Raising the Bar is a mod based off of the idea of amalgamating the earliest concepts of Half-Life 2 into a coherent story. This mod is not a leak-fix, nor is it a concept art recreation gallery; it will be a full story with inspiration from the old material as well as our own ideas of how to make it all fit together.

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Report RSS Wasteland Area Prototype (view original)
Wasteland Area Prototype
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CuervoSp
CuervoSp - - 1,517 comments

Looks pretty nice, good job.

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Diet-Coke
Diet-Coke - - 189 comments

That's marvelous.

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LeonelC
LeonelC - - 916 comments

Reminds me of Stalker, great work!

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radiation_hazard
radiation_hazard - - 167 comments

Reminds me of Highway 17, but more lifeless.

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GUI-27
GUI-27 - - 68 comments

As far as i remember... E3 Docks are in the wastes too, only with bog and some plants, but it's desert, you can see it in the main map platform. Would be cool to see it too, this place impacted our hearts so much.Maybe you can use it in the quarry town scene?

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Blue199
Blue199 - - 6,973 comments

I agree with @radiation_hazard, it looks like Highway 17, but during winter, for me :P

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Cameron3
Cameron3 - - 23 comments

I think the sky should be as orange
Like this
Google.com.ar

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Chocolate-Helicopter
Chocolate-Helicopter - - 227 comments

purty

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schmookyluke
schmookyluke - - 62 comments

Beeyouteefull

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StarCrafty22
StarCrafty22 - - 56 comments

As far as i remember, the wasteland was described as a large, desolated and lifeless area. If thats true, how are you going to limit the player's movement? (like, not letting him/her get too far in the deserted plains)
Because i think it is really difficult (or impossible) to make a open world area, not to mention that it isnt Half-Life's style of gameplay.

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Boker
Boker - - 215 comments

Clip textures to determinate areas.

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StarCrafty22
StarCrafty22 - - 56 comments

In a "invisible wall" kind of thing or something else?

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AmbientNoise Author
AmbientNoise - - 225 comments

Well there are tricks to doing such things in Source afaik, like using obstacles and walls to keep the player away from the map edges. More active stuff might keep the player from progressing outwards as well, like landmines in many of the old WW2 shooter games out there and whatnot.

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Maxine2000
Maxine2000 - - 202 comments

You can actually made it like in Mad Max game when you go too far in wasteland starts dangerous storms that will kill you immediately. It will look much more better than invisible walls.

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Boker
Boker - - 215 comments

Toxic gas hurt you in the game.

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Blue199
Blue199 - - 6,973 comments

Or you can make it that if player gets too far away into the wastelands he/she gets eaten by some creature thet lives underground, something like tentacles or antlion king.

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maid_in_china
maid_in_china - - 25 comments

There is also the particle storm: Combineoverwiki.net . It may be useful for keeping the player away .

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Blue199
Blue199 - - 6,973 comments

Yes yes yes! Of all cut enemies I always wanted to see that creature!

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Cvoxalury
Cvoxalury - - 1,287 comments

One way is to make smart use of terrain, placing believable obstacles that limit the player's progression. Another way is to use hurt triggers with, say, radiation type damage, or spawn enemies which would guard the perimeter... but Source does allow for a pretty big map, you won't feel confined on it.

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GUI-27
GUI-27 - - 68 comments

Guys... Make a time limit. Combine Dropships are patrolling the area and if you are sticking for too long - a nearby flying helicopter will kill you, or let player explore a little bit.

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Description

Hey all, just a quick little update this weekend. We've been really busy with lots of different things outside the mod these past 2 weeks, but work is still getting done even if it has been a bit sporadic.

So, on to the images. These are captures of Cvoxalury's prototype map for one of the Wasteland sections of our mod. The nice thing is that we will have multiple variations of how the wastes look based on their geographical location; this one is close to the coastline. It may look a bit empty in some parts, but that will eventually be remedied later on down the line when we go back through our maps in a detailing pass.