Discussion in 'Off Topic' started by Sacrifist, Aug 24, 2011.
Release coming September
Wow, that actually looks well made :V better than other ones I have seen by far. Maps looks thought out at least with both team's styles nailed down. well done
CTF without rocket jumping? What is this madness?
The first map looked absolutely terrible, i'm glad when the rest were featured that they were not generic quake arena's. The TFC homage maps were cool looking though. But i did always hate the "you can't capture the flag without your flag at base mechanic". As if CTF needed drawing out any more.
wow you have no idea what you are talking about lol. The game has explosion jumping which includes rocket jumping. The "you cant capture the flag without your flag at base" is optional for mappers and it's a good thing it's there on some maps or it would be nonstop capping because of the speed of the game. Give the mod a chance when we release it before you jump to so many conclusions.
I had planned to try this out... under the idea that it would be sufficiently different from most things I have played since it appears based around HL2DM...
But then I went to the site and found that section about "pro movement", and that pretty much confirms I will not, ever, be trying this mod.
I hate that stuff. The fact that it is server-optional does not help either, it just means the development team was wishywashy and couldn't decide one way or the other, which will result in a fracturing of the community between the two sides. I've seen it happen time and time again, I shant be wasting my time once more.
I love "capture at flag" mechanics.
Explosion jumping sounds promising, as I believe any multiplayer fps should have a (at least one) form of "skill movement" or whatever you'd call it. From what I gather the bunnyjumping is just constant jumping without anything extra?
What I like about quake3/live strafejump system is that it takes incredible skill to master ,but is easy to just pick up and bounce around with (and have decent results).
It should however not be an option
It would be like learning 2 games and can easily split the community.
Sorry about that. The site isnt completely updated. There is no "pro movement" or server side option. Its just 1 way now. It used to have 2 options, hl2dm mode and pro mode, but hl2dm mode has been removed and we made adjustments to pro mode and its just "the mode". When it's released, you should give it at least a look and then make your decision. SDK is free now so it only costs you time to download and install
Everything about this mod just feels unpolished. I think it goes without saying that a mod won't be perfect, but when you look at other things they at least show some level of art style. HL2CTF really looks like a collage of various different custom models and materials. And those cap point bases look like they're straight out of TF2.
And don't get me started on the community.
Hmm, not sure what you mean. Its very polished. It's art style is that its in an hl2 universe. The gameplay is very much quake like with HL2 mechanics. Does it have custom models and materials? Ofcourse it does. There has to be custom models and materials in order to make all the extra game modes work. It's not like Valve has all these things in their sdk... As for the cap point bases, yup, they were made to look just like tf2's because they are easy to recognize. This video is showing maybe 6 out of 20 release maps and these are all maps that are showing various gamemodes (avd, cp, tc, dm, fb, 1f, push and domination). Its not really showing any of the ctf maps, which is the core set of maps for the mod.
nice knock on the community....classy
Nerd is a very classy person. It's also classy to call a mode "Pro" mode.
Why not? You want to show off your core features, surely?
Im sure he is. Im just not sure why he is trolling a thread about a free mod lol.
Because this video is just showing what was done during the 2nd stage of playtesting, or showcasing the maps with "modes".
It's based in the HL2 universe but you have rocket jumping? My sentiments kinda lie with Boojum on this one. You've tried to mix the HL2 universe with game mechanics that were never in HL2. The result is a unique game that just happens to look like HL2, but isn't really.
Some of the maps you featured in that video look really boring visually (Epicenter and Defrost)
Also, that video didn't impress me that much, or made me want to play it, some of the maps could be barley seen as everything was shown so quickly and actual gameplay part of the video felt like generic frag video done inside the game.
I was hoping for actual video of round in the game, showing how game plays and what kinds of weapons you have etc. stuff.
Wait, wasn't this done already like 5 - 6 years ago? :X
I have much to say about this mod from the videos I've seen, but I think I'll hold off my (harshly critical) judgment until the mod comes out.
Yeah, same mod. Same one that was featured on steam a few times and in pc gamer magazine a few times. The same mod that Valve played the dev team in a match a couple times. They broke out the hacks in the second match when they were losing. It was funny and there are a few vids of it on youtube.
Not sure why some of you are complaining about the maps, sure its the source engine so they graphically arent going to look like crysis, but some of these maps were built by guys that now map for Rockstar Games and ID lol. Understandable that not everyone is going to like HL2CTF's gameplay as its Quakelike and oldschool. Many people these days would probably have a hard time keeping up with the pace since they are used to much slower games. But, it is what it is.
There are plenty of older videos of gameplay and whatnot on youtube for those wanting to see the gameplay. Obviously, they are dating compared to where the mod is now, but we didnt change the movement or speed of the game any. Here is a vid that one of the playtesters made to show off a few of the things that can be done movement wise.
This is not really matter of how much how good the engine itself looks.
Lot of your maps have loads of plain walls, simple lighting and blocky, they could been improved a ton during all this time and made look really good, with new textures or just basic detailing.
Also, you shouldn't be so quick to shoot down all negative feedback.
You do realize that the fast pace of the game with the movement makes for good reasoning to not have props all over the map that slow the player down? The top pic is very nice, but those are ep 2 materials from the looks of it. HL2CTF isnt built using EP2's materials so the map would be upwards of 100 mbs. The maps have been thought out and tailored to the gameplay of the mod. Neither of those maps in your pics would ever get played in HL2CTF.
They were just examples that you can make maps look good in source.
The thing here is tough, it is just not lack of props that make maps look plain, there is a lot of plain hallways with plain walls that have pretty generic lighting that can be seen trough the videos (Tough some of the maps, like the nova prospect one had some really cool lighting) just using more varying methods of lighting the room would improve all the maps by ton.
You can also have small physics props lying around as detail and made non solid, like bottles and cones flying around from explosions like in tf2 to improve immersion or loose (and of course, non solid) bricks and metal rods around broken down buildings.
Separate names with a comma.