I think it’s the generic scientist
I’m fairly sure it’s a reference to Lost.
The main character in Lost is Dr Jack Sheppard…
I hope your gibbing system will have some intelligence, not like in the original with the random gibbing, where it was possible that a crushed body has four hearts or three heads (yes, that’s a new world record).
Also I think that it’s very unrealistically to conjure a whole body into peaces with the 6th hit of your crowbar.
It should only be possible by explosive stuff in my opinion.
Use some common sense.
You can only gib things in BM with explosions, and I’m fairly sure the gibbing will be better than in HL.
I would suggest the level designers to watch “Freeman’s Mind” by Ross Scott on youtube. Not only is he funny, but his voice-over of the gameplay action tends to be pointing out weaknesses in the credibility of the level design.
Example quotes:
“I don’t feel comfortable going down into the center of the earth, but then I DON’T SEE AN EMERGENCY EXIT!”
“Oh nice, a maintenance ladder- it seems like stairs would have made sense, but that’s not my problem…”
But then - they probably have watched it already. What Half-Life fan hasn’t?
Sorry then, Raminator.
I really thought that at some time of the day or night you might have ten minutes left to have some fun after work. Not that I was thinking you would be lazy - Christ, I have seen the screenshots of your work, and know you must be busy like a worker ant.
I would just recommend it. 1. for fun and 2. for inspiration leading to more credible level design.
Like, there could actually be emergency exits, but with blocked corridors behind them. Or something like that. Well, you already have your own sense of credibility and are making good use of it, no doubt, so I’ll just leave it at that suggestion and shut up.
Each giblet now has it’s own A.I.
Mapping takes up those 10 minutes.
In We Got Hostiles, the part where the player is in the ventilation duct and marines continuously slide down ropes from the osprey above, perhaps have the sound of a radio calling in to drop more troops, because when I first went to that area i didn’t expect them to reappear, a radio could tell the player more enemies will appear as i kept on getting killed at that part from surprise enemies appearing until i learnt to just ignore and jump past the area.
I hate continuous spawns like that, I like to clear out areas, not run from them.
yea , or at least something that can tip you to run forward … people like to kill stuff
I KNOW. In Ravenholm, the part with the lift that goes half way then you have to jump, I wasted ALL my ammo killing the zombies that kept spawning. I even went so far as to get a physics prop, conceal myself, and kill zombies that way before I realized you had to jump over to the lift, then to the roof. :’(
Puritanism: alive and well in Sydney.
Just before anyone says: Ram’s abuse on the forums isn’t fun, it’s his sustenance. Without it he’ll wither and die.
Still lollin xD
Be my guest.
Can’t really understand what’s so funny.
Yummy… children’s blood… :rabies:
If the NPC’s are going to become alert when they see a ragdolled NPC (not prop_ragdoll, however) that’s friendly to them, players should be able to use and drag the ragdolls with them, you can use the blue gravitygun code as a base and lower the force for this.
Just in case the NPC’s are this smart.