We've got Hostiles (extended cut)

[COLOR=‘Lime’]VERSION FINAL STOCK REMIX[/SIZE]

Downloadlink

https://www.mediafire.com/download/icu4ongkv9c6qux/WGH+STOCK+REMIX+Final.rar

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Ok here goes nothing at the moment. The story so far is that I first wanted to bring the C map a bit closer to the original Half Life this has been completed. I am now moving forward with the Ventilation system from half life Alpha which was cut level / area in Half life. I wanted to add both more sound and visuals to the original stock map and make it so that the HECU would run on your position in the warehouse and I have achieved this amongst giving more depth to the scenery and showing the artillery on the cliffs firing upon the area. I also wanted to allow the player to perciieve that they were attempting to escape at this point and allow them to experience the escape attempt if they should so wish. I also wanted to bring the Main ventilation shaft closer to the original Half Life but also I ended up redesigning the look of the Bunker that leads into it taking cues from both Half Life and Black Mesa and adding my own slant on it. But I really did not want to alter the core intension of the original mappers vision if only to alter it slightly and if you like It’s a reply to his vision and showing him my vision. But I have to think the original Mapper done a great job with the Chapter as It is one of my favorites.

External content credits:-
“Citizen_001” for the artillery model aesthetic only
Mortar particles :- re-purposed “vman” explosion for the mortar particles
Valve for HL2 textures
Black Mesa for the wonderful playground.

The next stage in this development process is to extend this map whilst restoring the vent shaft in the original Half life and fill in the gaps of how the ventilation system got heavily cut in Half Life.


Basic Premise

I am more or less at the final initial planning stages of an extended cut of we’ve got hostiles.

It was perhaps one of the best chapters from Black Mesa. RK a community forum member here did a good job of adding back some of the vent maze that got cut. And I really liked what he did.

For this project though I am planning to draw influence from the original Half life / Half life Alpha / Half Life Chronicles episode 1 and Black Mesa and bring it all together to try and make and extended cut and try and tell a bit more story in the process.

The basic premise I have in mind is as follows.

The vent shaft with the fans as a death trap (Half life)
Leading to Vent system Room (alpha)
Leading to a Train station with Freight (new / chronicles / Black Mesa)
Train Journey Leading to the dormitories or other area (chronicles / Black Mesa)
Looping back on to The first map in we’ve got hostiles (Half life / Black Mesa)

What do you think of this premise is this something you would like to see?

Any fans of chronicles have any ideas about integrating story elements, one thought that springs to mind are the blueprints on the table and the compromised security station perhaps where they are making the vox announcements from. But this won’t be an alternate reality like chronicles it must be integrated. Most of chronicles will not be mapped but I am not adverse to moving bits of it about.

I will not be having the osprey crash or the entrance the other side of the electric fence but I might include the gate just for show.

Yes the dormitories station and we’ve got hostiles line up they are next to one another. So I have checked this before posting.

Anyway I generally have what I want to do in mind but I thought I would see what people think of the premise of the idea.

What exactly are you checking as to how the dorms and storage facility line up? This map of Half-Life doesn’t do it, and in the BM one there’s an approximately 90 foot difference vertically between the two.
And I’m 99% sure that none of the overlap in the game was intentional whatsoever, especially because that would make many things, like the Blast Pit Silo and most of Surface Tension, physically impossible.

It’s kind of weird that you’re making your own extended version of We’ve Got Hostiles when RK has already done his own. Regardless, I’ll give as much feedback as I can.

It’s Ronster, everything needs fixing.

There are a couple things you’re going to need to fix before releasing an Alpha version of your mod.

I posted those 2 back when RK started working on his Vent Mod.

Ok first things first I will address this only once and this once only all comments on the subject will be ignored after this post.

I am not in competition with RK I really like what he did I will most certainly be drawing inspiration from him on how the maps line up. But I want to do something a bit different and I have no intention of copying anyone else or their work and trying to claim it for myself. I will say this now again RK did a great job of his vent mod but I just wanted to do something different. And trust me on this I am not the best mapper in the world I have had a grim face about doing this because I toyed with the idea a long time ago. But because I like this chapter so much I have decided I wanted to do my own version of it.

Before we get carried away with suggestions on what needs doing, I only started this today and I am focusing on the surface section at the moment. So far I am removing some of the clutter and the main goal at the moment is to get the HECU Desert squad to assault the warehouse as in the original. This is the first step before adding any real new mapping. I may be adding a helipad to the surface to make a larger section of flat ground more plasible.

As an unwritten rule I’d like to go through this step by step right now I am focusing on the surface let’s keep suggestions here for the minute.

And I don’t think everything needs fixing this is for fun not for getting upset over.

Jeffmod I need to check that map and will momentarily as this may alter my plans if the overlay maps are screwed up then I will possible go for something else but what or where I need to take a look at that first.

Edit: can’t see the outside area from we’ve got hostiles not being funny or anything but I think RK’s maps are a lot easier to see where you are. I can find the cafeteria but not the surface section. I might just make an area up I might not go to the dormitaries as I can see issues with it already but that is a long way off.

And it’s not just these barrels either, there’s quite a few physics props in this particular area that act this way, that large wooden pallet just before the double doors being one of them. Easy fix by unchecking the debris flag on those.

Good luck!

I for one am totally in support of people trying their hand at something, even if it’s already been done.

Though I’ll be honest, my biggest hope for this project is that it teaches Ronster a bit about what’s actually possible.

Fair enough. I will still give Ronster some feedback for his mod regardless.

I think i might be checking that not affected by rotorwash option also.

Thanks folks and just to let you know the surface is nearly done tweaking.

Can’t make up my mind about blowing the gate or not… I am starting to think it is a good choice based on somone not noticing the bunker where they actually need to get to for progression.

Are you planning on putting a helicopter in there?

Only to stop the rotor wash from the Ospreys but I have altered the initial movement so It feels a bit more epic when you look out the door.

Basically I see it as they are using the surface in WGH as the staging area.

As for the fence doors I came up with a great solution as I was finding it hard to get them to react to mortor shells only so I have left the gate open. This means if you want to die you can run out there but It also means the wave of HECU that the OSprey drop off can make they way inside also if they decide on those assault points. :slight_smile: not only does it make more sense for the gate to be open but It gives the HECU more options.

I have also tried to make more sense of the mortar attack. The marines will also now assault if you hold back and hide If you take the fight to them then they will back off a bit so I think that works a bit better.

So I am nearly done with the C map of this chapter a few touches nothing major. I have saved it as a tweaked map in it’s more or less default layout and plan to release this as an option as I am about to start mapping on the new areas.

Can anyone reccommend me a good packing program to put textures I have used in the BSP I know of PAKRAT but I was wondering if there is a better solution?

I have used a few HL2 textures and 1 model no custom textures yet as I have it installed as well as Black Mesa. Not sure if I need to pack them or not in the file?

Thanks

As far as I can tell, lots of HL2 assets are packed with black Mesa by default, so at the moment you don’t have to worry about making packages yet. I’d only worry about that if you start using assets that have been used in other mods. I’ve gotten a bit of a record of not keeping track which assets were BM and which were custom when I released my alphas.

And honestly, I’d just go with using zip files rather than bsp packaging software, just because Black Mesa and all of the mods for it has done zip files. I have folders on my desktop with all the assets I used for both Loop Mod and Vent Mod, and when I update the map all I have to do is move the map (and its graph) into that folder, zip it up, and I’m good to go. Not external program required.

Thanks A lot RK.

I think that is what I will do.

If anyone here is not familiar with chronicles, The area I am planning to add is shown in this video although it will be deeper underground and be where I plan to emerge from the Fan vent shaft.

https://www.youtube.com/watch?v=34SGgBhwKoo

There is a really good scene with the scientist talking about “Benton” and “if you have seen him” “But he really was not that important”

I have to say I really like this funny bit. But it’s in an area I was not planning on mapping but I may try and find a way to include this if I can. still a massive way off at the moment but any thoughts on chronicles would be appreciated as I know pretty much what I am going to do until coming out the shaft.

Anyone know how blend textures work? I removed the rock obstacle which means I need to alter the blend as there is no rock base …

Go to the texture application tool, left click the displacement you want to alter, go to the displacement tab, then click “paint alpha”.
For each main texture applied to a displacement there is a pre-set secondary blend texture, so left click with the paint alpha tool to add the secondary blend texture and right click to remove.

Ok here you go folks a remixed Stock map of WGH is first up. This is only the C map or surface section nothing more than an edit of the original.

You can get it here.

“Taken off” new version available.

I then plan to start adding the next part soon. I may very well provide a a link once this next part is complete before fully extending the chapter as I am planning. i.e. Just the vent shaft and a transition back to an unedited A map.

The A map is currently the last bit on my list, by my plans may alter as I go because it may give me better spacial awareness before the planned extension.

Anyway, hope you guys enjoy it and, hope there is not anything too wrong with it too :slight_smile: I have had real issues with the area portals on the warehouse so I have deleted them just to get the map working properly. This is something I could not get to work as no matter what I did it always gave me a leak even though I had It lined up correctly.

By the way no videos will be made by me my computer just cannot handle it, if you want a video of it you will have to make it with your super duper pc. I am also planning on keeping things close to my chest visually until releases but will talk openly about stuff but will post the odd teaser screenshot now and again. But I don’t want to ruin some of what I have in mind for you.

Here’s the new view out the warehouse door. You have to play it to realise how it plays differently but theres a bit of a tease for you.

Feedback welcome that is why I have halted here for the time being. Probably need more green crates on the surafce, and I am already thinking the assualt points need a bit of tweaking but this is a tester.

Cool. I’ll try it out soon.

I like the idea of this project.
One question though; Would there be a way to some how make .RK’s Vent Mod compatible with this, yet still have the map’s layout make sense gameplay-wise and realistically?

I played through you mod. Here’s some feedback for it.

  1. You really need to fix this major issue. If you don’t know how to fix it, then keep the gate closed for now.
  2. Please remove this smoke. It just stays there indefinitely. Also those HECU need to move around after they land on the ground.
  3. This little part of the ground needs to be pushed down a bit.
  4. This surface over here looks a little off.
  5. I like the way this looks, but I think it would be cool if you made this room a little darker.

I have one more piece of feedback to give you. I’ll post it when it’s ready.

Cheers pc game crazy. are you checking this in god mode?

This is why I halted here before going further. This is not final yet but a how did you find playing it first off? Please don’t be gods play it.

I would be happy to lead back into RK’s vent MOD a map as this would save me some work as long he is ok with it i will provide this supoort because it also does me a bit of a favor.

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.