:)
;)
This looks another one to download :)
Hehe... good work, I like the idea of this one :D
Doesn't look too interesting, very little effort it seems... I dunno, could still be fun, I'll download this when I get broadband and try it out :)
Well, is it? Since to cell shade, I think you need total control over the way the engine draws... and I don't think the SDK inorporates that kinda control... :)
I read the mod profile... and I know that it's allowed... but still, it's lazy, doesn't matter if they are good models etc... you should make your own.
I already posted this in the 'comment' box on your news item. But i have a feeling that you will see it here: "However i think the CONSPIRACY IN SHADOW is a big collection of the best skins i have ever seen and it is based on a new story and some other new features. "... I think taking skins ,textures and models from other sites is just plain lazy....
The above mentioned mod reeks of lazy design.... using other people's models... oh dear "However i think the CONSPIRACY IN SHADOW is a big collection of the best skins i have ever seen and it is based on a new story and some other new features. " Woo. Best skins... really... do some work yourself. Lazyness.
Wow Simmo, I never knew your mod was this advanced :)
good luck with it... and btw, I'll send you a pm on hl2.net with the OES link image :D
GAH! there is soooo much work to be done before ANY coding is done.... god, have you guys heard of concept and planning etc.... plot details (single player), detailed gameplans and possible loopholes (both) etc....
(not wishing to insult ANY of the Sven Co-Op team, you guys rock :).... but still :P )
Two mods.....two copyright infringements....way to go!
Is terrible, its a mindless cash-in on a series that lost its origanality and style with C&C Tiberian Sun. But good for modders tho!
I hope your G36 is done justice to....or there'll be trouble
the flying idea seems to be the gimmick in this by-the-numbers multiplayer mod
A game with graphical pleasentness may quite easyily suck (Unreal II, Unreal Tournament 2k3, Devastation). But what i mean is that with samey enviroments and enemies games can quite easily get boring. The porridge comment was merely to point out the you sed this was going to be an experience and i was merely pointing out that smelling drains is an experience, however i think you will agree with me that it isnt a gd 1. If you were trying to create a Deus Ex-like experience, that would have convinced me that you really are tryin to create an interestring plot, or at least a thought provoking dialogue. I love choice, but the fact that you said that it would branch only at the end to me seemed a bit restrictive. Well anyway, no hard feelings it was fun getting you to talk about truly why this mod deserves attention. I got much more info by provoking you than any of the interviews gave us :D. had fun arguing, mayb you oculd come and see what you think of Operation Everlasting Shadow sumtime. :D
badger out
thanks for watching us :D u were our first :D
"You've not played it, so how can you say I'm making repetitive maps.. YOU DONT KNOW HOW IT PLAYS!" You don't have to play maps to see that what you have on offer is repetitive. I am talking in terms of the fact that you said yourself that the location would be dull and similar. So you've shot yourself in the foot right there mista: "In real life Offices 'are' dull and basic, hence the majority of the maps in this are dull and basic".
ok then, you want comments on what is on display:
AK 47: yawn (nice model, but its been done before soooo many times)
Blue HUD: hmmmm a bit samey (nice sprites, but nothing over the top, which is good)
Textures: ok
General mapping quality and use of textures: cliched, as the weapon model.
and finally:
"it is an experience, not random gunplay in varying locations"
an experience, like being force fed lumpy grey porridge with you mouth numbed by novacane? lol , that was a little below the belt, but what the hey :D
"An environment isnt just determined by complex geometry and different locations.
what about set pieces, enemy placement.. hang on a sec, didnt you say you were a mapper, I thought you would have known this." ironically enough that just what i meant....set pieces and enemy placement are important, but i doubt that is gonna be the case in "Night at the Office you are supposed to know what to expect in terms of location as you work in the building and its relatively small" therefore allowing for interesting enemy placement....which your mod is supposedly not about! I can see that there could be interesting set pieces set in office buildings, but you will have exhausted these possibilities of these within a few levels.
and:
"In real life Offices 'are' dull and basic, hence the majority of the maps in this are dull and basic " great selling point!
and finally:"I AM NOT INTERESTED IN MAKING PRETTY 'MAPS' WITH RANDOM GUN SHOOTING" nope you're interested in making repetitive maps!
"PRETTY MAPS AND ALIENS ISNT THE END OF THE HALF-LIFE MODDING SPECTRUM!"
no but interesting enviroments are shall we say, rather important to playability, and based on what i have seen on your interviews there is _1_ screenie that makes me think, hmmm mayb this isnt all the same , and thats the glass thingy.
Ok, i am aware that they are the blue shift models i was commenting on the 'origanality' of it all. What good is a supposedly immersive story if the mod is boring? eh? What is the good of having named characters with different voices if there people get so bored by endless waves of 'terrorist' (an overused topic in its own right)? eh?
oh and the 'interviews' here's a little extract for those who havnt done their 'homework':
"8. I am a dog and like to resurrect old arguments. So, Quake III or Unreal Tournament?
Unreal Tournament, it had the different games to play and I preferred the maps more to those of Quake III.
9. On a similar note, Sonic or Mario?
Definitely Mario, Sonic was good but he seemed to have lost his magic when he turned 3D."
yeh that sure is helpful.
oh and finally there are TWO ends to a spectrum, lol
"-I am not trying to continue a trend or mimic HL, I am using the tools to make something different"
errrr is this how you define something different:
Samey enemies (oohh, no HL mods have been all grunts have they?)
Blue HUD and uniform (sound like a certain HL expansion to you?)
Samey enviroments (now THATS an origanal concept)
"If you want varying enemys, play standard Half-life "
you know what, i think i will.
An office building attacked by terrorists allows for very little enemy variability. Terrorists...and.....what else?
I can imagine that a HL engine-take on multiple endings would be restricted
and the mapping looks a little samey, and i appricate the fact that it is quite hard to make detailed office enviroments looking different each time (being a mapper myself) but this has potential to end up like Devastation (and members of the HL2 forum will kno how much i slate and reference this game) will very little enemy and enviroment variation.
im not saying its a bad idea, its nice to see sum1 who wants to do a 'seriously storylined' mod in HL but its just this seems to be little stilted
nice job, might have 2 buy AvP2 to play this!!, looks v nice gud job every1!
we're on here too now! hurrah, remember me?? lol :)
visit now! go on we got sum stuff on there , lol
mrBadger
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