Alyx and Gordon head off for a subterrainien adventure to hunt down a suspected Combine Advisor lying hibernation in a local mine complex.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS The Great Outdoors (view original)
The Great Outdoors
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
DanielKeller
DanielKeller - - 79 comments

Any idea if we will see something along the lines of semi-broken expressways? They always seem to fit the post-apocalyptic setting of HL games and are a staple of games that make use of vehicles.

Reply Good karma Bad karma+1 vote
Jim_Partridge Author
Jim_Partridge - - 220 comments

Hi Daniel

This mod carries on directly from Episode 2 and starts at White Forest base in the mountains. Not much chance of expressways in that kind of terrain but I love that kind of scene.
My next project may be a City 17 mod done right.. so lots of opportunities there...

Reply Good karma+2 votes
DanielKeller
DanielKeller - - 79 comments

Good to hear that and good luck with new endeavors.

Reply Good karma Bad karma+1 vote
SPY-maps
SPY-maps - - 2,906 comments

hi Jim,

i always love maps where you can drive around, problem with them is always that those maps need to be so large, simply because you need the space to drive around. obviously!
and it is quit a lot of work to make those roads, also is it sometimes not to fulfilling to make them. because you put in all that time and effort, and that when you know that most players probebly will drive full speed over those roads, so most of your hard work in missed. still, you can't do without much detail, because otherwise those roads will look kind of empty. and that is the feeling that i have a little bit with this screen above. so, maybe you can add some static models along the way, trees, maybe some small broken houses or walls, when they fit in to the story line that is.

one small remark, maybe it's best to disable the shadows from the fences along this road above, because fence models like these intend to give quit large black shadows as can be seen above. i know, disabling shadows sometimes make that it looks like a model is flowting above the ground. but such large black shadows do look a bit odd sometimes also.
just a small suggestion.

other then that, great to see your still working hard.
success, a fellow mapper.

Leon

Reply Good karma Bad karma+1 vote
Jim_Partridge Author
Jim_Partridge - - 220 comments

Ah of course you are right. This stuff is tough to do well and in actual fact I'm thinking of ditching an extended driving section. I'll still be here at Christmas at this rate. For the moment I'll be putting it to one side and focussing on the mines section. Will come back to this later.

The real challenge is that the player has the ability to get out and walk around at any time. If they were on a train whipping by then I could probably lower the detail level as they would only see it for a few seconds, but when it can be viewed up close for extended periods it won't hold up to scrutany...

Reply Good karma+1 vote
Dr.Doozer
Dr.Doozer - - 583 comments

I like the concept, although I will say one thing about this map right now: if you're doing a road or directional map like this, it's best to have some kinds of natural barriers, not something like a chain-link fence if you're in the middle of a natural area. It makes it look less like the player is being directed a certain way and more like there's a path.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: