NovaCor: The Fringe is an exciting Sci-Fi adventure with a blend of FPS combat and Puzzle Solving. Collect items, solve puzzles and blast your way to the center of the mystery surrounding NovaCor.

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agent00kevin Author
agent00kevin - - 1,276 comments

Just another shot of a damaged area. Pictured closer so we can see the dangling wires arent Barnales :P

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K05T4R
K05T4R - - 503 comments

Yea we dont need any of those *tongues* hangin down to snatch us up lol
I wondered if putting a TINY bit of "S" curving in them could help, maybe some will have abit of freying on the ends ?
You might could make some move/spark on the end ..
Anyways thats a nice mess in the floor =oP

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AmaroqDricaldari
AmaroqDricaldari - - 1,331 comments

Nice. The OICW Model.

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TheSniperFan
TheSniperFan - - 376 comments

Please tell me that the lights are flickering...:D
Anyway, very, very nice.

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GiffE
GiffE - - 117 comments

Also tell me that all those models there don't obstruct the path through the hall. Sometimes it can be obnoxious if you have to zig zag around props because their placed all over the place.

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agent00kevin Author
agent00kevin - - 1,276 comments

In this particular area, you dont want to run by those cables (and yes K05T4R they are sparking :P) because they will zap you. The tables in the halls are lightweight and the player can just bump them right out of the way, or even pick one up and carry it for impromptu cover. The crates and utilty carts dont move so easily and you do have to weave around them, but they arent placed in such a way that you are constantly fighting your way through the props. In many cases, they are used for cover or cover points as youadvance on the enemy.

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K05T4R
K05T4R - - 503 comments

Coolies, are these tables indestructible or ?

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agent00kevin Author
agent00kevin - - 1,276 comments

Yeah the tables wont break apart on you. They are pretty lightweight, made of a plasticy material so they just kinda get riddled but dont break apart. I had toyed with destructible cover but I didnt end up liking it very much, because once it was gone not only was there less detail but no more cover to use. Instead, I am heavily scripting the NPCs to react to most of the combat options you will use.

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GiffE
GiffE - - 117 comments

If that area is intended to be a cover/choke point, then it will certainly do the job well! And looks nice too!

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SteveZombie
SteveZombie - - 3,730 comments

Visually NovaCor is really striking that perfect balance between a mod you can tell is for HL2, and one that is totally distinguished from the source game.

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agent00kevin Author
agent00kevin - - 1,276 comments

Yes :) I would prefer to distance it from HL2, not that HL2 is bad in any way but there are so many Mods for it, I dont want to blend in too much.

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K05T4R
K05T4R - - 503 comments

Well I think you are doing a great job of that! With this, you have human and well some infected humans, its a lab environment in space, you have allies that respond to your actions as friend/foe. Say, will you also have puzzles to solve or will it mostly be moving point A to B w/ combat ?
IMO, thats one of the harder parts that some modders havent always done very well, which its not easy, to have to come up w/ ideas, create the environments, have a story, create puzzles and all that has to make sense and come together.
Like one mod I remember, it didnt lead very well, so you found yourself opening doors,doors and doors plus doors but you couldnt figure out which way to go because you had trigger events, like I'd noclip and later come back to an area now it has enemies that werent there before..

Its like hitting a dead end - locked door, cant go forward until you triggered an event for enemies to appear BUT it wasnt clear what you needed to do to trigger it cause you've opened every door, searched every room..
So these puzzle parts def need careful planning.

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agent00kevin Author
agent00kevin - - 1,276 comments

Exactly! These puzzles wont be seek and find types; it will be clear what the problem is when its time to solve one. There are things you have to find of course, but when you need an item to continue a helper message pops up to clue you in. The maps each have their own theme as far as being predominantly puzzles or combat. Thats not to say when you are trying to solve a puzzle you wont get shot at though :P Several of the puzzles I have planned are also combat situations.

One of my main concerns is giving the player enough guidance to not end up stuck or lost, but not making things too easy either. There will always be something to let you know what you have to do, but not show or tell you exactly how to do it.

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thecooldude498
thecooldude498 - - 128 comments

yea that makes a lot of since with stuff like this and other single player games.

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levan563
levan563 - - 872 comments

nice =)

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Description

Screens of improved models and some more mapping :)