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  1. Mapcore
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The Mapcore Mod Team

  • Sprony
  • October 10, 2014 at 7:07 PM
  • TheOnlyDoubleF
    • March 2, 2015 at 8:49 PM
    • #141

    So guys, Wake up here! UE4 is now available for everyone now. We can raise an army and build something great together.


    I propose to start over and create a common mindmap to brainstorm first without writing proper concept so we could bring out intentions.

  • taz-ed
    • April 3, 2015 at 8:06 AM
    • #142

    Is there an update to how this mod is coming along ? "any concept art or map previews"

  • ShockaPop
    • January 16, 2017 at 9:02 AM
    • #143

    When does HURG Studios/Software start working on games and doing a Kickstarter thingie?

  • Vaya
    • January 16, 2017 at 9:29 AM
    • #144

    I think there needs to be a core (best puns) group of decision makers (2-4 people) here or you guys are going to be bouncing ideas off each other until the end of time.

  • Sprony
    • January 16, 2017 at 9:32 AM
    • #145

    Most messages I got after the Half-Life 3 bump are all about 'Who wants to make Episode 3 together?". So that should be the focus of this renewed interest otherwise @Vaya is right.

  • Vaya
    • January 16, 2017 at 9:43 AM
    • #146

    It's really risky making a HL2 mod the year that halflife 3 comes out.

    [Blocked Image: http://www.gifbin.com/bin/112010/1290165886_rsd4rn.gif]

    Either way I think it needs to be directed by experienced members- at least a couple that have shipped before and have a realistic idea of scale.

  • Sprony
    • January 16, 2017 at 9:45 AM
    • #147
    Quote from Vaya

    1 minute ago, Vaya said: It's really risky making a HL2 mod the year that halflife 3 comes out.

    [Blocked Image: http://www.gifbin.com/bin/112010/1290165886_rsd4rn.gif]

    Either way I think it needs to be directed by experienced members- at least a couple that have shipped before and have a realistic idea of scale.

    Yeah, it needs pro people or at least the guidance and assistance of pro people.

  • Beck
    • January 16, 2017 at 10:37 AM
    • #148

    I started reading this thinking I'd missed so much over the weekend... 4 pages in I noticed the dates on the post -_- lol

  • General Vivi
    • January 16, 2017 at 5:48 PM
    • #149

    Prob going to do a bunch of small vr projects this year. Ill def need artists / technical artists :D

    Pm me if you are interested. No start date as of yet. Will be in Unreal 4

  • Sigma
    • January 17, 2017 at 2:10 PM
    • #150

    Oh snap! This idea is back again? Awesome. Let's do this!

  • blackdog
    • January 17, 2017 at 10:49 PM
    • #151

    Well setting out to make HL3 is a bit daunting…

    We should structure and release in episodes (ehrm lol ?)

    More seriously, every time I think of something big Half-Life I wonder if it would be worth working the cumbersome Source, especially considering that they haven't been taking Source 2 since, and the gravepine suggests it won't come (soon).

    Since Valve itself is using Unity for VR, wonder if it'd be better doing something in Unity or UE like Vivi intends to.

    I have been thinking of starting something smallish to learn UE, something that would be an HL tie-in (if Valve liked it) and that should be functional in VR too…

  • Sprony
    • January 18, 2017 at 8:30 AM
    • #152
    Quote from blackdog

    9 hours ago, blackdog said: Well setting out to make HL3 is a bit daunting…

    We should structure and release in episodes (ehrm lol ?)

    More seriously, every time I think of something big Half-Life I wonder if it would be worth working the cumbersome Source, especially considering that they haven't been taking Source 2 since, and the gravepine suggests it won't come (soon).

    Since Valve itself is using Unity for VR, wonder if it'd be better doing something in Unity or UE like Vivi intends to.

    I have been thinking of starting something smallish to learn UE, something that would be an HL tie-in (if Valve liked it) and that should be functional in VR too…

    We are continuing to use Source 2 as our primary game development environment. Aside from moving Dota 2 to the engine recently, we are are using it as the foundation of some unannounced products. We would like to have everyone working on games here at Valve to eventually be using the same engine. We also intend to continue to make the Source 2 engine work available to the broad developer community as we go, and to make it available free of charge.

  • FMPONE
    • January 18, 2017 at 10:40 AM
    • #153

    A Mapcore mod would be interesting, but varying experience levels might make it tough. We have an abundance of level designers, but how many level designers does a mod really need?

    I think it's entirely possible we could start with a core of users from this website, but trying to directly include everyone in the actual development process wouldn't really be feasible of course.

  • Vaya
    • January 18, 2017 at 11:32 AM
    • #154
    Quote from FMPONE

    29 minutes ago, FMPONE said: A Mapcore mod would be interesting, but varying experience levels might make it tough. We have an abundance of level designers, but how many level designers does a mod really need?

    I think it's entirely possible we could start with a core of users from this website, but trying to directly include everyone in the actual development process wouldn't really be feasible of course.

    I was thinking about how this could work:-

    4 core 'core members directing. These are the 4 people that ultimately decide what's being made- Art direction, Gameplay etc.

    Anyone else interested sticks their name on a spreadsheet stating what they a interested helping with (level blockouts, art passes, scripting, story, gameplay etcetc) the 4 then form teams under themselves and delegate tasks as required- possibly have a tiered subforum where ideas can be discussed. It's at the 4's discretion what is delegated to who.

    There should also be a disclaimer that any work they do may not be featured and final decisions lie with the core team of 4. I'm sure many on here want to help less experienced members but are also want to only align their names with high quality products. Might lead to some 'fat kid getting picked last for sports' kind situations but that's life.

  • Sprony
    • January 18, 2017 at 11:40 AM
    • #155

    No, it wouldn't @FMPONE and those are good ideas @Vaya. Since private messages, different threads and what not are causing a lot of fragmentation, I'm going to keep it simple. I've searched for what Half-Life 2: Episode 3 would entail (for so far things leaked and were hinted at). I've also asked several pro's for advise and assistance. I'm going to facilitate the opportunity for this community to form a mod team and create an unofficial Episode 3. Whether this idea blossoms or withers and dies is up to you. Everyone who's serious, committed and highly motivated can send me a private message with their motivation, skill set and credentials.

    That doesn't mean that others can't use this thread to find each other and create projects of their own, like @General Vivi asking for help with his VR-project. I'm just ending the endless back and forth of 20 captains trying to steer the ship. Now, let me repeat what I said in the opening post of this thread:

    Quote

    Quote Perhaps by now you are thinking:"Who does this guy think he is? He's not designer, he doesn't have credentials to be a team lead!". True, I'm not a designer, I don't have credentials and I have absolutely no ambition of being a team lead. All I want is to facilitate this project.

  • FMPONE
    • January 18, 2017 at 12:06 PM
    • #156
    Quote from Sprony

    25 minutes ago, Sprony said: No, it wouldn't @FMPONE and those are good ideas @Vaya. Since private messages, different threads and what not are causing a lot of fragmentation, I'm going to keep it simple. I've searched for what Half-Life 2: Episode 3 would entail (for so far things leaked and were hinted at). I've also asked several pro's for advise and assistance. I'm going to facilitate the opportunity for this community to form a mod team and create an unofficial Episode 3. Whether this idea blossoms or withers and dies is up to you. Everyone who's serious, committed and highly motivated can send me a private message with their motivation, skill set and credentials.

    That doesn't mean that others can't use this thread to find each other and create projects of their own, like @General Vivi asking for help with his VR-project. I'm just ending the endless back and forth of 20 captains trying to steer the ship. Now, let me repeat what I said in the opening post of this thread:

    On what engine?

    I think we could easily make the number of HL2:Episode 2 maps necessary to create an unofficial Episode 3, but the question is would it find an audience? On an old engine like that, who knows.

  • Sprony
    • January 18, 2017 at 12:22 PM
    • #157

    It has to be a version of Source due to all the stuff you need. It could álso be done on modified Black Mesa Source engine. Half-Life 2 modding is still alive and well. Maps and mods are frequently released and played. Plus, Half-Life 2 is owned by almost everyone and it still has a huge following. With the quality we have here, combined with Source/Black Mesa and the Half-Life name, I can't imagine that it wouldn't be able to find an audience.

  • tomm
    • January 18, 2017 at 12:24 PM
    • #158

    I'd also expect a rather drastic increase in visual quality in hl3 compared to hl2, so it wouldn't be just maps obviously, who's feeling like rigging and animating all those monsters/npcs? This could easily be underestimated and it's likely to fail because of that.

    Better start with something small imo.

  • text_fish
    • January 18, 2017 at 12:28 PM
    • #159

    My vote would go to using Black Mesa as long as HL2 specific assets such as combine, grav gun etc. are available in it. That way the project starts off with more toys to play with.

    For my own part I don't think I have enough proven experience to take the lead on a map, but I'd be grateful of the chance to produce some assets and throw my two cents in to the design process. Working with talented, more experienced folk would be a great asset to my (pretty much nonexistent) portfolio. I don't think the project would need to be massively more technically advanced than episode 2. The main focus should be gameplay and story, rather than a visual overhaul.

  • FMPONE
    • January 18, 2017 at 12:34 PM
    • #160
    Quote from Sprony

    12 minutes ago, Sprony said: It has to be a version of Source due to all the stuff you need. It could álso be done on modified Black Mesa Source engine. Half-Life 2 modding is still alive and well. Maps and mods are frequently released and played. Plus, Half-Life 2 is owned by almost everyone and it still has a huge following. With the quality we have here, combined with Source/Black Mesa and the Half-Life name, I can't imagine that it wouldn't be able to find an audience.

    A Black Mesa modification seems like a smart move. I'm sure those guys would be happy about it too.

    Not going to rain on the parade any further, but I think Black Mesa is a separate engine from HL2, the entities are totally different if I'm not mistaken, and a port would be a technical challenge of a large magnitude. Could speak to @JeanPaul on that front. Hard to imagine an "Episode 3" with no HL2 content.

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