1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. D3ads

Posts by D3ads

  • Half-Life: Paranoia

    • D3ads
    • December 6, 2007 at 1:48 PM

    This might explain something:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/paranoia_hitboxes.png]

    lol...

  • The random model thread!

    • D3ads
    • December 5, 2007 at 3:52 PM
    Quote from Pomperi

    Here's a little WIP:[Blocked Image: http://img219.imageshack.us/img219/7431/donpianopw5.jpg]

    Piano is 1006 tris and 1024 color map. Bench has 204 tris and 512 color map. Normal and specular maps will come in short.

    That looks really sexy

  • totally random texture thread

    • D3ads
    • December 5, 2007 at 3:52 PM
    Quote from dissonance

    Jesus christ, that looks excellent.

    Agreed, very well done with that!

  • Half-Life: Paranoia

    • D3ads
    • December 5, 2007 at 3:47 PM
    Quote from MJ

    great i hope valve puts this on the news..

    d/l now..

    I doubt very much that will happen, for somewhat obvious reasons

    Quote from dux

    I still don't get how people think the mod is great. The game play was dull and repetitive. The environments were boxy and dull it felt as if the level design had come straight from 1999. The AI was simply terrible. Music was completely out of place. Textures were poor. While they are to be commended on all of the custom content, certainly - I feel this could have been so much better.

    It's not the best mod no, but it is the most polished along with Poke 646 and Vendetta, the fact that everything is new is something that I've not encountered in a HL mod before. AI is terrible? It's no worse than HL2's 'side step and fire at the player' rubbish, I think the AI works well, like I said in the review the way your squad follow you around and cover the area reminds me of Call Of Duty. The hitboxes needed some work however...

    Dull level design I can understand, given how depressing the locations are but boxy? How? It's true that they could have pushed the detail further though, but it would have required a lot more time and it might never have been released, sometimes sacrifices have to be made. I don't think the level-design is boxy, don't forget Russia is a poor country in comparison to some so some of the architecture is simpler and fancy curves and stuff probably don't appear very often in buildings...

  • Half-Life: Paranoia

    • D3ads
    • December 4, 2007 at 7:48 PM

    Since I was so excited by Paranoia for so long, it would be silly not to give it a proper review. It's finally here, so as your comrades in-game like to say often.. 'let's do this'!

    When it comes to finding a really high quality single-player experience produced by non-professionals, there isn't really an awful lot to offer. Usually if such a mod exists it's rediculously short and probably uses stock content from the game that may or may not have been altered. Actually producing a 'total-conversion' of a game is a huge task for any engine and many projects start but never quite go the extra mile enough and end up failing. There's been a lot of single-player mods and add-ons released for Half-Life during nearly 10 years of existence, I've certainly played almost every one of those and I can only name two that could be considered to be high-quality and they both begin with 'Poke'. So it's a great pleasure to see something so ambitious actually finished and released. I first came across the Russian TC through a news site in mid 2005, and since then I've been following it's progress for a large part of it's 3 year plus development time. The thing that struck me about Paranoia was how different it was, the fact that it was set in Russia was one thing, but it had a certain 'knack' to it that made me think seriously that this could actually be completed one day, the team were well organised, worked hard and really seemed to love what they did, regularly producing more and more material that showed a level of dedication that I'd rarely come across beforehand. Now that it's released, do I feel the same way about it? Well.. read onwards.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/old14.jpg]

    This screenshot from 2005 shows just how much detail the game already had midway through development.

    Paranoia is a single-player mod / total conversion for Half-Life 1. You play the role of a soldier serving as part of the Spetsnaz alpha squad, a division of the Russian military. A regular mission to an industrial complex to repel a terrorist threat turns out to be something much more sinister. The first thing that strikes me about Paranoia is how different it is from your average Half-Life mod. As soon as you boot up the game you're treated to a short movie sequence of alpha soldiers doing their stuff, this felt very professional, like I had started up a newly purchased game over a mod that I just downloaded. Beginning the game you start off in the Army base, you're free to wander around, talking to your fellow officers, reading journals / logs on your way around, socialising with scary guitar playing soldiers and disgruntled grunts forced to sweep the floor before eventually receiving an objective to goto the base's infirmary to learn how to use your medical supplies.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/001.jpg]

    Watch out for this guy, he's more scary than anything else in the entire game.. I swear!

    At this point the game takes you through an unofficial tutorial with the freedom to explore other areas of the base if you so wish, learning how to use new equipment like your helmet (which flips up and down over your face upon activation and looks rather nifty), then having a quick go on the firing range before you're called to an emergency meeting. From here the game begins properly, your transported to the industrial complex via apc and then ordered to sweep through the area and eliminate the terrorists.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/004.jpg]

    The army base is nicely detailed and genuinely pleasing to the eye.

    Paranoia's world feels not that disimilar to Medal Of Honour / Call Of Duty from the idle scripted sequences and speech the characters act out regularly to the way your teammates open doors and cover you whilst you venture through a building, you can't tell them what to do, but they're rarely that far behind. The squad AI is a little odd at times, since they like to get in your way often and don't seem to be able to walk around you when you're in front of them and they run right upto the enemy and fire blindly sometimes which isn't a very sensible idea even if they are invincible (I never witnessed any of my squadmates die once). The atmosphere feels unquestionably like Russia with everyone speaking entirely in Russian with subtitles, and the general construction of the barracks and underground complexes, at no point did I feel that the design could be compared to some generic location from an American game or the like, it was all unique and the textures often complimented that nicely.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/005.jpg]

    The beginning of the Industrial sector, the buildings and powerline at the back are part of the 3D skybox similar to that of Source.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/008.jpg]

    The scripted scenes are well implemented and put together nicely.

    Sadly though the texture work also leaves a lot to be desired at times, a lot of the textures are simply touched up photos that really needed more work put into them and the bump maps that emit through them are mostly rendered purely through the Nvidia normal map filter leaving lots of unecessary details on bumped surfaces that look a little too noisey. Normal maps don't work very well on such low-res textures either, I found that turning off the bump feature actually made the game nicer to look at and the 'gloss maps' were so subtle that they are rarely noticable and almost pointless. It's not to say that the technology isn't upto standard, with more work on the texture maps they could have come up with some much prettier results. Other new tech features of the game such as the properly projected flashlight and bloom look fantastic however.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/012.jpg]

    The ugly bench texture is much more horrifying than the dead baby jars!

    There are lots of little touches in Paranoia, stepping on a scrurrying rat instantly kills the creature, slattering it's blood and guts over the ground with a 'satisfying' squelch. The brushwork in the game is some of the best ever made for the Half-Life engine, complex objects such as pipes, wires and vehicles that could be modelled are constructed from world geometry with fantastic detail.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/006.jpg]

    It's clear from this that the game is obviously just an excuse to cause harm to virtual rats, ban this sick filth!

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/010.jpg]

    Those complex wires are actually made from brushes!

    That's not to say that there aren't model props in the game, there's actually nearly 300 of them! Mostly constructed from nice source photos of Russian architecture, they are beautifully constructed and really add to the detail in environments.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/013.jpg]

    The office props here really bump up the detail in this room.

    The same amount of detail is also applied to the character models, the game features some of the most detailed npcs and monsters for a Half-Life engine mod, with super smooth facial details, working hands and fluid expressions. Some of the animatons are borrowed from Condition Zero: Deleted Scenes whilst others appear to be completely new and really shine through, bringing Paranoia's unique characters to life. Creatures are mostly well done, but without giving away spoilers, some look rather poor in comparison to others, probably due to using old models which never got enhanced to the standard set by others.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/007.jpg]

    The terrorists are predictably middle-eastern.

    Most of the weapons you use are quite effective but some are next to useless. All the weapons are genuine Russian arms and of course the ak is in there as well as a powerful machinegun not that disimilar in power to an m60, I found these to be my primary arms through the game, rarely using anything else. I never once used the knife and the mp5 came to me when I already had several much more powerful weapons and plenty of ammo. Speaking of which, you'll have to make most shots count in the early stages of the game, since you wont pickup much extra ammo and you're unable to steal enemy weapons at all.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/014.jpg]

    The useless knife looks a little like a remote explosives detonator.

    The gameplay audio is well done, the voicework is great if spoilt slightly by some badly recorded sound files, the excellent radio chatter sounds like it could be taken from a real-life operation and the world and weapon sounds are solid enough. The main game theme music is fantastically well composed by team member J.D. and really helps to create a vibrant atmosphere, unfortunately this is sometimes ruined by some poorly done Metal music from the Russian band SLOT. I'm a big metal fan myself, but I really can't stand repetitive 'nu-metal' with poorly composed riffs. It's rather irritating to actually feel genuinely frightened by some of the subtle horror audio only for it to be ruined with the change to pointless rock music as soon as a zombie gets up from the floor. Even in the more action-oriented sections of the game, it grates on you because it doesn't stop until you've killed every last enemy in the area!

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/paranoia/011.jpg]

    Zombified soldiers are genuinely unsettling at times, but not whilst you've got heavy metal music booming down your ears at a high volume, probably inspired by certain mainstream 'horror' movies... "Ghosts Of Mars".. I'm looking at you.

    As the game progresses, what started out well, slowly building upto the main storyline begins to feel rushed, I was surprised to see it end so soon, thinking that there was still a lot more to go but sadly it wasn't the case. The ending is very anti-climatical and leaves you with many questions, not that the storyline is particullarly original, special forces fighting mutated creatures has been done to death many times before and you can probably draw your own conclusions when it comes to the outcome.

    Paranoia is short but sweet, it's very well made and has obviously taken a lot of effort and dedication to the game to bring it to the masses and for that they should be praised highly as this is definately the most definitive and complete Half-Life modification to date. It'll leave you wanting more, but with an upcoming SDK release allowing people to easily create custom content, there's further life to Paranoia yet.

    The good:

    Well constructed and highly detailed environments

    Excellent character models and animation

    Professional sounding audio and ambient musical scores

    The bad:

    Some utterly awful music choices ruin the atmosphere in the later stages of the game.

    New graphical features rather hit and miss, textures can sometimes look horrendous.

    Storyline becomes weak towards the end.

    Overall:

    9.2

    It's Half-Life Jim, but not as we know it. Download now!

  • Half-Life: Paranoia

    • D3ads
    • December 2, 2007 at 9:35 PM

    IT'S OUT!

    http://paranoia.level-design.ru/download_eng.htm

  • WIP in WIP, post your level screenshots!

    • D3ads
    • December 2, 2007 at 7:04 PM

    That looks much much better, I agree with what Thrik is saying though, the green needs to be less bright.

  • totally random texture thread

    • D3ads
    • December 2, 2007 at 6:52 PM

    Looks excellent, how did you get the colours so defined? The defuse is almost greyscale!

  • Half-Life: Paranoia

    • D3ads
    • December 2, 2007 at 6:51 PM

    You're right dux, he comfirmed it, I honestly thought they were models considering how detailed they were

    Ok release is going to be at 12am Moscow time (which is 3+ GMT), from that you can work out what time it'll be ready in your own timezones...

    I don't have to be up early tomorrow, so I think I'll stay up

  • Good references for abandoned buildings

    • D3ads
    • December 2, 2007 at 3:29 PM

    Rather than make another topic, I'll just make another request here:

    I'm also looking for good photos of rural American areas, though I don't really know the country well so looking for specific locations doesn't help unless I know my stuff. Places that share similar visuals with Silent Hill would be excellent, also some areas of more 'western' looking towns similar in style to the towns in GTA:SA (ie Dillimoore, Blueberry, Angel Pine etc) would be beneficial since that's the sort of style of area I'm looking to work into.

    Thanks a lot

  • totally random texture thread

    • D3ads
    • December 2, 2007 at 1:50 PM

    Not bad, you're learning, keep at it

  • WIP in WIP, post your level screenshots!

    • D3ads
    • December 2, 2007 at 1:48 PM
    Quote from PaulH

    My first UT3 test level after a day of messing in the editor[Blocked Image: http://img401.imageshack.us/img401/2933/testlevel2il8.jpg]

    It's a Crysis alpha Not bad considering how new you are to the engine!

  • Crysis Reviews

    • D3ads
    • December 2, 2007 at 1:46 PM

    Lags on a 8800 GTS?!! Madness

  • Silent Hill Origins

    • D3ads
    • November 30, 2007 at 8:50 PM

    I want to play the original Silent Hill again, I have the PC conversion that used to work flawlessly but now all I get is a black screen.. :/

  • F.E.A.R. : The Perseus Mandate

    • D3ads
    • November 30, 2007 at 8:49 PM

    Hahahaha, I love that guy. My sister is getting this for Christmas, so that's ok

    dux: Project Origin is being made by Monolith though, so they're bound to improve upon the original, from that video it already has more interaction and detail in the environments.

  • F.E.A.R. : The Perseus Mandate

    • D3ads
    • November 30, 2007 at 7:59 PM

    *bump*

    So anyone played this? I was gonna put it on my Christmas list since this is one of the few titles I can play with my PC being ancient and all :roll:

  • Silent Hill Origins

    • D3ads
    • November 30, 2007 at 7:57 PM

    Heh, some people need to realise that the Silent Hill games aren't about killing monsters, they're about deep storylines, complex characters, puzzle solving and creating a genuine unsettling feeling through psychological terror. The monsters are just 'there as something to block the way, but you can often just run from them, it's not like a shooter when you have to kill them to clear the way. The creatures also serve as manifestations of a lead character's feelings and desires like sexual frustration, guilt, sympahy and others. The town of Silent Hill is a normal place to some, it's only those whose minds are corrupted by Alessa's curse because of some kind of secret they hold that can see all the things that 'aren't quite right..'

    Most of you already know this, but still..

    I gotta say it's a bit lame how a prequel to a very popular game is PSP only, cutting out a lot of the potential marketbase, it's such an obvious ploy to get the fans to shell out for the console just to play the game.. :/

    [edit]Oh and this is fucking retarded:

    http://notatrueending.insidepulse.com/a ... s-psp.html

    What's the point in getting someone who doesn't like the series and knows next to fuck-all about the games anyway to review one? *head desk*

  • Neo-Ruins: Lithographs of post-apocalyptic Tokyo

    • D3ads
    • November 30, 2007 at 4:50 PM

    I love it

  • Optical Illusion

    • D3ads
    • November 30, 2007 at 4:48 PM

    HP is failing badly lately.

  • new website + etqw stuff

    • D3ads
    • November 30, 2007 at 4:47 PM

    Your stuff looks fantastic, nice work!

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. CS:S | cs_manoir | Map creation process by D'artagnan

    Dartagnan
    July 31, 2026 at 4:05 PM
  2. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  3. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  4. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  5. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  6. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  7. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  8. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  9. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  10. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™