Crackerjack Posted January 5, 2005 Report Posted January 5, 2005 These are the last shots from Chapter 2 that were just recently cleared for release, hope you enjoy. Expect to see a source version of this area quite soon. For those of you unfamiliar with HL: Nightwatch, it is a single-player episode for Half-Life 1. More detail can be found here: http://www.hl-nightwatch.net Quote
xempest Posted January 5, 2005 Report Posted January 5, 2005 Looks amazing, as always. I'm loving that wide open area in the 3rd pic. Quote
MagicTMP Posted January 5, 2005 Report Posted January 5, 2005 yep that last pic really takes the cake. imagine it in source! Quote
DD Posted January 5, 2005 Report Posted January 5, 2005 Looks amazing. One thing I'd like to see in NW map screens is COMBAT. Have you guys even done anything AI/Gameplay related? Until I came to Gearbox I thought just making maps look good and flow nice was difficult challenge, but fun. I soon learned that's the easy part. Making AI work, look right, and be FUN is the hard part. Quote
FrieChamp Posted January 5, 2005 Report Posted January 5, 2005 I thought just making maps look good and flow nice was difficult challenge, but fun. I soon learned that's the easy part. Making AI work, look right, and be FUN is the hard part. But he's so right. Is there any gameplay footage of NW coming up soon? Quote
Duff-e Posted January 5, 2005 Report Posted January 5, 2005 seriously release the fucking game already.....or something besides maps Quote
Crackerjack Posted January 5, 2005 Author Report Posted January 5, 2005 What we do have is "temp" AI around the map, because not all animations are finalized, we do not want to show off AI in action untill we are completly happy with all the models and such. Not to often do you see WIP shots from professional companies (unskinned models, editor shots, models that have improper porportions, etc). Though you do see early shots that they were happy with at the time, but that never made it to the final game. Animation is really killing us, the animators are hard to come by. Quote
st0lve Posted January 5, 2005 Report Posted January 5, 2005 Holy buttsecxh makes me want to play HL. Quote
DD Posted January 5, 2005 Report Posted January 5, 2005 entities r easy DD Yes they are, and even easier in multiplayer. Singleplayer is a whole different breed. Yes they are easy to setup, but to tweak everything to perfection is not easy. Quote
von*ferret Posted January 5, 2005 Report Posted January 5, 2005 DD is right. Getting my simple rotating blast doors to work in Halflife 1 was a pain in the ass. I got the entities to work, however half of the time halflife 1 decided to turn the doors into eachother on a whim no matter which direction I told them to go. Thats where the pain in the ass part came in. Not to start in with scripting enemies. Nice CJ, I like how you finished that area. Looks a lot better than the hammer shot you showed me before you lit it Lighting and shadowing are a LD"s greatest trick in my opinion. You can hide ugly areas, low poly areas, and direct the player attention to the more detailed pretty areas. Quote
Tequila Posted January 5, 2005 Report Posted January 5, 2005 Tasty. Once my test SP map finished I might apply for a Source position on this beaut. Quote
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