Things you DON'T want to see in BM.

shitty looking explosions for things like C4 charges and TOW rockets.

I don’t want to see fireball type gasoline explosions from high explosives that don’t have gasoline as an ingredient.

I tell you what I DONT want in bm, I dont want a stupid room that connects to nothing that seems to serve no known purpose where nothing but boxes are hanging down from the ceiling over an endless pit. I mean com’mon, isn’t there some sort of saftey hazard going on there?!

Yeah, cuz it is SO annoying!

~CatzEyes93~

Freeman was complaining about that in one of the Freemans Mind episodes :stuck_out_tongue:

  • Aze -

Haha, yesh that was pretty funny.

-Maxey-

I dont think I saw that particular episode.

~CatzEyes93~

Yeah, it’s been addressed a THOUSAND times already so…

i’m REALLY looking forward to the way the new level design is adding purpose to all those rooms. i always thought it was kinda silly that all these scientists had to crawl through vents to get to their offices. What i DON’T want to see, however, is total disclusion of these memorable scenes. (is disclusion a word? Dictionary.com and FireFox say “no”) They don’t make sense NOW but they DiD considering the time the game came out. Realism wasn’t something we expected as 3D shooters of that caliber were new; with the new multi-tiered level design and platforming, the developers were using every excuse they could think of to get the gamers to USE the new gameplay mechanics.

Trying to make sense of Half-Life’s level design is like trying to find a rational parallel to Super Mario Brothers.

-Kawai Tei-

( …and call me crazy, but i type it every time. )

Episode 7 @ 2:40 :slight_smile:

And I don’t wanna see NPCs doing stupid things… like they did in HL1.

-Cris90-

It was episode 7.

=Spyz=

Edit: ninjers

Doing stupid things? Like what? ducking in shame or fear? I actually loved those parts.

Oh, and thanks for the episode!~

~CatzEyes93~

It will be Source AI, but they might do some dumb things if it is poorly coded.

-Dust-

Ducking in shame of fear was actually one of the parts that I liked about them.

Well… once a Security Guard killed another one (ff), the one who rush to the barnacle tong after apprehension is really stupid, and rushing to the enemy when your HP is low isn’t a good idea… but they appear to don’t know it. So… A.I. thing, you know? Oh, I forgot the fact that they couldn’t keep following you if you climb a ladder or jump a hole… this really annoyed me. I mean, if I can go through a vent, why they can’t? See what I mean?

To put it short, what I don’t want to see: Bad A.I. (and hopeful I’m really not going to see it :smiley: )

Of course, you get a pistol if the security guard is killed by the barnacle. :retard:

The A.I. can’t be as advanced in thinking and comprehension as the player would be. At least, not now. Therefore, climbing ladders, or jumping in holes tends to be a negatory.

“You’re going to have to leave me here, Gordon.”

Well, in Episode2, the Vort follows you through several locations that Half-Life NPCs couldn’t follow. Rather than animating him combing a ladder they simply warp the sucker behind you when you aren’t looking. This happens several times in the mines. Some guards and scientists could follow Freeman through Black Mesa if devs got creative. Of course you’d have to have a damn good reason to have him/her follow. if the NPC in question were useless then there’d be no point in scripting something like that.

-Kawai Tei-

IIRC the ladder-warp only happened once in the mines.

Also, there is a way to have NPCs following you warp to a preset location every time you transition through a map loading point.

The rebels could follow Freeman through holes, such as that bombed out apartment. Still couldn’t climb ladders though.

Well with the right animations under scripted sequence conditions, I guess you would be able to get NPCs to climb ladders.

Vortigaunts actually HAVE animations for ladders in EP2. You can watch it in the model viewer. But it wasn’t included into the game, maybe it wasn’t even coded, who knows. They were lazy and didn’t get the job done, I guess.

I guess it was easier to teleport the Vortigaunt. They even faked the sounds for it.

Vort: “Fear not, I come!” (Something like that)
ladder noise
ladder noise
ladder noise
Vort teleports behind you

If the animation is there, then I don’t see why they couldn’t have used it in a scripted sequence though… :frowning:

Most people wouldn’t even watch him go up, if they even could. Valve went the cheap way, but… meh, who cares? It wasn’t such an obvious fake-move, right? I’ve seen worse. And the overall product was great, so, again, who cares!

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.