: Commander (White, Beret)
Bottom left: Shotgun grunt (Gas mask, Helmet)
Bottom right: Grenade launcher grunt (Black, Helmet)

I need suggestions for improvement:

1: Weapons

There are unlikely to be more weapons for the grunt. I may give them M249 SAWs which you can't use, but that would be silly, so if I code the M249 SAW to use, chances are the grunts will have them. Currently they are using the M4A1 and the Shotgun.

2: Protection

All of the grunts except the commander wear helmets, and the Shotgun grunt wears a gas mask. I'm thinking of changing the shotgun grunt and GL grunt heads around, so the GL guy has a gas mask instead. The commander only wears a beret, however, which is hardly protective. All grunts wear PCVs.

3: Equipment

All grunts carry a backpack, a smaller pack round their leg, and a few pouches on their belt. They also have a radio attached to their PCV. They do look a bit under equipped though.

4: Clothing

All grunts wear grey urban camouflage, and a camouflage shirt underneath the PCV. I have no intention of changing this, although the high definition grunt (This is super definition) has a green shirt...so I might give them green shirts.

I need suggestions on how you would improve the hgrunts. Remember, I need SENSIBLE suggestions.
Posted 20 years ago2004-03-24 16:20:13 UTC Post #20394
Could you add more realistic sound files, like screams of pain or orders etc. i'm sure people here have got microphones if necessary
Posted 20 years ago2004-03-24 16:41:35 UTC Post #20397
Hmm. I might have fewer radio messages and more normal speech, but I'm not sure about screams of pain...hmm. No-one else has 'em, except the scientists.
Posted 20 years ago2004-03-24 18:04:49 UTC Post #20404
How about actually trying to comprehend the sheer workload you're putting on your self/mod team?
Posted 20 years ago2004-03-25 09:15:49 UTC Post #20445
There is no team really...and I can manage this fine on my own...relax!
Posted 20 years ago2004-03-25 11:11:09 UTC Post #20451
lol, he got a point get some decent people(not any noob) wich are able to do some little stuff for you :)
Posted 20 years ago2004-03-25 15:18:24 UTC Post #20467
I told you, I can manage fine on my own...except for the code compiling. I'm managing everything else very nicely. I need suggestions from you lot!
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