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3) Oh, my bad.
This ain't bad! I don't think I've seen anyone use the composite building textures so effectively. I just have a few bits of constructive criticism, some of which you might already realize.
The smoke plume in the background could stand to have larger sprites, it just looks a bit bubbly the way it is right now.
In the middle of this screenshot you have a chainlink fence surrounding a muddy outcrop in the water. For the sake of having a believable environment I would rethink this approach, as it seems unlikely that anyone would go through the trouble of fencing off such a slim section of mud. For a more plausible run-down look I would say lay a stretch of fence out the way you'd imagine someone actually would and have the raised sections of mud be incidental, and even have parts of the fence submerged in water. Make it look like the fence was always there, but now is at the mercy of the mud and changing water levels... hope that makes sense.
One other thing is that the environment lighting in this map looks a bit white, I would suggest you pick a color for an accent and maybe even go so far as to use color correction. Diluted green is a good "leak" feel, or blue (cold lighting) creates a sense of mystery, but I'll leave that up to you. Play around with color until you settle on something, but just remember that less is more. Speaking of white, I'm not a huge fan of the white brick building textures, but that's your call.
I would also clean up the displacement map of the debris on the right side, it just seems a bit steep of a slope for a texture that is supposed to be building rubble.
Hope this helps
The whole "Arbeit Laboratories" thing is my least favorite piece of random speculation about the leak which has somehow gained traction and general acceptance by people who haven't actually examined the leak. It really burns my *** that our most popular review on this site which is posted near the top calls this speculation a "fun fact." SPOILER ALERT: It's all made up ********. There are textures in the leak called cardboardbox001a and cardboardbox001b which have the words "ARBEIT LABORATORIES" on it (arbeit being the German word for "work"). These were used in the days before HL2 had proper models of cardboard boxes and are found in several leak maps, not exclusive to The Borealis. They can be found in some versions of Kleiner's lab, e3_terminal, and several other places, typically maps created in and before 2002. When the Orange Box came out and The Borealis re-entered the HL2 universe with ties to Aperture Science, some individual who is seriously lacking in critical thinking skills decided that this old-*** box texture was indicative that "Arbeit Laboratories" was a prototype for Aperture Science. There is nothing at all in the surviving Borealis files to suggest this, apart from these two generic textures that just happened to find their way into an icebreaker ship which logically should have things like boxes in it. They were never a story element at all. Aperture Science was something entirely new in Orange Box and was not even on the radar when HL2 was being developed. The fact that people perpetuate this rumor without giving it a second thought is symptomatic of the consensus reality that most leak fans live in, and is another reason why we don't collaborate with other teams.
Also there is a gallery of a bunch of logos in the Combine Soldier page on that site, I don't know if that's what you're talking about.
progress is about TE/FN
Yes but they put their own narrow sighted spin on the facts and offer speculation that they pulled out of their *****, like that Arbeit Laboratories ********. I would suggest that anyone who wants to learn about HL2's development not read that website and instead draw their own conclusions by analyzing the leak themselves.
The Combine Overwiki is wrong about a lot of things.
We tried collaborating with other mods before, it does not work out. Our vision and methods are too different.
Just convert it from the leak yourself if you want it that badly.
Most of these are already in the game.
Probably with their arms and legs.
You also need Episode 2.
No, you're not getting on my nerves. The only people here who get on my nerves are people who act like we work for them or threaten us because we made a change that they don't like.
We have no current plans for Weather Control, sorry.
Yes, but I did a lot more on the mod than just a voice.
We're kind of tired of doing the E3 maps. It's been done to death.
The thing about e3_ship was that we wound up replacing a lot of the default Borealis models and they wound up not lining up properly with the rest of the map. We were quite strapped for time as we did not want to miss our April 1 deadline. At that point we felt that the Hyperborea chapter was way more interesting than e3_ship. We had to choose between releasing a broken e3 map or just cutting it, so we decided to cut it.
I wouldn't hold your breath for e3_ship reappearing in MI, but there is nothing stopping anyone from fixing it up themselves for the current MI. Fixing a leak map isn't magic, it just depends how badly you want it and how much time you're willing to spend to see it in a working state.
We still haven't updated but you're still an ******* so I guess we're even.
There is no original hl2 story.
I think to make the fassassin work you have to save and reload after spawning it.
Maybe, maybe not.
Tundra_cool has a games industry job and probably has better things to do. Mods are a hobby and hobbies have a tendency to get pushed aside by real life. If you are that offended by a mod not being updated, you need to get away from the computer and get some fresh perspective on life. I am sick of talking to people like you.
Banker2001 tells me you are a horrible person and that I should never let you work on Missing Information. What did you do to him?
Actually I just went and looked at the Provenance page and all the garbage you posted on it and you seem like an entitled little ****. Stop that.
hope this helps
Tundra_cool hasn't been on the team for some years now, but we're on good terms.
Start and end fades are set up beforehand. When Valve demonstrated it, they weren't playing a video, they were running the actual game with a script that played demo files. If you listen closely to the camcorded videos of the e3 demos, you can hear the "pre-cache jitters" sound effects as a level finishes loading between scenes.
The untextured ends of the docks map is irrelevant anyway, they set up that version of the map to only look good if you were standing on the end of the docks. The trigger to fade out is in the water.
The fades were set up in Hammer beforehand. For the demos to work, the player had to wind up in that specific scenario. Like I said before, the e3 demos are entirely scripted ********. Sorry, but you were wrong when you argued with that person. As for the Striders being shot by bullets: I remember that Valve was being cagey until release on how or even if the Striders can be killed. None of the demos shown before release ever had a Strider get killed, and the e3 2004 demos showed one being pummeled by about two dozen rockets. The purpose of the demos is to build anticipation and intrigue and shooting the Striders with the MP7 is just a part of that.
I have no doubt in my mind that the E3 demos were recorded by developers. The maps are designed to be showcases. The triggers and scripted events are set up way too precisely for a tester to just stumble upon and make it look that good.
The point of the E3 chapter is to just pretend you are doing the E3 demos. They are 100% scripted ******** and I think we even put a disclaimer message about them... does that still work?
You may see a more playable version of that map in the future... ;)
Well, there isn't really a real "old story" more like a collection of ideas for the story that Valve eventually scrapped. We know them through careful analysis of the files from the anon leak and from reading Raising The Bar.
Thanks! Glad you liked it!
I dunno, are you?