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Nightwatch stops development on HL version...

  • spacer
  • March 12, 2006 at 7:58 PM
  • JynxDaddy
    • March 13, 2006 at 12:17 PM
    • #21
    Quote from Section_Ei8ht

    Worst.Decision.Ever.

    All that work gone to waste, I can't see much of it being salvaged in a respectable way

    This really makes me angry, I wanted to play it

    ..I understand that they might be opening the hl1 maps in Source hammer and adding to them, but as everyone agrees, it isn't the way to go with a Source mod.

  • Ginger Lord
    • March 13, 2006 at 1:06 PM
    • #22
    Quote from Section_Ei8ht

    Worst.Decision.Ever.

    I can see their reasoning in switching to Source, its still the worst decision ever though.

  • Taylor Swift
    • March 13, 2006 at 1:34 PM
    • #23

    Just going to say to you guys

    "Before Half-Life 3 is out Nightwatch is going to change the engine twice"

  • D3ads
    • March 15, 2006 at 10:50 AM
    • #24

    Goddamnit, I knew this was going to happen.. lame.

  • D3ads
    • March 15, 2006 at 10:55 AM
    • #25

    http://www.hl-nightwatch.net/media.php?category=7

  • D3ads
    • March 15, 2006 at 11:58 AM
    • #26
    Quote from Some guy on the NW forums

    I thought it was going to be called Half-Life 1.e, the "e" indicating the alternate reality created by instability in the Realignment Agenda that we saw took place in Half-Life :Zero. It makes more sense, especially after the Pareto Optimality timeline in the "Zero: Avagadaro" expansion pack for HL 1.2. I mean, c'mon, we saw the Combine in it and everything; it makes sense that the re-intersection of the pluralities would occur shortly afterwards.

    What?!

    and

    Quote from SEThorian

    The HL1 mod got bought up by Valve and they shall be releasing it as Half-Life 1.5, to explain what happened in between Half-Life 1 and Half-Life 2.

    I'm so confused right now, reading the Dev diary explains nothing about this...

  • -Stratesiz-
    • March 15, 2006 at 12:35 PM
    • #27

    Yeah it was a shame. The majority of the team who used to work on the HL1 version have moved on.

  • Taylor Swift
    • March 15, 2006 at 1:08 PM
    • #28

    It's sick that you started on HL2, hl2 ain't better then Half-Life1 in a way.

    Even if the staff is working on HL2, It's sick..

    And Ken20banks made even a level for it and i was waiting so long time..

    to play it from the chapters.. but look

    You guys made many levels for NW and now making a half more for Half-Life2?

    Why did I wait for this mod? To wait more for Hl2 NW?

    Dont get the deal.

    AND I EVEN MADE A STORY FOR IT. YOU FORGOT ABOUT

    BOBRICK. Well..

    Seriusly i don't care about nightwatch longer..

    It's like good mods allways die. If this will happen insurgency mod I'm jumping off a bridge.

    Why do as me and never finish something, Like many of my maps that collapsed? Don't take my advice!

    But i just dont get it, last years NW was 1. on my list..

    Now... you know take this personally but: I loved nightwatch and the work they did, it was awsome.. awsome because it looked awsome..

    Quote

    Finish something that you wanted to finish, finish first and then finish,

    go to the finish and finish, whatever you finished or you sayed it,

    you guys sprayed it, Keep the words steady, the fans was never ready for this.. so who you playing with? Remember from me, Half-Life 2 is ain't better it, Half-Life1 deserving it..

    Nexus said it nexus meant it.

  • Tequila
    • March 15, 2006 at 2:47 PM
    • #29
    Quote from D3ads

    What?!

    and

    I'm so confused right now, reading the Dev diary explains nothing about this...

    I do believe, my dear fellow, that he's taking the piss.

  • D3ads
    • March 15, 2006 at 3:00 PM
    • #30
    Quote from Tequila

    I do believe, my dear fellow, that he's taking the piss.

    Everything's going over my head today, I hate Wednesdays

  • Taylor
    • March 16, 2006 at 1:02 AM
    • #31

    I stopped following progress a while ago because it was being such a tease. I kind of assumed it was finished and was on my list of things to check out.

    Well, I guess they had their reasons, but I'm kind of disinterested now though.

  • dux
    • March 16, 2006 at 8:48 PM
    • #32

    I can say my interest in nightwatch has now dropped radically, unfortunately. The source screenshots look attractive but quake in the shadow of their Half-Life 1 originals. I'm waiting to be impressed again, but this first new batch that has been released hasn't particularly filled me with much anticipation, sadly. You can't help but feel dissapointed when you look at the wonderfulness of the screenshots from the Half-Life 1 engine, and then think all that accumilated to absolutely nothing.

  • Taylor Swift
    • March 16, 2006 at 9:08 PM
    • #33
    Quote from dux

    I can say my interest in nightwatch has now dropped radically, unfortunately. The source screenshots look attractive but quake in the shadow of their Half-Life 1 originals. I'm waiting to be impressed again, but this first new batch that has been released hasn't particularly filled me with much anticipation, sadly. You can't help but feel dissapointed when you look at the wonderfulness of the screenshots from the Half-Life 1 engine, and then think all that accumilated to absolutely nothing.

    Almost all feel as you do..

    But i didn't think that they would change the engine..?!

    It's just a waste of time.. Don't feel bad, it wont go downhill it's just..

  • Campaignjunkie
    • March 16, 2006 at 9:19 PM
    • #34

    I think PV went over the problems pretty well in the NW forums, but I'll give my perspective on it anyway:

    - Interest in HL1 was clearly waning. People didn't want to mod for HL1 anymore, so it was difficult to find new members to replace the older ones. Some of the most important members had left by then: KFS, Ken, MrBen, BadMofo, TommyD, Ferret, Melkior, as well as others. Their productivity was never really matched again - I don't mean to belittle the newer members, but it just wasn't the same.

    - The design was too ambitious, including a new race of NPCs and ~80 BSPs. Although we eventually cut it down to something more managable, it was still too much. We could have cut our losses and polished what we had, but we discussed it and dismissed that as a cop-out, so we didn't.

    - Too elitist. Or maybe that was just me. But seriously, I think we scared away some great talented people at times. I also didn't like the somewhat bureaucratic approach of development, but I sure can't think of a better way so I'll just shut up.

    Well, hindsight's 20/20, yeah? I clearly have regrets over the whole thing, as do many other members, but oh well, this is how it turned out. I'd be interested in polishing what's left of the HL1 version, but that would involve more work than people are willing to do: finishing the codebase, animating the NPC models, solving the crazy map errors, etc.

    And that's why I think Nightwatch on HL1 probably will/would've never been finished. It was too much work then, and it's too much work now.

  • von*ferret
    • March 16, 2006 at 11:06 PM
    • #35

    good points

  • kleinluka
    • March 17, 2006 at 5:22 AM
    • #36

    see this is what i dont understand. 80 BSPs? Jesus people, you are making mods... not commercial games... Keep your game size small so you can actually release something.

  • Skjalg
    • March 17, 2006 at 5:36 AM
    • #37

    I fail to see why you couldnt just polish what you have and go "Well, it didnt turn out as we had really hoped, but something is better than nothing."

    And from what I've seen in the screenshots, you could basically just tossed in a few grunts here and there and you'd have a really fun and exciting single player.

    I dont think I would've even cared if the thing followed one story or had any connection from one bsp to another.

    Besides, what are you guys gonna do with all the bsp's now?

  • teeluu
    • March 17, 2006 at 8:35 AM
    • #38
    Quote from kleinluka

    see this is what i dont understand. 80 BSPs? Jesus people, you are making mods... not commercial games... Keep your game size small so you can actually release something.

    I completely disagree. I hate the fact that there's not that much singleplayer mods out there. And if you find something which is worth playing, it's too short. Of course these are just mods, but still i'd like to see some longer ones. I have a dream about making a SP mod with dev team at least over 20 leveldesigners, desent amout of modelers, one or few coders and a very good story. It should take something like 10 hours to play the game trough. I know it could become a huge disaster but maybe that could be prevented with good leadership. But hey, i can dream right :roll:

    Quote from Skjalg

    I fail to see why you couldnt just polish what you have and go "Well, it didnt turn out as we had really hoped, but something is better than nothing."And from what I've seen in the screenshots, you could basically just tossed in a few grunts here and there and you'd have a really fun and exciting single player.

    I dont think I would've even cared if the thing followed one story or had any connection from one bsp to another.

    Besides, what are you guys gonna do with all the bsp's now?

    Yea, release something

  • von*ferret
    • March 17, 2006 at 4:20 PM
    • #39

    a bunch of incoherent bsps that a handful are even playable with NPC's that can tell a story? It would be more like a collage of environments for you to explore.

  • Taylor Swift
    • March 17, 2006 at 5:17 PM
    • #40
    Quote from Campaignjunkie

    I think PV went over the problems pretty well in the NW forums, but I'll give my perspective on it anyway:TommyD,

    That's right he is one of my biggest mapping fans.. sight.. grief..

    he putted his site down and i were hoping to talk to him..

    If he just did know

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