yeah i would have liked to have voted for play for fun. guess that's just old fashioned.
yeah i would have liked to have voted for play for fun. guess that's just old fashioned.
apart from my comment about me being stuck at the misslie silo. i also encountered a problem of entering that map with my pistol and shotgun ammo being set to 0. i also couldn't access any chapters from the chapter menu. i have at least solved the chapter selection and ammo problem by setting the exe file to run as adminstrator in compatibility mode on windows 7 home premium 64bit. it however does not fix the problem of the missile silo door not opening after the rocket takes off.
i have no chapter selection after that map. i imagine because i haven't gone any further in the new game.
i'm getting stuck at that point as well. so i also would like to know if thats the end or a bug.
i choose cake mainly cause of portal. though i'm sure pie has a game refference too.
i was also thinking about the lift in the world corp building. where if you didn't have an electronic pick or lock pick( can't remeber which one needed off the top of my head). there was no other way to gain access to the lower computer servers for the goal. unless i missed a key or computer terminal that could also activated it.
i found the flying robots part of that map a pain. i noticed the comment about if the player had the emp pistol. then it would have been easier. sounds to me like you assumed all players would use / carry the pistol. however as is the nature of Deus Ex. each player is likely to build their character to their own liking. which means specialising in different weapon use and other skills.
this factor should have been considered when designing the maps and puzzles. i myself had ditched the emp pistol because i decided to go rifles, explosives and computers. not only this quest line but some others did just expect problems to be solved one way and not take into account what players may choose for skills.
i guess game mode /game play descision comes down to what type of gamer your trying to attract. once you know who you want playing. focus on creating an original flavour of that game mode.
i think if you try to include various types of gamer. the experience gets either watereddown or complicated to impliment.
i think your idea of mixing FPS and RPG can work. the game Borderlines is taking, what i think is, the correct approach. you keep the normal FPS skill twitch action gameplay. so if the player aims and shoots say a headshot. they get the credit for that. for the RPG part of the relationship. you make the damage dealt by the weapon based on RPG skill for that class of weapon. so inorder to do more damage with a rifle. you need to put more points into a rifle skill.
same RPG elements can be used to determine how much damage a player takes when hit. give the player resist skills. you can also make it so player needs points in a class of armor in order to get better protection from using it.
plus you can still have the standard points for health, speed, strength etc. so FPS/RPG is possible.
i guess the real test for this learning process. will be when the next project is started. will the mistakes of the past be repeated or left as distant memorys.
i like the deadication shown by the team to stick with the project to the end. where some other team projects have just faded into nothing.
i really enjoyed this mod. only gripe with it was controlling the vehicle. was to over sensitive to control.
you need to crawl in the vent that the headcrab jumped out of. that will lead to a room with a key.
my view is if a mod has been forgotten by the time Mod Of The year comes round. then it didn't do much of a job to grab interest or wasn't that good to be remembered.
still nice idea to do a summer event.
you might wanna remove the checkpoint before for the door on the way out. if you mess up on timing before you get to the door. the game will keep auto loading from that checkpoint and you will never make it in time. i was lucky i had a save before the last sequence.
just finished it. was fun and a good length. only problem for me was the damage system. on medium setting it took 4 grenades from launcher and some rounds to take down a bullsquid. also the end time was too tight. if you didn't work out which direction to go from the start of it. you never made it out in time.
might be just me. i've had the odd npc spawn and do nothing at random. the damage dished out by the npcs seems harsh. i'm only playing it on medium setting and it seems like it only takes 3 hits from any of the npcs i've encountered sofar. to go from full health to death. thats with or without armor.
will it work with the steam version fo HL?
very interesting idea. would be nice if you could change map layouts/ routes as well. though that might be too Dungeon Masterish.
well hope it has enough worldwide servers. i don't fancy trying it on US servers as i'm UK based.
looking at the video. it would sugest that it had quite a bit of development time spent on it. so going Source surely meant new coding, redesign of assests etc. so basically scapping loads of previous work and effort.
So why the change from UT2K4 to Source? was coding for Source easier to do than UT2K4? wouldn't such a move from one engine to another cause another long learning curve?
only dissapointment for me with this mod was the so-called boss fights. it wasn't a boss fight but more of an avoid the boss in order to complete a task. so apart from that i enjoyed this mod. i look forward to its future developement.
i know it was a seperate team that worked on L4D2. still surely 2 teams working on HL2 EP3 would mean a faster release.
my only gripe with L4D2 is that it's not HL2 EP3 release. if they had all that energy for L4D2. then why didn't they put that into finishing HL2 EP3 instead.
Milkshape3D isn't exactly expensive. Blender is free. XSI Mod Tool is free for non commercial stuff.
though having Sketchup officaly supported it nice.
seeing as you can extract the collada model from a sketchup file. you could already import that into most 3d modelers used for exporting the Source format.
yet would have been nice to get hold of their offical co-op code.
seeing as you can play the non offical sdk maps. i don't see how the offical sdk can stop you playing maps.
with no source code. there will be no new player created game modes.
those tools that the game Love is using are from Uni-verse.org
was this the Love game the Modcast was talking about.
i hope they didn't rob a bank to pay for an unreal licence. yet great news for a mod going retail.
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