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There is no "old story" just a collection of unfinished ideas. We will be doing whichever fragments we find most interesting.
Even the leak itself doesn't work 100% with the map pack. All the maps and scripts will require work to get them running acceptably.
I don't want to make promises I can't keep! Wait and see.
That description was written before I joined the team, and since then I have drawn similar conclusions that there is no singular unified "old story." This is the reason (or one of the reasons) why every mod that sets out to remake "the old story" winds up failing. The themes, locations, and events that are hinted at within the leak and RTB are quite fluid and don't always agree with each other. We ran into this issue with the Borealis, as there seemed to be two congruent storylines at work - one where Odell was always on the ship, and one where he evidently was tagging along with Gordon to investigate what happened. We opted for the latter plot as there was more material to work with.
So the answer is, it depends which snapshot of time we are looking at, and your definition of "faithful." For the most part I would like to default to visual themes that are different from what you see in retail to give the maps a "leaky" feel to them. However, a lot of the old maps are quite frankly pretty crappy in both visual style and gameplay, and so the challenge lies in updating these old maps with new/updated material while not being overly obvious that there are parts of the map that Valve didn't make. For example, right I'm working on an update for one of the old Depot maps and crafted a new interior space to make it a bit more interesting, but I have to be careful that it doesn't stand out too severely and that it has that intangible, balanced "valve" feel to it. I won't hesitate to alter the path of a map if I feel it suits gameplay better (I did plenty of this in the Borealis) but so long as it doesn't feel like some rubber-stamped "MaDE bY JuNK" sort of deal, I can sleep at night.
sounds like a good plan.
Yeah sorry man, we aren't making this mod to be famous or well liked or anything, we're doing it to play the leak content we want to see. This is not a democracy.
How was calling us lazy and unimaginative supposed to come across as anything but insulting? Honestly, we were willing to have a rational discussion about our reasons for not including the hydra before you started going off on this emotional rant about it. Rest assured that the hydra probably wasn't going to be included anyway before you started this. I don't know how you expected anything constructive to come from acting like a demanding ******* when you don't even sign our checks, but then again, from what I can tell, you are pretty far in denial about how much of a douchebag you are.
Do you know what we did when we were dissatisfied with all the other leak mods out there? We started our own. You don't need a special license to do any of this stuff, so how about you go give it a try and stay the hell away from us.
Would you like a tissue for your issue?
Seriously, go be annoying somewhere else.
"While it is well known that you don't care that much for players, so why pretend?"
Take a step back and look at how whiny and entitled you sound, and then ask yourself who WOULD care about any of this naive **** you're saying?
Ok, I'll bite, what have you tried doing to make the hydra anything other than an unfun lagfest? You seem to know way more about it than us!
The thing about the leeches is that the way they are presented as a barrier in the ocean, you as the player know that you have no hope of fighting them. This is most likely the reason why they replaced the Ichthyosaur who originally played this role. A hydra, as Scart says, whether we make it hide in a hole or not, people will think it's guarding something that they can get to.
I'm sorry guys, but we're just not doing it. There really isn't room for debate on this.
"why would I need to rig the seer? Its function is, true to its name, to provide Hydra with information, it's a sensory organ. It doesn't attack the player, so I don't need to put all the math in it."
Because those models have a singular animation that only looks good when played in the E3 demos. In their current state they are incapable of free movement like the non-E3 hydra model. You know how the hydra entity (not the canned-animation model in the E3 demo) knows how to wrap itself around world geometry? Swaths of mathematical calculations which are the biggest roadblock to getting this thing to work. Oh, the seer provides the Hydra with information? Yeah, on paper. AI is not as cut and dry as you are making it sound. Get a goddamn clue before running your mouth like some kind of authority on the subject.
How about you try rigging the E3 smacker and seer models to a skeleton that works with the hydra's mathematical animation structure, make it fun to fight against, and THEN get back to us about how easy it is and how we are morons who "overlook things."
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.
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.