Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
A Half-Life 2 leak-themed mod, in an attempt to establish the dark atmosphere of the old concepts. Our goal isn't to completely remake the entire storyline, but to add maps that are worth playing.
After going through the construction site, Gordon enters the City 17 Center, where the Consul Plaza and the City 17 Metropolice Headquarters are located. From there, he can acess the Manhack Arcade.
This map presents a break from the industrial/construction enviromnents and takes the player through a more "classic" atmosphere. Stone roads, Art-Deco architecture and Combine retro-fitted buildings are all present in the Consul Plaza, taking a bit of inspiration from movies like Blade Runner. And last but not least, the player can finally see some sunrays, as he gets away from the Industrial Site and the fog and ash disperses. Hopefully this will make the journey a little bit more diverse and avoid player fatigue from the industrial themes.
That old breencast machine... loved the original design for that thing, so glad you built your own!
This is the original machine with some func_monitors applied instead of the consul's face texture... I plan to make this area even more sinister; full of monitors, Consul statues and Combine Propaganda.
Are you gonna get the consul replacement for Breen put in soon?
Yea... I guess... Im 100% focused on the maps right now, and I havent had time yet to even think about it.
Those monitors should get that distinctive yellow/orange color hue later.
What color hue are you talking about? The fog?
I think he might be talking about the glorious Consul's face being yellow-orange in the monitor textures.
Yeah. The original storyline's Combine tech was far more bulky, rusted, somewhat chaotic as opposed to the retail style of cold clean alien metal and more ergonomic forms, and same with the colors - red and yellow, «industrial» colors in old tech and modern, like, space-age, cold blue, energy. Old style bulky monitors, kinescopes with vaccum tube style vs cold holograms of retail, et cetera.
I dont know what feedback will I receive from this design decision, but Im currently using the retail themes of watchtowers, ball generators, consulcast monitors, cameras, turrets, scanners, whathever. While the beta combine rusted theme surely is interesting, its just too ugly, brush based, and difficult to map. The turrets in cremator_039 have like... 30 entities to make them work. The Combine retail ceiling turret its just one entity and youre good to go. Makes things way more easier. Valve even helps you with prefabs for forcefields and ball generators.
>While the beta combine rusted theme surely is interesting, its just too ugly, brush based, and difficult to map. The turrets in cremator_039 have like... 30 entities to make them work
Well there are beta models for old-styled turrets, I think there are three types of them, and I think they are v35 models. Non-animated, but it's not as hard as with true NPCs / characters.
Damn I forgot to use the reply option.