Omg

AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
<div class="IPBDescription">Another hl mod that look awesome, not ns</div>look at this, this is awesome

<a href="http://www.planethalflife.com/screenshot.asp?src=/images/screens/pe_101902_1.jpg" target="_blank">http://www.planethalflife.com/screens....2_1.jpg</a>

<a href="http://www.planethalflife.com/screenshot.asp?src=/images/screens/pe_101902_2.jpg" target="_blank">http://www.planethalflife.com/screens....2_2.jpg</a>

this hl mod looks realy cool, i wouldnt say better than NS, but least so good

Comments

  • WoggyWoggy Join Date: 2002-10-09 Member: 1466Members
    Maps look very impressive, but hell, the talent is going to be wasted on yet another realistic mod.
    F*CK realistic games!
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    I hesitate to ask about r_speeds.
  • Master-DornMaster-Dorn Join Date: 2002-05-30 Member: 704Members
    german products, are quality products. this is a german mod! (pe)
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    its not a realistic game. Looks like Neocron
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I'll say what I said in the previous topic... Maps look decent, but the guy relies FAR too much on colored lighting and those bland yellow light flares (even from lights that, ah, aren't yellow). You'd think Quake 2 just came out with all those colors. D:

    I just can't say I find that appealing to the eye at all.
    Gameplay doesn't really look like something I'd enjoy, either.



    <!--EDIT|KungFuSquirrel|Oct. 21 2002,08:04-->
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    Hmm, all I know is my computer probably couldln't handle that <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

    The other maps on the site are real quality however, they align the textures perfectly.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Just because textures are aligned 'perfectly' doesn't mean that the lights still don't make me want to explode.  <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> I looked at all the map screens yesterday; I stand by my earlier statement.
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    I blame the Half-Life engine...
    <img src="http://www.public-enemy.org/penemy/graphic/maps/vp_cybercon/full/vp_cybercon5.jpg" border="0">
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Remind me to congratulate the author -- that's the one shot from him where I haven't seen a yellow light fade.

    Oh, wait, nevermind, there's another one.

    At least there's not 85,000 colors.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    I'm going to do something unusual and disagree with KFS; I think their mapping looks terrific - very much like a set from Bladerunner or original AVP Darkhorse comics - very cluttered and jumbled, where the new world of the 21st century has grown around the old from the 2oth, in a sort of Neo-Tokyo mess. Really appeals to me. I guess these guys are from the former west Berlin!

    I read up on those shots and they claim to have some low r_speeds. I was somewhat disapointed to hear DM MP though. Looks more like the trappings of a terrific anime-inspired SP mod to me. DM maps can be (and often are) simple, visually  uninspired and bland levels, simply because the gameplay is too fast paced to enjoy the trappings of the level. SP doesn't have that restriction and benefits more from the surroundings.

    I'll still be following it though.



    <!--EDIT|MonsieurEvil|Oct. 21 2002,10:46-->
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    There are some interesting tricks I think I'll use in my next projects (such as intelligent use of translucent textures to get the most out of your func_walls), but I'm kinda biased against this mod, as it's a) DM, b), as KFS pointed out, more colorful than a months old candybar, and c) relying on semi realistic weapons. Sorry, but if I wanted to shoot people with an AK, I'd play CS. Or NOLF. Or NOLF2. Or IGI. Or Flashpoint.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I really like the shots, but KFS is right. <i>Every single one</i> has a yellow light fade. Looking back, its sort of funny.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Bah, I had written out a long reply to this then accidently hit the 'home' button on the keyboard.

    I was just saying that I agree these shots are great examples of good mapping, although I am not in love with the cyber-punk style. However, the architecture is astoundingly organic; the way it towers up above the foreground gives a very monumental feel to the environment.

    I don't think you can deny these are shots done by a talented individual. Bloody Germans.

    PS. I think KFS is just bitter...don't worry, so am I!
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Merkaba+Oct. 21 2002,11:17--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ Oct. 21 2002,11:17)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->PS. I think KFS is just bitter...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Bah.
  • GobyWanGobyWan Join Date: 2002-02-22 Member: 234Members
    The yellow light fade has to go. The colourful jumbled Neo-Tokyo cyberpunk can stay, but the yellow volumetric lights are ugly as hell. Even if they looked transparent, like light, rather than "fading glass", they would be better, but they are ugly and clash badly with the rest of the mod. Otherwise, the feel is really interesting.

    Edit: The searchlights aimed at the sky can stay volumetric. That's fine. Every other light fade should be changed or removed.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin--KungFuSquirrel+Oct. 21 2002,08:32--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (KungFuSquirrel @ Oct. 21 2002,08:32)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><!--QuoteBegin--Merkaba+Oct. 21 2002,11:17--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ Oct. 21 2002,11:17)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->PS. I think KFS is just bitter...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Bah.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    And I think KFS is just better.
  • RenegadeRenegade Old school Join Date: 2002-03-29 Member: 361Members
    Huh. Looks like the "Alpha World" mod.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--TychoCelchuuu+Oct. 21 2002,15:19--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (TychoCelchuuu @ Oct. 21 2002,15:19)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->And I think KFS is just better.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Double bah.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--Merkaba+Oct. 21 2002,11:17--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ Oct. 21 2002,11:17)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->PS. I think KFS is just bitter<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I was going to make a post similar to that of MonsE/Merks but they already did  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The maps look just stunning.  Even if they _were_ done by a different mod team.  /me glares at KFS.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Say what you will, that doesn't change my opinion. As a level designer, I can't look at those and say I like them. I suppose if it'll make everyone else here happy, I'll be all "OMG PE MAPS R0X0R J00," but that would be a flat-out lie.

    Architecturally they do look pretty good, but the overuse of colored lights and light fades that half the time don't even match the color of the source light is so overabundant that it seriously takes away from the scene in my eyes. You could have Doom3 hidden behind those lights and fades, and I'd be just as put off by it. Lighting is just as important as texturing and architecture in making a convincing or appealing scene -- without any one of the three, the overal design suffers. Two of three in this case isn't enough for me.

    I don't care who made them; I don't care what they're for (a number of them were originally for CS, so nyeh... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> ), they still don't appeal to me.

    (edit -- added a smily to that little "nyeh" comment -- meant as a joke. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> )



    <!--EDIT|KungFuSquirrel|Oct. 21 2002,17:16-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Way to stick to yer guns, Tex.

    No, that was not sarcasm.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Heh. Although I've already ranted and raved in IRC, another topic here, and on the PE forums... I'll voice in here as well.

    Overall, I like these maps. A lot. But nowhere near as much as NS's official levels.

    What I like:

    It's strange: Like KFS, I find the lighting a bit appalling... the architecture detail is nothing amazing in my book... none of the maps have that professional feel to them that you'd get out of NS or CS... etc, etc. <b>But,</b> what really makes these levels stand out to me is the sheer creativity this guy has put into them. The <i>design.</i>

    The design, or the way that these levels were built or structured... is really out of this world. Like Merk and MonsE were stating, there's just something special about the way he <i>used</i> the architecture.

    Anyway, now for what I don't like:

    Somehow these levels manage to look visually astounding, yet extremely amateurish all at the same time. I have no doubt that this is because of the lighting for the most part. I love the neon theme, but the way it was implemented was just a bit... bleh. I really wish this was done somewhere along the lines of Deus Ex's Hong Kong areas. Because that's what it reminds me of... only not as nice after further inspection. Because they don't have that <i>professional feel.</i>

    To me these levels have nowhere near as much appeal as Relic's ns_bast. Bast doesn't have huge sprawling vistas or a detailed exterior... but it sure feels a hell of a lot more professional. I absolutely love eye candy in levels, but I'd rather have it in a professionally designed level. That, usually meaning it's subtle. Natural and realistic feeling lighting is also a huge contributor here.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--ken20banks+Oct. 21 2002,22:29--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (ken20banks @ Oct. 21 2002,22:29)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Somehow these levels manage to look visually astounding, yet extremely amateurish all at the same time. I have no doubt that this is because of the lighting for the most part.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    In my eyes, they look like a 2D artist is creating scenes from a specific point in 3D. I am sure I will have to see these in action, and they look nice, but I agree, this does not strike me as professional work.

    I'm having a hard time putting this into words, but it seems as if a great visual idea was moderately converted to a map. I can just imagine what would happen if an amazing mapper teamed up with the author of these and his amazing eye for visual effect.

    It reminds me what I would do if I were asked to make Syndicate for HL. Even some of the textures are bland enough to remind me of the original. But maybe I just have KFS syndrome. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|Fam|Oct. 21 2002,23:01-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    These map shots look pretty damn visually appealing though it looks a bit too much like a Christmas tree to really look like a real-world location. Maybe some sort of purpose-built fight arena but nothing really "realistic".

    --Scythe--
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I was sidestepping talking about the actual lighting. I dislike the style of the design and lighting, as I've never been fond of that kind of cyber-punk Las Vegas feel. What I appreciate though is the way all the architecture looks so organic - nothing seems to be at right angles as you would expect to see, the mapper hasn't let the HL 'norm' or limitations stand in his way of designing an area which seems to involve so many different levels, all coinciding within the same space but yet being entities of their own.

    I accepted the rather ugly lighting simply because I dislike the style, and I assumed the style and the lighting went hand in hand <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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