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Posted

So I have had this concept for a game in my head for quite some time now. Having the time recently, I decided to get the concept out real early and test to see how it works. I dont know what or where this will turn into but I figured making it in black mesa would be a cool start just to get some concepts out. I mean worst case I could just turn it into a map pack or something way down the road, right?

The fundamental concept:

Half Life level layouts with Painkiller gameplay.

-Half life revolutionized what a first person shooter map could be with insane new layout ideas, puzzles and nonlinearity.

-Painkiller perfected the the first person shooter mechanics with awesome weapons and just polished as fuck core mechanics. Painkiller overwhelmed the player with NPC's and it was always awesome.

So, why not combine the two?

Anywhoo, I spent a few hours making a concept in Black Mesa for all to play. Its just one hallway and the gameplay will last like 30 seconds. It just shows my of the NPC interaction with the player. Again, this is a VERY early concept and is currently hacked together. You have unlimited ammo via a weird map hack because I didnt want that to be a problem during gameplay. And yes you only get two weapons because they are powerful (like painkiller) and dont use magazines or clips so you can fire forever.

Download:

http://jeanpaultron.com/maps/untitledproject1.zip

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Posted

Care to elaborate your feelings?

Sure.

What I meant was that Painkiller was so repetetive and bland that I could only get as far as few levels in, and not in one sitting. Maybe the basic gameplay was good but nothing was done to break up the larger scale problem. I don't see the point of replicating that very gameplay unless you can make it so varied that killing 200 enemies of the same kind for 3rd time in the row won't feel shit.

Posted (edited)

Well you are honestly the first of this kind. But did you not read my original post? Half life inspired level layouts would definitely be the break in that blandness you see in painkiller. Currently in games it seems like there is a mutual exclusivity with wave based shooters and objective based shooters. I thought why not combine the two?

Also what do you think was painkiller's larger scale problem? That it was just shooting?

Edited by JeanPaul
Posted

I think if this is something you enjoy, you should pursue it for that reason purely. If you can improve it here and there to make it more inclusive, that's cool too, but the goal should be to make something first of all. I think this would be an awesome project to pursue and polish

Posted

I believe that Painkiller was great because it was nervous and in big arenas. COD is a linear corridor which doesn't allow you to express your "talent" and imagination. I don't think we can compare them.

Posted

Script a kill-combo system which forces the player to push forward to maintain the combo/multiplier/whatever, so he doesn't just stop to relax all the time. Like "Total Overdose" had, a super-overlooked game for the previous generation of consoles/PC.

Posted

i gotta agree with buddy here.

the main problem is combat fatigue. it's the same reason i can't play halo or killzone or them other shooters. it's too repetitive, because the pacing is always focused on combat. some people like that, but one of the things that made half life great was that its pacing switched between puzzles and combat. it's the balance between the two that makes for a game that i can sit for hours and play, whereas neither of the two alone are fun when prolonged.

pacing is one of the most important aspects of design, and it seems very few people in the industry actually focus on it.

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