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    <title>Featured Articles</title>
    <description>Featured Articles</description>
    <pubDate>Sat, 25 May 2013 17:40:41 +0000</pubDate>
    <lastBuildDate>Sat, 25 May 2013 17:40:41 +0000</lastBuildDate>
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      <title>Can Dota 2 thrive as an E-Sport?</title>
      <description><![CDATA[With the planned release of Dota 2, it’s evident that Valve wants to take a dip into the booming world of e-sports. A big decider on how important Dota 2 will be is the exposure and popularity it will get in South Korea and China, two key foreign e-sport markets.<br />
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For those not so familiar with Dota-esque games, Valve’s upcoming Dota 2 is the sequel to the ultra-famous Warcraft 3 map Defense of the Ancients, which is credited as being the first Moba game (Multiplayer Online Battle Arena). In these sort of games either a team of three or a team of five battle each other for map control. It’s a combination of strategy, communication and teamwork that allows each team to take down the other. Players can choose from a huge number of heroes with different sets of skills, spells and abilities. The original Warcraft 3 map spawned a good number of similar games, usually varying in hero selection and superficial aspects.South Korea jump started the Starcraft: Brood War e-sport scene in the early 2000s by broadcasting matches on OGN, a gaming channel on Korean television networks.<br />
<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"> <a href="attachments/23010/">View attachment 23010</a> 2008 finals for the Bacchus OSL, a popular Starcraft: Broodwar tournament.</div><br />
As a result, the game exploded in popularity, and has been among the top 10 games played in LAN cafes ever since, while other games come and go. Teams formed and gained sponsorships solely for players to live and play together to compete in various tournaments in the nation. More than 10 years later it still draws enormous crowds and crack competitors, all for the game’s fierce competition, sponsorship money, prize money and pure love of the game. Other games and genres have had forays into e-sports with varying results, yet none have had nearly as much success as Brood War.<br />
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Now the same story seems to be happening for League of Legends, a popular Moba. It too is modeled after the original Dota and will arguably be Dota 2’s biggest competitor. Riot’s marketing campaign has been very successful so far in Asia. Riot started an ad campaign featuring very popular and influential Korean pro-gamers, such as Nada, a legend from the BW community, and have them talk and discuss the game. One factor in Riot and other MOBA developers’ favour is the way that most games are played in South Korea. Most gamers thrive in PC Cafés, which are the perfect places to set up matches for small, competitive multiplayer games like BW and LoL. Recently, LoL has overtaken BW as the most popular game in PC cafes around South Korea.<br />
<div align="center"><br /></div><div align="center"><iframe width="533" height="300" src="http://www.youtube.com/embed/ynAOxvJ0580?rel=0" frameborder="0" allowfullscreen></iframe></div><div align="center"><br /></div>It debuted on OGN with a record amount of viewers coming in to see it at the studio. This is in addition millions of online viewers that LoL tournaments accrue on broadcast. While these numbers are high, they could be easily attainable by Dota 2 depending on the distribution and marketing.<br />
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With all of this information considered, how viable is Dota 2 as an e-sport? Valve had a great start with their initial tournament, The International. The tournament had an enormous first place prize of 1 Million USD, which is a significantly higher prize than usual. For reference, the first place prize for the OSL, the most popular BW tournament in Korea, is 400,000 Won which is roughly $108,000.<br />
<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23011/">View attachment 23011</a> Team Navi with their check for 1 Million USD from the International Dota 2 tournament.</div><br />
<span style="font-family: 'Verdana'">The number of teams competing was pretty staggering at first<b>, </b>a whopping 16, but considering how rapid pros can transfer their skills between Dota to Dota 2, it’s not hard to see how. Viewer counts for The International were said to hit near 3 million, an astoundingly high number and one that probably won’t be topped for quite some time. Valve’s best bet in marketing for foreign countries is simply to cater to their gamers’ preferences. MOBA games have a distinct edge over most other genres; most of them are free to play, and they don’t require the latest hardware to play smoothly.</span><br />
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<span style="font-family: 'Verdana'">Valve can already reach millions of gamers with Steam, their digital download gaming service, and Dota 2’s beta has already had a respectable amount of success, with around 25,000 clients on average playing it daily. There’s still no word on when the game will actually release, or the planned pricing model. Gamers currently expect a system similar to LoL: play for free, buy bonus content in store. It will remain to be seen whether the purchasable items will be purely aesthetic or have an impact on gameplay.</span><br />
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<span style="font-family: 'Verdana'">E-sports is a growing and flourishing market, and the success of Dota 2 ultimately lies in the hands of Valve. It’s already been proven that Moba games can absolutely kill the market, and if the right choices are made then Dota 2 could be bigger than them all.</span>]]></description>
      <pubDate>Wed, 01 May 2013 22:16:38 +0000</pubDate>
      <link>http://www.valvetime.net/threads/can-dota-2-thrive-as-an-e-sport.182146/</link>
      <guid>http://www.valvetime.net/threads/can-dota-2-thrive-as-an-e-sport.182146/</guid>
      <author>Sliver</author>
      <dc:creator>Sliver</dc:creator>
      <slash:comments>20</slash:comments>
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      <title>Sins of a Solar Empire: Rebellion Review</title>
      <description><![CDATA[<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><br />
<a href="attachments/23657/">View attachment 23657</a><br />
The Tec and their Titans<br />
</div><br />
I love RTS’s and I love space and I really, really love sexy space ships. So this erotic strategy game instantly appealed to me. I naturally spent most of my time playing as the TEC because I like to pretend I’m Admiral Adama, for obvious reasons, and I really like the look of the ‘human’ space ships. But I do love the look of the Vasari’s Titan so I have been playing as then quite a bit as well. This is quite possibly the second greatest RTS I have played. It is complex enough that I feel like it’s worth learning, but also easy enough (when playing an easy enemy) to just jump into a game. One draw back is ‘a game’ will normally be several hours. Having said this playing it with friends over a number of days, or even weeks, is great fun. I like having multiple solar systems to conquer as it just takes such a long time.<br />
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<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><br />
<a href="attachments/23659/">View attachment 23659</a><br />
The Vasar and their Titans<br />
</div><br />
Now, Sins of a Solar Empire is a huge game, I mean that not in it’s marketing but in the scale of the maps you can play and this seems to be a good time to review it as the latest expansion pack Rebellion has just been released. Available now on Steam. This is a wonderful chance to start playing the game if you haven’t before as Rebellion comes with all the previous expansions packs. If you already own Trinity or Sins of a Solar Empire, Entrenchment and Diplomacy don’t worry… Just think of it as a very expensive expansion pack, but you can get a $10 discount if you logon, but then you can’t buy it on Steam.<br />
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<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><br />
<a href="attachments/23653/">View attachment 23653</a><br />
The Advent and their Titans<br />
</div><br />
The original game was pretty big. You start with a singular planet under your control and then have to conquer the galaxy. Space battles on a large scale. Frigates, Cruisers and Capital ships are available in the original game; the tec tree, which is rather extensive combined with the three different fractions, makes for quite an exciting game. The three fractions are fairly typical, the human race (TEC), the alien sympathisers who naturally appear more advanced and follow some new higher form of power (Advent), and of course the aliens themselves (Vasari). Entrenchment added a few extras to the tec tree and, one of my favorite things, the Star Base; a new defensive structure you can build around your planets and, more importantly, a star, meaning that you are now able to defend the only route in and out of your solar system. Diplomacy added a very interesting thing that I was never very good at, the ability to win via diplomacy which means that making allies and enemies more complexes but also, in a sense, easier as they are more likely to set you missions. In Diplomacy you also gained the ability to give the pirates missions. I’ll get on to the pirates now:<br />
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<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><br />
<a href="attachments/23655/">View attachment 23655</a><br />
The pirates are here<br />
</div><br />
The pirates have been a feature since the game was first released but, along with the other AI’s, have been updated within the later versions. They own a single base within in star system and attack who ever has the highest bounty on their head. You can increase the bounty on an enemy so the pirates attack them instead of you, which is recommend in my experience as they seem very powerful and not the sort of force you want to take on to begin with. The ability to give them missions is very useful, so naturally you need to research this advantage first, and have the spare gold kicking around to increase bounty's.<br />
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<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><br />
<a href="attachments/23654/">View attachment 23654</a><br />
A battle I knew I was going to fail in<br />
</div><br />
But what is new about rebellion? If this game is already so complete what could possibly be added? I hear you cry. Well it splits all the current faction into two, the loyalists and the rebels, each has slightly altered ships, both in the gameplay and cosmetically, meaning that there are more forces to play as and try and generally experiment with until you find a force that suits your gaming style the best. But that’s not all ladies and gentlemen, no it is not, they have also added the Titan. Now aside from improvement to the Capital ships so that they can go up to higher levels a new level of ship has been added; the Titan is the largest ship in the game, at least four times the size of the largest Capital ship, and contains the same amount of fire power. Finally there is an easier way to match and take down the Star Base. You can only have one Titan in your force but that’s more than enough to add a backbone to you army. But don’t become complacent, they are still perfectly possible to take down with a force of Capital ships and Cruisers and it CAN NOT take on Stare base by it’s self if your opponent has any commence sense.<br />
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<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><br />
<a href="attachments/23656/">View attachment 23656</a><br />
An attempt to show scale<br />
</div><br />
Sins of a Solar Empire: Rebellion is certainly the most complete game yet, although I dare say that is something which I will think with every expansion pack that come out. It just keeps getting better. If you are going to buy a copy of Sins it might as well be Rebellion as it does contain everything, as I mentioned before, and it is defiantly worth a go, if you have already bought it, then it is a bit of a bugger, but there will probably be a cheaper way of buying it eventually. So to conclude in a single line; amazing game but may take a couple of days to play a game.]]></description>
      <pubDate>Sun, 08 Jul 2012 10:20:04 +0000</pubDate>
      <link>http://www.valvetime.net/threads/sins-of-a-solar-empire-rebellion-review.209085/</link>
      <guid>http://www.valvetime.net/threads/sins-of-a-solar-empire-rebellion-review.209085/</guid>
      <author>EvolvedPie</author>
      <dc:creator>EvolvedPie</dc:creator>
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      <title>Dota 2 Beta - Preview</title>
      <description><![CDATA[<div align="left">Playing Dota 2 for the first time is much like losing your virginity. You’re really looking forward to it, you’ve watched the videos and read all the articles and you think that it’ll be really, really good. But then you play it, and it doesn’t last as long as it should, everything’s happening at once, you're confused, disorientated and have no idea what’s going on. Afterward you have a strange feeling that you can’t quite put your finger on but you want to give it another try soon to see if it just went bad just one time. At least this was how my first game on Dota 2 went. I haven’t played Dota before and perhaps this is why I was so confused, but I have played a lot of League of Legends (LoL) and this did not prepare me in the slightest for what Dota 2 is like.</div><div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23485/">View attachment 23485</a><br />
The amazing fiery arrow of Clinkz, and Storm Spirit<br />
</div><br />
After several hours on the game it does start to make a little sense and you should be able to understand what’s going on and begin to contribute to the team you’re playing on, but the shop/secret shop and their internal working will always be a mystery to the player it seems. I can’t work out when it puts items into your stash even if there is room in your inventory. Although the stash is a useful little thing that wasn’t in LoL as it allows the player to store addition items. The difficulty and more complex system that Dota 2 implements, in comparison to LoL, is one of its strongest points as there is more to do, but also means that you can’t simply pick up and play the game. None the less if you are able to put some time aside to get to grips with Dota 2, and in particular if you find a Hero you like, then it is a very enjoyable game.<br />
<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23489/">View attachment 23489</a><br />
Storm Spirit trying to chase down the enemy<br />
</div><br />
The game does look beautiful, the character animations are very nice, and the way that you are able to interact with the terrain is an excellent feature. There is already an extensive list of Heroes to choose from, and so far I’ve tried: Tiny, Dragon Knight, Doom Bringer, Skeleton King, Lifestealer, Sniper, Clinkz, Storm Spirit and Outworld Destroyer. All of these Heroes were equally fun to play as, and each as difficult to play. They all have their own special tactics that you have to implement in order to have a chance of winning. Once you have the basics down then it is easy enough to change to a different character, but due to the difference in abilities it does take a while to start to enjoy someone new. An important note about the Heroes is that although they do seem to be balanced, some of them are better at outright killing than others, but they all seem to play important roles and each have something that they can do well. Tiny in particular works very well late game, once he isn’t quite so tiny any more, and this does appear to depend very much on what items you have.<br />
<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23486/">View attachment 23486</a><br />
Me (Clinkz) defending our turret<br />
</div><br />
Going back to the shop again, assuming you’ve worked out how to use it, there are a vast number of items to choose from. This means that you are able to play most Heroes in which ever way you choose to. Naturally you can’t play and intelligence Hero and make him a strong attacker, but you can try - probably with moderate success. This does however have the disadvantage that I still spend a lot of time in the shop instead of paying attention to what is going on, which has led to many an unnecessary death. It also makes it difficult to decide which items would be best for your Hero but I guess this adds to the customisation of the Hero you choose, which is a good thing.<br />
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<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23487/">View attachment 23487</a><br />
A very pretty picture, but nothing interesting<br />
</div><br />
Back to the Heroes now, aside from the beautiful animation and general appearance of the Heroes, they also have reasonable voice work, and the general announcements that the game makes are very good; certainly more informative than other games of this genre I’ve played, which makes you aware of what else is going on. Whether a tower has been destroyed or a member of your team is on a killing spree, Dota 2 will let you know, and it sometimes uses bad language to let you know something exciting is going on. I think my favourite Hero so far is a tie between Sniper and Clinkz; Sniper is just great fun, I can think of nothing better to do in my spare time than role play a dwarven sniper with a fairly stylish pair of glasses. Clinkz on the other hand is a skeleton archer who I feel very attached too; his awful puns make me giggle, and I really like his third ability where he enters stealth-mode and has increased movement speed, which was particularly useful as my internet connection isn’t up to scratch and I was able to get away… sometimes.<br />
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<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23484/">View attachment 23484</a><br />
Storm Spirit's attacks look very nice at night time<br />
</div><br />
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There are a few wonderful features within the start menu, like being able to watch a game while it’s searching for a game. You can also access the main menu while in game, so if you have a few moments free you can read up on another Hero quickly. Which is another nice thing, it is very easy to go onto the learn page and read up on a characters abilities and, if you so wish, the lore behind them; it’s certainly easier to find than on League PLUS all the Hero are available from the off. I don’t know is this is just for the Beta but I really hope it stays that way. I like being able to play as any Hero whenever I like.<br />
<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23488/">View attachment 23488</a> Doom Bringer, larger that the average Hero <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie2" alt=";)" title="Wink    ;)" /><br />
</div><br />
Controls! I presume that they are standard, abilities are assigned to Q,W,E and R for the most part. You right click to move, left click for the abilities (check that I get confused) and to look at stats of another character. One complaint that I have is the lack of a screen lock. You can’t stay focused over your character. There is a feature that allows you to focus on your character but the second you get close to the edge of the screen you go flying off screen lock and across the map which is a bit of a problem if that’s how you choose to play. We can only hope that this is something that will be included in release.<br />
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I’ve heard that this is going to be a free to play game, so it will be in direct competition with LoL. This is good for both games as they will need to cater to the community with regular updates and new maps. I’ve only seen one map on Dota 2; I don’t know if this is because there is only one map or because I haven’t been exploring the game types properly yet. Anyway, free to play and I have no idea how Valve intend to make money from this yet so that’s something to look forward to finding out, I’m sure it’ll be fine.<br />
<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23491/">View attachment 23491</a><br />
A successful push followed by a hasty retreat<br />
</div><br />
Overall I have to say that my encounter with Dota 2 was (is) an enjoyable one and one that I shall try and continue whenever the free time presents itself. The characters are wonderful and all great to try out and the number of them means that it will take some time to try them all. The graphics are the best I have seen for this style of game and it is just a joy to watch. I would say get this game, play this game, and be excited about Valve’s latest game, because once you get over the initiation confusion it is really good. If you are lucky enough to have a Beta key I hope you’re enjoying it, and if like be you were a LoL player and Dota 2 just confused you to the point where you shut it down never to be opened again, open it again and give it another go it’s worth it.]]></description>
      <pubDate>Fri, 18 May 2012 20:15:04 +0000</pubDate>
      <link>http://www.valvetime.net/threads/dota-2-beta-preview.196448/</link>
      <guid>http://www.valvetime.net/threads/dota-2-beta-preview.196448/</guid>
      <author>EvolvedPie</author>
      <dc:creator>EvolvedPie</dc:creator>
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      <title>Legend of Grimrock Review</title>
      <description><![CDATA[I’ve never played the games that <i>Legend of Grimrock</i> is inspired by. <i>Dungeon Master</i>, <i>Land of Lore</i>, and the <i>Ultima</i> series were before my time, and I've never felt the urge to try them. <i>Legend of Grimrock </i>has been marketed as being fun even to those who haven't experienced its spiritual predecessors, and that's been true for me. <i>Legend of Grimrock</i> is a game that has caught a lot of attention for its style of gameplay - grid-based, first person dungeon crawling -and I’m going to cover how it does this and whether or not fans of the genre can enjoy it as much as they say.<br />
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<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23271/">View attachment 23271</a> These tentacles will follow you as you descend lower into Grimrock..which doesn't make a whole lot of sense</div><br />
You control a group of four prisoners, who have been cast into the prison that is Mount Grimrock. That's all for the story, and that's fine, since story isn’t really a necessity in <i>Grimrock</i>, as there isn’t really room for one. You will meet no shopkeepers, no NPCs and no fellow weary adventurers, because, well, it’s a deserted prison, and you and your group of criminals can't leave. Notes from a previous prisoner are strewn throughout the dungeon, and you will occasionally be talked to by a mysterious voice in your dreams, but that is basically the extent of the entire narrative.<br />
<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23272/">View attachment 23272</a> Surprisingly, this Green Slime is one of the harder enemies encountered</div><br />
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When you first begin the game, character customization is optional. You can choose a preset group of adventurers, or customize your own party with members of Insectoids, Minotaurs, Humans, and even Giant Lizards. The race of your characters confers different base stats.The Minotaurs, for example, have higher strength and vitality, but lowered dexterity and willpower, which makes them the best choice for Fighters. The combat is pretty simple; there’s sword swinging, spell casting and ranged combat, which is each class's respective manner of fighting, all done with the single click of a mouse.<br />
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The three classes you can choose from are what you would imagine. There’s the Fighter, Rogue, and Mage, and each one does what’s expected. The Fighter has high strength and health, and is proficient in whatever weapons you decide. Mages are given a choice of what kind of magic is best for them, each time a level is gained points can be put into ice, fire, earth, or air magic proficiencies. Rogues can level up projectile weapons, like crossbows and bows, throwing weapons, or daggers. The rogue also invites some stealth gameplay, with the “Assassination” skill set granting bonuses for attacking from behind, among other bonuses.<br />
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The four characters all have portraits on the right of the screen, and your party moves tile-to-tile in a 2x2 grid. The order of your characters' portraits in the HUD represents the order in which they're standing. As such, the portraits should be arranged strategically. Typically, I put my Fighter at the front to tank damage, and the mages at the back to deal damage safely. It is possible to be attacked from behind, but usually the rearmost party members only take damage from falling or magic attacks. Attacking is as simple as right clicking an individual character’s weapon. A cooldown limits the amount of attacks per character, so often times it’s a matter of cycling through each party member’s attack, while backpedaling away from whatever enemy you’re facing.<br />
<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23274/">View attachment 23274</a> Large crystals provide both a save spot and a way to heal your party</div><br />
The RPG-management portion of the game involves maintaining party member’s stats, a food meter, weight carrying limits, and torches that run out quite often. These are all familiar elements, and are usually pretty easy to manage. Food is found throughout the dungeon, as well as torches. Rarely are there stretches where neither can be found.The unique challenge that arises with grid-based gameplay is when you are facing multiple enemy units. Oftentimes I found myself stuck between two enemies and a wall, with all my attacks on cool down, which essentially guarantees death.<br />
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<i>Legend of Grimrock</i> is not afraid to completely outnumber you: instances of gathering innocuous treasures and then having the walls peel away to reveal 20 monsters is not uncommon. Situational and locational awareness are a requirement when fighting, as well as traversing the dungeon, due to various pitfalls and traps placed around Grimrock. While falling down a pit can give you a small respite from the monsters above, it damages not only the front characters but the whole party, and mages are quite squishy.<br />
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<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23273/">View attachment 23273</a> The further you progress in <i>Grimrock</i> the more menacing the enemies become</div><br />
Exploration, puzzle solving and dungeon crawling are the game's main attractions, and <i>Grimrock</i> exceeds at these spectacularly. The traversal of the various floors of the dungeons is very satisfying, and seeing the map gradually fill up until completion, floor by floor, gives a sense of accomplishment. For the more hardcore players out there, the “old-school” mode disables the map completely, and supplies you with printable grid paper that you can draw your own map on. If you enable this at the start of the game you cannot turn it off for that save, so be wary if you’re not completely up to it.<br />
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The atmospheric dungeon coupled with the tough enemies makes Grimrock a very tense place to traverse. Often heard are the cries of others echoing off the walls, or the patter and scuffling of creatures you can't see. The torch mechanic really shines in this area, as running out in the middle of an area without any light source can be quite unnerving. The feeling of scrounging in the dark for another torch while being completely vulnerable to an attack is an experience, to say the least. The levels you traverse through don't change a whole lot, but the environment presented is excellent and consistent throughout.<br />
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The dungeon's puzzles are a mixed bag. Sometimes they’re engaging and require a bit of thought, but other times it’s simply a matter of mindless trial and error. The most common puzzles are riddles, teleport mazes, or simply finding a hidden switch somewhere on the wall. Secret areas and puzzles are <i>everywhere</i> in Grimrock: they appear as either golden treasures or glorified closets dubbed “Iron Doors” that are found on every level and contain high-level equipment. All of the secret areas in the game are completely optional, and require a bit of thinking to find the solution to, but will result in very good loot. A statistics page on the main menu gives a complete rundown on exactly what has happened so far, such as attacks done, tiles traversed, notes found, and secrets discovered, which invites players to scour every inch of the game to search for secrets.<br />
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A somewhat unique experience coupled with a low price point makes Legend of Grimrock well worth checking out, for both fans of the genre and newcomers. <i>Grimrock</i> can be purchased on Steam, Good Old Games, or the developer’s website for $15. It is well worth the price.]]></description>
      <pubDate>Fri, 27 Apr 2012 19:40:20 +0000</pubDate>
      <link>http://www.valvetime.net/threads/legend-of-grimrock-review.190848/</link>
      <guid>http://www.valvetime.net/threads/legend-of-grimrock-review.190848/</guid>
      <author>Sliver</author>
      <dc:creator>Sliver</dc:creator>
      <slash:comments>10</slash:comments>
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      <title>MHOF: Research and Development</title>
      <description><![CDATA[<b>Mod Hall of Fame </b>is an editorial series devoted to bringing well-deserved attention to the best and most interesting Half-Life 2 mods of all time. Each installment focuses on a specific modification and highlights the qualities that make it an enduring classic worth a download by any Source modding enthusiast.<br />
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The core premise of the modification Research and Development is poignantly simple: you never get to use a weapon, at least not in the conventional sense of the term. There is not a firearm or even a crowbar to be found in the entire extent of the singleplayer campaign (which lasts from two to three hours depending on your pace and how good you are at solving puzzles), except of course for those in the hands of the Combine forces attempting to thwart you by shooting you full of bullets. In stark contrast with the standard run-and-gun formula of most singleplayer maps and mods set in the Half-Life 2 universe, Research and Development forces you to truly engage with the environment; you are equipped only with the Gravity Gun and faced with the task of surmounting a series of increasingly difficult environmental puzzles. The result is nothing short of beautiful – a mod that in some aspects is even better than Half-Life 2 itself.<br />
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<div align="center"><a href="attachments/23151/">View attachment 23151</a> <a href="attachments/23152/">View attachment 23152</a></div> <br />
Created solely by the elusive developer Matt Bortolino, Research and Development appeared on the mod scene in July 2009 without a hint of the pomp and fanfare normally associated with a major mod release – Bortolino quietly uploaded it to ModDB one day and left it at that. Word spread quickly and the mod exploded in popularity, receiving well-deserved attention from both the gaming press and modding enthusiasts. Today it is considered by many to be among the finest singleplayer Source modifications in existence, along with Adam Foster’s Minerva series.<br />
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Many popular Source mods distinguish themselves by virtue of having a visual aesthetic and gameplay style that depart significantly from the familiar look and feel of the Half-Life games (think of mods like Dystopia or Insurgency), but Research and Development does just the opposite: it excels by taking those elements that made the Half-Life series so good in the first place and ruthlessly improving upon them. The result is a game that both looks and feels distinctly like Half-Life (R&amp;D has more vent-crawling than you can shake a stick at) yet improves upon the environmental puzzle aspects of the original game in every conceivable way. Clad in the same tired palette we’re all too familiar with from every other Source mod out there – stained concrete, chipped plaster and corrugated metal siding – Research and Development nevertheless manages to deliver a fresh, exciting, and intelligent experience that even Valve would have been proud to create.<br />
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<div align="center"><a href="attachments/23153/">View attachment 23153</a> <a href="attachments/23154/">View attachment 23154</a></div><br />
The emphasis of the mod is on environmental puzzles, with combat taking a secondary role that usually involves catching grenades or mines and chucking them back towards whatever is trying to kill you. You’ll face and defeat everything from Combine soldiers (and Zombines) to Hunter-Killer choppers, gunships and even a Strider, all by using the environment to your advantage. In addition to old Half-Life standbys like stacking crates and changing water levels, there are dozens of fresh environmental puzzle mechanics introduced throughout the mod. Some are as simple as knocking rusted pipes out of place, scrounging cogs to fix broken machines or using cables to complete a circuit, but many are much more involved and require significant effort, attention to environmental clues and sheer brainpower to solve. The difficulty of these complex puzzles is heightened by the fact that you often have to solve them under duress – navigating a maze of zombies while a Hunter-Killer drops roller mines on you, or quickly switching track junctions while riding on a rail cart as Combine soldiers toss a hail of grenades at you in a segment reminiscent of the “On a Rail” chapter of the original Half-Life.<br />
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<div align="center"><a href="attachments/23155/">View attachment 23155</a> <a href="attachments/23156/">View attachment 23156</a></div> <br />
At times, the amount of attention to detail and environmental context clues makes the mod seem almost like a classic adventure game being channeled into a more modern and accessible form. The “use” button is just as important as the Gravity Gun, and without examining the environment and thinking about what is presented logically you won’t get very far at all. The very first puzzle you are faced with at the beginning of the mod is simple: read a note tacked to the wall in front of a cage holding an antlion carapace that emphasizes its flame-retardant properties and drop it on a nearby fire that is preventing you from proceeding. It gets much harder from there, but by virtue of Bortolino’s nearly flawless level design the mod holds your hand the entire way, gently introducing you to the various new puzzle mechanics before cranking the difficulty up. That doesn’t mean that it can’t get frustrating at times – it certainly does – but with very few exceptions the frustration is always a result of your inability as a player to solve the puzzle before you, not at the mod itself for being unclear or misleading.<br />
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For those of you who are saying “But I like combat!” never fear – there are plenty of combat-oriented segments too, and you get shot at quite a lot during the course of the campaign. However, you have to use the environment to your advantage to dispatch your opponents in unorthodox ways. At one moment you’ll be using pheromones to direct antlions against waves of Combine soldiers and at another you’ll build a makeshift vehicle with which to take on a fearsome Strider. Many combat segments require deflecting incoming fire by holding a pane of bulletproof glass as a shield while looking for a way to use the environment to take down your foe. You’ll lob mines back at the choppers who dropped them, grenades back at the Zombines who rise from the murk, and only rarely make use of the tried-and-true method of launching something heavy at the bad guys with the Gravity Gun. The mod has fantastic pacing, alternating pulse-pounding action segments with more contemplative puzzle segments; all in all, the mod is so well-designed that it feels like something Valve produced rather than the effort of one guy in his spare time.<br />
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<div align="center"><a href="attachments/23157/">View attachment 23157</a> <a href="attachments/23158/">View attachment 23158</a></div> <br />
Research and Development is so sublime because it achieves the tenuous balance between using the familiar setting, atmosphere and mechanics of the Half-Life 2 universe while simultaneously offering a refreshingly novel gameplay experience and in every way improving upon the purely puzzle-based aspects of the Half-Life series. It takes the shooting out of first-person shooter and replaces it with an imaginative sequence of puzzles and challenges worthy of any great point and click adventure game without sacrificing the intensity and action to which shooter fans are accustomed. Whatever you want to call it, it is without question one of the most enjoyable and rewarding experiences available in the entire Source mod library, and if you’ve never been exposed to it you owe it to yourself to get acquainted immediately.]]></description>
      <pubDate>Wed, 25 Apr 2012 18:23:04 +0000</pubDate>
      <link>http://www.valvetime.net/threads/mhof-research-and-development.184633/</link>
      <guid>http://www.valvetime.net/threads/mhof-research-and-development.184633/</guid>
      <author>Ennui</author>
      <dc:creator>Ennui</dc:creator>
      <slash:comments>10</slash:comments>
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      <title>Ys - The Oath in Felghana Review</title>
      <description><![CDATA[<i>The Japanese Console RPG is an irregular visitor to PC shores, but XSEED Games have decided to localise a number of recent remakes in Falcom's often overlooked Ys series and set them loose on Steam. Here, Steph Woor takes a look at the first: &quot;The Oath in Felghana&quot;, a re-imagining of the 23-year-old Ys III.</i><br />
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<div class="center-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23185/">View attachment 23185</a> Frenetic Action RPG problem #1: Taking a screenshot that actually does justice to the battle system is nigh on impossible.</div><br />
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The alleged decline of Japanese 'triple-A' game development is a favourite topic throughout every level of game discussion, with pessimism from even Japanese developers themselves occasionally making headlines. Ten years ago, Japan owned the console RPG. Nowadays, most new Japanese franchises seem to be apologetically pushed out on handhelds, and sometimes they even have to be targeted by persistent petitioners if they're ever to be considered for release on a home console.<br />
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And whilst a certain amount of domestic complacency is surely to blame, the international market played a particularly villainous part. We're the real reason that Square Enix took to slapping <i>Final Fantasy</i> on five different products every year to 'internationalise' their projects. Case in point: It's kind of incredible that a game series can make it to seven numbered instalments and still be considered obscure. But here we are anyway, taking a look at Falcom's Action RPG <i>Ys: The Oath in Felghan</i>a.<br />
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With official localisation efforts for the series rather patchy up to now, XSEED Games (appropriately enough, formed by ex Square-Enix USA staff) are responsible for the latest attempts to get <i>Ys</i> to take off outside of Japan. Having already released a slew of modern remakes and PSP based titles they've (perhaps rather bravely) started to release titles on the PC via Steam.<br />
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<div class="center-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23184/">View attachment 23184</a> Characters and most normal enemies are 2D Sprites on a 3D world, and they generally appear very pixelated. I find them somewhat charming, though they can hamper depth perception in some fights.</div><br />
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<i>Ys: The Oath in Felghana</i> is specifically a reimagining of <i>Ys III: Wanderers from Ys</i>, a game that was a departure in a couple of crucial ways. Firstly, there's the plot, which sees series protagonist Adol Christin taking a trip to his travelling companion's hometown (that companion being Dogi, who characteristically turns up to break walls throughout the series). If you haven't a clue what the 'Ys' of the title is (or how to say it, which seems to be a common complaint) this game isn't going to tell you, and thankfully, it doesn't need to: it's enjoyable without knowing the backstory.<br />
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Secondly, between the original <i>Ys III</i> and its preceding games, the series had that bizarre Zelda style detour from top-down action to side-scrolling platform action (though the RPG elements make titles likeWonder Boy in Monster Land a more accurate comparison). This remake settles on a kind of doll-house style 2.5D in its attempts to address decades old dissatisfaction with that sudden change of design: visually, you're sort of 'peering into' a three-dimensional set that takes occasional influences from the original 2D world, and has a largely linear, mostly left to right path.<br />
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The playing space can be inventive, and there are plenty of sidestepping opportunities and more open, full-3D sections, but the weakest part of the game is undeniably its graphical side. For a game destined for Sony's portable, the lack of fancy effects and high-resolution textures is only to be expected and I have no qualms about glossing over the 'issue'. That said, the legacy of the 23 year old original's design is that the environments are fairly generic: mines, ruins, a lava cave, an ice cave and so on... you know the drill. It's all pulled off nicely enough, but there are no moments of definite flair.<br />
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<div class="center-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23187/">View attachment 23187</a> The game's script occasionally pokes fun at infamous RPG logic. Here, the town's blacksmith explains why monsters are such a good source of smithing materials.</div><br />
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Similar criticism can be levelled at the game's story, which is essentially a quest through each of these environment clichés to gather certain MacGuffins before the main villain swipes them anyway and summons an ancient evil. If you've played more than one, possibly two RPGs you will know what the main twists are in this tale. However, I'm again inclined to excuse the game on the basis that it was doing this stuff when I was chewing crayons and watching Rosie and Jim, and it's in no way offensively bad... just familiar. Comfortable even.<br />
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The important thing is that this is an action-RPG with a very strong combat system. Ok, so I just stepped back from calling it 'extremely strong', and you'll find out why in a paragraph or two. But for now, know The Oath in Felghana as a game with solid dungeon crawling (and a disarmingly good soundtrack), where the emphasis is on whacking large groups of enemies quickly for the largest damage multipliers and experience point boosts.<br />
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In addition to your sword, you have a recharging 'boost' gauge for more frenzied slashing, and three chargeable magic attacks to cycle through. Fire, wind and earth provide you with a ranged attack, area attack and shield respectively. Additionally, they can be used to find secret routes and rooms for more gold and equipment. Both the platforming and the combat controls are quick and precise and the game is in no way monotonous despite being essentially rather repetitive.<br />
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<div class="center-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23186/">View attachment 23186</a> This was definitely one of the bosses that caused me the least trouble, hence the fact that I managed to get a screenshot of it. I still died enough though.</div><br />
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And then the boss battles happen. Personally, I'm of the opinion that they're kind of superb, but I'm pretty sure my housemates won't have this impression. There isn't a boss in this game that didn't take at least five attempts, and most took twenty (and the rest). And given that there are no potions to neck in this game, that you go into a boss battle with just your sword, your magic and your skills, I compensated for the lack of statistical boosts by daisy chaining expletives until those dastardly bastards finally croaked.<br />
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Each one has several moves and often a number of phases in the battle, and in most cases I'd wade in, die repeatedly without making a dent on their HP bar and curse what seemed to be an incomprehensible bullet-hell of an encounter. And then you find that rhythm, notice how each one telegraphs their moves and learn how the patterns change as you wear them down. So when those bosses die, the pay-off is all the greater. And you know, when it has taken you half an hour to put an end to the harbinger of the end times, you kind of stop viewing it as the lame cliché it really is.<br />
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XSEED are specifically targeting the difficulty loving crowd with this title, but anyone who enjoys a good old-fashioned action-RPG will appreciate this modern take on a needlessly lesser-known franchise. And whilst I can't say I'm going to lose any sleep over finding out what happens next in the adventures of Adol Christin, the fact that more games in this series to follow this great example to the west, (hoping to find an audience on the PC of all places) is something I'm unequivocally in love with.]]></description>
      <pubDate>Fri, 13 Apr 2012 21:21:43 +0000</pubDate>
      <link>http://www.valvetime.net/threads/ys-the-oath-in-felghana-review.187624/</link>
      <guid>http://www.valvetime.net/threads/ys-the-oath-in-felghana-review.187624/</guid>
      <author>kupocake</author>
      <dc:creator>kupocake</dc:creator>
      <slash:comments>10</slash:comments>
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      <title>FYI: Left 4 Dead 2’s player blocking feature</title>
      <description><![CDATA[A few months ago I wrote the first &quot;For Your Information&quot; about all of those <a href="http://www.halflife2.net/forums/showthread.php?179667-For-Your-Information-Installing-Games-with-DirectX-on-Steam" target="_blank" class="externalLink" rel="nofollow">DirectX installations on your machine</a>, and it turned out to be curious enough information according to the responses I got through our site and a few others. Fortunately there's a lot of these gem responses from Valve on their Steam forums, but they're quickly buried by other posts. I'm here to help find and bring them to light.<br />
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<div align="center"><a href="attachments/23078/">View attachment 23078</a></div> <br />
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Trying to deal with griefers inside of your game server can be a tedious task. A server admin would usually ban problematic players through the console with the help of a server modification. But, in this new world of &quot;official servers,&quot; there's fewer and fewer humanoid admins to take care of the problem. So how does a company like Valve remove these guys from your gaming experiences automagically? One way is to create a global player blocking system.<br />
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<br />
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So back in December, Valve added a <a href="http://www.l4d.com/blog/post.php?id=7025" target="_blank" class="externalLink" rel="nofollow">player blocking system to Left 4 Dead 2</a>. In short, this feature allows a player to block another player, basically disallowing the two to play in the same server together. But because this globalized feature is left in the hands of you, it has stirred up the community, and has spawned a rather large argument about griefers and their potential ability to disrupt this new system.<br />
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Well, Chet Faliszek crawled out of the woodwork to lay out a rebuttal – <a href="http://forums.steampowered.com/forums/showpost.php?p=28547471&amp;postcount=237" target="_blank" class="externalLink" rel="nofollow">in this forum post</a>.<br />
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Chet layed down some simple logic to start, perhaps also outlining the key principle for this feature. He said that &quot;If someone is a jerk, they are a jerk.&quot; And by nature this will manifest in other ways that will only hurt the griefer in the long run, as intended.<br />
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<blockquote>There are more people playing than you think. Many, many, more. If you can reach an official server, you are in an area where there are more than enough people to support you if you yourself aren't the jerk. We hope hardcore jerks DO have a problem finding games.</blockquote> <br />
<blockquote>Jerks don't have one or two reports/blocks, they have 10s of reports. They don't have three people conspiring to block them. They have 20 completely random strangers on the Internet all deciding they no longer want to play with them.</blockquote> <br />
So in tangent to this fact, as time goes on and as good players are reporting problematic players, this system of blocking will work itself out in any case. A griefer, is a griefer, is a greifer. Overtime, this network of blocks will morph into a web, and griefers will be stuck on the other side away from you.<br />
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<blockquote>If jerks who behave horribly have fewer games to play in - good. Giving power to the players is always a goal. They get to decide who they want to play with. It really is that simple.</blockquote> <br />
Chet said that the blocking players features will be released with their future games and will continue to be improved upon. If you'd like to read more of what Mr. Faliszek had to say, you can read his post <a href="http://forums.steampowered.com/forums/showpost.php?p=28547471&amp;postcount=237" target="_blank" class="externalLink" rel="nofollow">here</a>, and you can join in on the debate as well.]]></description>
      <pubDate>Sun, 01 Apr 2012 18:59:35 +0000</pubDate>
      <link>http://www.valvetime.net/threads/fyi-left-4-dead-2%E2%80%99s-player-blocking-feature.182236/</link>
      <guid>http://www.valvetime.net/threads/fyi-left-4-dead-2%E2%80%99s-player-blocking-feature.182236/</guid>
      <author>-smash-</author>
      <dc:creator>-smash-</dc:creator>
      <slash:comments>3</slash:comments>
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      <title>Zombie Master Postmortem</title>
      <description><![CDATA[It's been almost 3 years now since the last, cadaverous update to Zombie Master was released to an unsuspecting and largely uncaring world, so it seems like a good time to dig up the still-twitching corpse and put it on the slab, where I can cut it open, weigh the lungs and poke around in all the purple, wobbly tubes.<br />
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<br />
<b>What is Zombie Master?</b><br />
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In a nutshell, Zombie Master was a mod for Half-Life 2, pitting a team of human survivors against merciless zombie hordes, summoned and controlled by another player - the Zombie Master.<br />
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It was remarkably popular at the time - it had more simultaneous players than any other Half-Life 2 mod at the time. In fact, it's still relatively popular even today. There's almost 20 active servers running the mod, maps are still being made, hours are being logged.<br />
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Zombie Master had an interesting, and somewhat difficult gestation, which I will go into in more detail later on. Suffice it to say for now that we didn't really follow the traditional path that mod teams tend to take. We didn't attempt to pass ourselves off as a game studio, set up a flashy website, or start posting crappy concept art, untextured weapon renders and help wanted ads.<br />
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Angry Lawyer, theGreenBunny (TGB) and myself all knew each other from a couple of forums we frequented. Angry Lawyer had come up with the Zombie Master concept and put together a rough first build, which he invited several people to help him test. It was remarkably fun to play, especially given the roughness - there was one map, modified from one of Half-Life 2's Ravenholm maps. The Zombie Master himself was not an ethereal, bodiless being - he was a human in the default spreadeagle pose, floating in the air, but none of that mattered, because it worked. The Zombie Master could summon zombies into being, and control where they shambled. The human survivors had no objectives other than to continue attempting to survive, but it was fun.<br />
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After playing, TGB offered his assistance with the coding, and I said that I would make some custom maps. Thus was the Zombie Master team born.<br />
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<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23103/">View attachment 23103</a><br />
The MinerInconvenience map.<br />
</div><b>What went right?</b><br />
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Plenty of things went right, especially at first. While the enthusiasm level is high, ideas are plentiful, problems all seem eminently surmountable and everything seems to just flow. That's not something unique to Zombie Master, though. Probably the biggest point in our favour was that the concept worked really well. Despite being asymmetric, the game as it was when we started out was remarkably well balanced, and fun to play. Fighting off near-endless zombie hordes was far more rewarding and enjoyable simply because they were being controlled by someone else. For the person playing as the Zombie Master, there was massive satisfaction in killing the survivors. Essentially, we had a group of people playing a survival horror first-person shooter, and one person playing a real-time strategy game, and it worked.<br />
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We also made great initial progress. Having two programmers seemed a definite boon. Features were implemented and refined quickly, broken things were fixed. For my part, I already had an existing map that I had made for Valve's Half-Life 2 Deathmatch contest, which I modified to be the first official Zombie Master map. I implemented a horribly complex system of logic to allow for objectives - in this case, the survivors had to collect the parts for a truck that were scattered around the map (in semi-random locations) and the Zombie Master had to prevent them. Again, it worked well. Playing with the small group of testers, I was able to update and modify the map when necessary.<br />
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In addition, we had other contributors in terms of concept art for new zombie units and weapons, audio, models. TGB modified a lot of the existing Half-Life 2 models for the zombies and survivors, and made new weapon models. Angry Lawyer put another map together. It was progress!<br />
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It wasn't long until we had what we considered to be a workable beta, one that we could release to the public. So we did. We asked Valve nicely, and they mentioned our release in a Steam news update. We had a basic website up with a forum (<a href="http://www.zombiemaster.org/" target="_blank" class="externalLink" rel="nofollow">www.zombiemaster.org</a>) and we were off!<br />
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The reception was, frankly, overwhelming. We had thousands of downloads, other sites mirrored the files, Zombie Master was spreading. We carefully watched the Steam server statistics, and Zombie Master climbed steadily upwards, overtaking many other mods and eventually ending up as the most-played Half-Life 2 mod - a position that it then occupied for a long time afterwards. Spurred on by this unexpected popularity, we continued to update Zombie Master. We released patches with bugfixes, new zombie units, new maps, new weapons.<br />
<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23102/">View attachment 23102</a><br />
We had always adopted the approach that the only weapons we would use would be ones that survivors would realistically find in a zombie apocalypse. We eventually relented and added a Mac-10, after a playtest on our server where we enabled cheats and gave everyone machine guns. However, we made it possibly the most horrible gun ever. Utterly inaccurate, and went through ammo like it was going out of fashion. So guess which gun everyone ran to grab at the start of a game?</div><br />
We did interviews for websites, Zombie Master appeared in PC Zone magazine (we even had a Wikipedia entry!) Probably the biggest indicator of having &quot;made it&quot; however, was when you join a server running your game. We had hardcoded our Steam IDs into the game, so that our names would appear in the scoreboard as a different colour to normal players. So joining a server and having to spend most of your time fielding questions as to why your name was purple, could I have a purple name please? No, wait, I want gold! No way, you're not one of the developers. I know the developers personally, so you must be a hacker. Dude, your maps suck! Such are the rewards of internet success!<br />
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What was truly gratifying is that people really seemed to &quot;get&quot; Zombie Master. In a lot of cases, it would be very easy for a ruthless player to annihilate the human players, and certainly to prevent them from completing their objectives. However, most players tended to play the Zombie Master role as more of a Dungeon Master - playing in such a way as to make the game challenging and entertaining for the human survivors. It would be nice to say that we always intended Zombie Master to play in that way, but it was an unintended consequence, albeit a very pleasant one.<br />
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By this time, we had more people involved in Zombie Master's development, although it was still a very small team, and I apologise in advance for not crediting everyone individually by name. However, the core of the team was still TGB, Angry Lawyer and myself. Looking back on Zombie Master in those terms, it was a massive success, certainly far exceeding what little expectations we had for it.<br />
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<b>What went wrong?</b><br />
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In a word, apathy. And disillusionment. Okay, that's two words, and there were others, too.<br />
It's hard to pinpoint exactly when Zombie Master started to die, in terms of development. I know that I was having major issues with motivating myself to create more content for it. One factor that I failed to take into account is that there are so many griefers in online play. So, so many. Zombie Master relies on a degree of co-operation between the human players in order to complete their objectives. Yet there are so many players out there who exist purely to prevent that from happening, even to the extent that they will co-operate with each other to actively stop the other players. In my maps, this mostly consisted of finding ways to remove or hide the collectable items. So, to counteract this, I had to constantly make revisions to my maps to block off whatever exploits cropped up. This became enormously time-consuming, and the time I would have spent working on new maps was instead spent fixing player-caused issues.<br />
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It's extremely difficult to maintain your motivation under those circumstances. Yes, I know, first-world problems and all that, but in the context of Zombie Master's development, it had consequences. There were, I believe, similar feelings of ennui for the other team members. We were putting hard work into just maintaining, rather than creating anything new. Planned new units, new weapons weren't getting implemented. Enthusiasm and morale were practically non-existent. Things were definitely going downhill.<br />
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Part of this may be due to the fact that we were only a small team. While we didn't have the problems that large teams have (specifically where you have lots of satellite staff and no oversight, so often little work gets done) and in fact, we were proud of the fact that we weren't like most development teams. We had no hierarchy, and also no plan. Zombie Master was entirely, one hundred percent, made up as we went along, and that was starting to gnaw, undead-like, at our backsides. While we had other people helping us, we were still lacking in some departments. Most notably, we were still using the Half-Life 2 content modified by TGB and, while it was adequate for our needs initially, it was something we had always planned to replace, but we didn't have anyone who could do it. We had some great concept art for the zombie units, but no way to use it.<br />
<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23101/">View attachment 23101</a><br />
The PC Zone article.<br />
</div><br />
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At around this time, we were hit by a psychological blow - Valve's own Left 4 Dead had what we could only call remarkable similarities. A team of human survivors, pitted against Valve's zombie-controlling AI director, have to complete objectives to continue surviving. Even some of the zombie units were uncannily similar. Left 4 Dead's Hunter was similar to Zombie Master's Banshee. Their Tank similar to our Hulk. I want to be very clear at this point - I am not accusing Valve of plagiarism. What I'm trying to say is that a similar game, made by Valve, was obviously going to blow us out of the water. There's no way that we could compete, and as we were sharing the same playerbase, people would be playing Left 4 Dead instead of Zombie Master.<br />
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A second blow came when Valve started allowing mods to publish directly via Steam, rather than merely linking to their sites on a pseudo-store page. This was by invite only, and Zombie Master was not invited to be one of them. When other mods with far, far lower player numbers than ours were being asked to publish on Steam, it was pretty much the final psychological nail in the coffin. We pushed out one final patch for Zombie Master, by sheer coincidence on Hallowe'en , and that was The End.<br />
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<b>The Ugly?</b><br />
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Custom maps. Ugh. I really have a love/hate relationship with them. Most of them are awful. Truly, truly awful. Some are good. A few are excellent. I did my best to help - I released the source to the map I used for testing my logic systems. The object collecting, random spawning, timers, counters, all there to be repurposed. Yet most maps were horrible, clunky affairs with the only objective being &quot;don't die.&quot; Some even abandoned aesthetics entirely, releasing blocked-out, development-textured environments that were just eye-gougingly horrible to behold.<br />
 <br />
&quot;Upgrade&quot; servers. Even more ugh. These were servers using plugins to modify the gameplay of Zombie Master. Human players could earn points, increase their health, speed etc. Even heal themselves, which was completely and utterly against the core gameplay.<br />
 <br />
The source release. A year or so after Zombie Master's demise, we released the source code so that other teams could build on and modify it. In retrospect, and in my opinion, this was a mistake. Not many people actually used it. Half a dozen teams popped up, wanting to continue with Zombie Master, but none really did anything. Some took the code and made an utter travesty of the original, putting in multitudes of near-identical and pointless weapons.<br />
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<b>The future...</b><br />
 <br />
Zombie Master is undergoing a resurrection of sorts. A small team has come together and has started work on remaking Zombie Master for the newer version of the Source engine. They've fixed a lot of the bugs, added some useful new features, units and weapons and are generally doing well with it. More importantly, they've got the blessing of the original development team to use the Zombie Master name, so look out for Zombie Master 2 in the not-so-distant future.<br />
 <br />
As a brief addendum, I'd like to thank everyone that was involved in the creation and support of Zombie Master. The core developers, those who came and went, the testers, the players, the forum communities and even Valve themselves. Interestingly, not a single person ever complained about the awful puns in my map names. On the other hand, not a single person ever found the easter egg in the MinerInconvenience map either.<br />
<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23100/">View attachment 23100</a><br />
The MinerInconvenience easter egg - all the currently-living players have to stand between the graves for 30 seconds, and a shaft of light will descend and give everyone full health. Good luck actually doing it, however...</div><br />
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<b>Angry Lawyer's comments:</b><br />
 <br />
The idea of Zombie Master was born out of an earlier concept. The very first pieces of code were from a project called Conquest: City 17, which was supposed to have been an RTS using the Half Life 2 setting. At the time, the Half Life 2 SDK hadn't been released for long, and a lot of concepts for zombie-themed mods had appeared, all with very similar goals and playstyles (I think most of them ended up stillborn). I was contemplating what would actually bring something new to the genre, and a flash of inspiration struck me: RTS zombies, versus first person survivors. I took what code I had written for CC17, slapped some zombies in it, and made a quick prototype, and it was an instant hit amongst those who I could gather up for a playtest. I think that was one of the keys to our success - rapid prototyping.<br />
 <br />
Zombie Master couldn't have happened without the support of the rest of the team - I got to work with some fantastic people on it. At the time, I was pretty new to writing C++ on that scale - without TGB and qckbeam shoring up my memory leaks, and figuring out how to actually get the thing to compile on Linux, the game would probably have never been released. My attempts at mapping were dire - the one map that I did - Warehouse - was awful, until it got a much-needed overhaul by Pi. Pi's maps were fantastic - when he showed us them, I suddenly realised that Zombie Master wasn't just a hacked-together toy, but a proper game.<br />
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I'm still pleased that, considering we were such a tiny team, we were one of the only zombie-themed mods to actually ship, beating those with high production values and pages upon pages of press release and concept art.<br />
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I think what killed a lot of the passion for me was the less savoury parts of the community. There were those who would constantly grief and exploit, and when we fixed bugs like wall-running giving you infinite acceleration, they would kick and scream on the forums. Yet more just didn't understand the idea, and clamoured for high-end military hardware to be added, and the Zombie Master player to be replaced with an AI - they didn't want to play Zombie Master, they wanted to play one of the many never-to-be-released slaughter-all-the-zombies mods, and as they couldn't, they wanted ours to be like them. It breaks you down, eventually.<br />
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It's been several years since its heyday, and I still wake up sometimes, itching to write some code for the game. The thing I miss the most is working with such a great team - I've not worked with a group as talented, or a group that I've gelled so well with, since.<br />
<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23099/">View attachment 23099</a><br />
Angry Lawyer's Warehouse map.<br />
</div><br />
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One of the most surreal parts of development was the run up to release. Most mods were very self-aggrandising with their pre-rendered environments and pretty trailers and the like - instead, we recorded a series of cringeworthy in-character voice logs and put them on the placeholder website. It actually went down really well.<br />
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<b>TGB's comments:</b><br />
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I quit twice in the four years I worked on Zombie Master. Here's a contrary opinion: the ZM team was too small. Sure, Pi took care of the maps, and at one point we even had three active programmers. Three! Many an enterprising mod founder grows jealous at the thought. But, as it turns out, there's a lot more to do. And someone has to do it. That was me. Next to the big lump of programming I was doing, there were some models, some textures, the website, the forums, the bugtracker, the SVN repository, the Linux server version, packaging releases, (not) answering email... I juggled pretty much all of it. I was wearing a ridiculous number of hats before Team Fortress 2's drop system was a glint in Robin Walker's evil, beady eyes.<br />
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If you ever find yourself making a mod, get yourself a guy who will deal with all this stuff. Someone who isn't also a programmer or artist or mapper, who can step up and take care of all the random things that need doing. An unholy mixture of a community manager and a sysadmin. Maybe they exist. All I know is, ZM didn't have one, and all those hats could weigh rather heavily. Sometimes even your hobby can start feeling like a responsibility.<br />
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There's something more important you can learn from ZM though: don't use Source. Just don't. Step away from the SDK. You will regret it. If back in 2005 I had had the experience to recognise what an atrocious mess the Source SDK is, I would not be writing a mod retrospective today. Horrible mess of a codebase, far too little documentation, terrible tools. Valve's lauded fantastic support of the mod community? It does not exist.<br />
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More than anything else, it was Source that drained me of motivation in the end. Always the mysterious issues that would crop up, always the difficulty in working out how to bend the spaghetti of Source to do what we needed it to do (the engine was never made for RTS gameplay).<br />
<div class="left-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23098/">View attachment 23098</a><br />
The unreleased (but almost complete) Streets map.<br />
</div><br />
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I quite simply burned out on ZM once in '06 after a gruelling time of merging in a massive code update Valve had dropped on the mod community, where it took us literally months of work to merge in the update and fix the resulting mess (which was in part our own fault, product of our inexperience). Angry Lawyer soldiered on and released the first version of ZM not long after, and people actually enjoyed it! Clearly things weren't as bad as I thought, and I was motivated again. A testament to releasing as early as possible.<br />
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Still, nearing the end of '07 everyone on the team had, essentially, seen enough. Two or three years is a long time to spend bags of free time on a single project that was a mix of fun and frustration. Things dragged on until we released what was intended to be the final version, but not before I managed to fix some long-standing issues I'd wanted to fix for a long time. Now I felt I was truly done, though I stuck around to fix some of the post-release bugs and released the very last update at the start of 2009. And that was the end of it.<br />
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I swore I'd never make anything on the Source engine again. Then a few months later started working on Trouble in Terrorist Town. In Garry's Mod. On Source. But let's not dwell on that.<br />
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ZM was four years of work, highly educational and somehow fun, but often a slog. All for a game few people even know about, now only played by weird people who enjoy crappy gimmicky maps with gameplay-destroying server plugins. There's your final take-away! If you only want to make a mod for the fame, the praise, and the end result: don't even start.<br />
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If, however, you just enjoy making things that you enjoy playing, and perhaps you found some friends with a similar attitude, well, who knows what will happen. Perhaps you'll make a mod. Perhaps a zombie game, but different. Say, what if you have a team of survivors in a zombie apocalypse, but the zombies are controlled by a player, RTS-style... Nah, that's never going to work.]]></description>
      <pubDate>Fri, 30 Mar 2012 13:46:35 +0000</pubDate>
      <link>http://www.valvetime.net/threads/zombie-master-postmortem.182276/</link>
      <guid>http://www.valvetime.net/threads/zombie-master-postmortem.182276/</guid>
      <author>Pi Mu Rho</author>
      <dc:creator>Pi Mu Rho</dc:creator>
      <slash:comments>7</slash:comments>
    </item>
    <item>
      <title>Making Of - ValveTime Alyx Intro</title>
      <description><![CDATA[Most of you will have seen our teaser video before ValveTime.net launched. We were fortunate enough to have Merle Dandridge, the voice of Alyx Vance, to have done a voiceover for us and there was no friendlier a face than Alyx Vance to welcome you to our new home.<br />
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<div align="center"><iframe width="533" height="300" src="http://www.youtube.com/embed/8S1mnXu7ZZs?rel=0" frameborder="0" allowfullscreen></iframe></div> <br />
We needed someone to fire up the SDK and use faceposer to match up the words to the face. This wouldn’t be easy. Pi Mu Rho, our resident staff modder has an allergic reaction to using the SDK these days, so we needed to outsource. I needed someone I could trust with a good record of shipping finished mods to a high quality. But I couldn’t find one of those. So I asked Au-Heppa (From <a href="http://hlssmod.net/" target="_blank" class="externalLink" rel="nofollow">Half-life Short Stories</a> – Human Error, Water and Last Zombie). <br />
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Au-Heppa was very happy to help our cause, being a long term visitor and contributor to halflife2.net. With a huge range of skills at his finger tips, I knew I could have complete confidence in his ability to turn my vision into reality. We parted ways that evening after having sent Au-Heppa the audio file of Merle’s voice over and the site was coming together beautifully thanks to Yorick and Chris_D. I drifted off to sleep with a smile on my face.<br />
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You may be wondering what my initial vision was. Well, the final version you’ve seen is very close. Alyx’s face central, a quaint smile, a bright and happy background of any sorts, then Alyx soothes our ears with ‘Valvetime.net, coming soon’ and a gentle fade away. When I woke up the next morning, the workhorse that is Au-Heppa had already delivered. And so I present version #1 as Au-Heppa begins his assault on my sanity.<br />
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<div align="center"><iframe width="533" height="300" src="http://www.youtube.com/embed/C7VNCO_Bi_M?rel=0" frameborder="0" allowfullscreen></iframe></div> <br />
I sat there for the next 10 minutes trying to determine the most tactful way in which to provide ‘constructive criticism’. I felt just as a structural surveyor would when visiting a newly built house and being told the foundations were made of placentas. Perhaps it was my fault; I had been quite vague and allowed Au-Heppa artistic freedom. I thanked him for his efforts and suggested (while gritting my teeth and pounding my fists) the mood of the video could be lighter. It didn’t need to include a zombie escaping a bathroom and Alyx should be smiling, not verging on the suicidal. Au-Heppa understood completely and quickly set about his tools to reinvent the scene. But he was just warming up...<br />
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<div align="center"><iframe width="533" height="300" src="http://www.youtube.com/embed/qQyW9V1TmvM?rel=0" frameborder="0" allowfullscreen></iframe></div> <br />
Now I was verging on the suicidal. The audio clip sent to Au-Heppa included me asking Merle for the soundbite ‘Valvetime.net, coming soon’ to which Merle asks ‘Valvetime.net?’ and I reply ‘That’s right, perfect’. This part was never meant to see the light of day however Au-Heppa went to his recycle bin and found a use. A conversation between Alyx (Merle) and Barney (myself) was now part of the scene. You will also note besides this major tangent the tone is still sombre and Alyx looks as close to cracking a smile as she did at the end of Episode 2. In fact, the very purpose of announcing the site name no longer existed in the video! Just as Alyx had done, Au-Heppa back in Finland was shouting “NO”. Yet again, I thanked him for his efforts and prayed to the spaghetti monster for something with a happier tone. And you know...something slightly closer to what I needed. Au-Heppa was very understanding, he knew exactly how to fix those problems and bring a smile to my face.<br />
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<div align="center"><iframe width="533" height="300" src="http://www.youtube.com/embed/d1wfnX0qRzA?rel=0" frameborder="0" allowfullscreen></iframe></div> <br />
Except, it was Barney’s face (with my voice) which had the smile. I began to wonder if I were perhaps speaking in riddles or if I had said “the video should contain this sequence of events OR WHATEVER YOU THINK OF”. I sensed Au-Heppa could feel my frustration from video 2 and video 3 mocked me as Barney Calhoun grabbing Alyx’s legs, desperate for her to say those words. Still keeping in my voice, the Alyx and Barney conversation and the sombre tone (none of which I asked for!) Au-Heppa had conceded some territory and provided the Alyx smile I had endlessly campaigned for. The freakish yellow glow (of jaundice I assume?) would have to do. It was progress at least. Again, in my subdued anguish I spelt out what had to go. NO BARNEY CONVERSATION, PLEASE REMOVE. Au-Heppa said “ok” and went offline immediately.<br />
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<div align="center"><iframe width="533" height="300" src="http://www.youtube.com/embed/WHkoQR3-ZCI?rel=0" frameborder="0" allowfullscreen></iframe></div> <br />
I have a feeling I once told Au-Heppa I like the Die Hard films (except 4.0 obviously) so he went and made me an action sequence. Yet again, not in the script I asked for but I was getting used to this problem. I was expecting to see Alyx replaced by Father Grigori at some point. I actually liked this video a lot, even though it wasn’t even close to the original concept and my voice still remained. I still don’t quite follow the story, perhaps it is some kind of Combine audition to be the new face of ValveTime.net but Alyx wanted the job so badly she kicks the door down, kills the guards and as the director I’m so impressed I hire the murdering psychopath. In one last ditch attempt I pleaded with Au-Heppa to add some colour to the video and make it a cheerier atmosphere. He gave me his word he would. I prepared myself for being disappointed while Chris_D told me “it’s going to be alright”.<br />
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<div align="center"><iframe width="533" height="300" src="http://www.youtube.com/embed/i3C_Dun_JsI?rel=0" frameborder="0" allowfullscreen></iframe></div> <br />
This is the point I quit and Chris_D had to save me from jumping. YES I got my cheerier atmosphere in a lovely flowering meadow, YES we had full blown Technicolor images but my voice remained and the largest plot twist in Half-life had been revealed. The Gman rocks up in VW Beetle (parking it in a fence) and shows he’s the puppet master for Alyx Vance. In a video which was just supposed to be an introduction to ValveTime.net, we had been to some dark and far away places. I didn’t know where this was going to end and in the chaos of preparing for the site launch I had neglected to notice that Au-Heppa had been playing me for days.<br />
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I was well and truly defeated, battered and bruised by an opponent I didn’t know I was fighting. I went to Au-Heppa in a moment of need and vulnerability and he trolled me over a fortnight. Never once did he crack or lose focus on his mission and for that I commend his skill and persistence. The eventual finished video you saw above was produced in a heartbeat by Au-Heppa after Chris_D intervened, removing me from the project and by alerting HM Revenue and Customs to hold the harpoon gun I had ordered. Au-Heppa still considers the finished video “the boring version” which I wish was a phrase I had coined much earlier on so I could have said “make a boring version”. However, now all versions are here for the world to see, what is your favourite? As crazy as this completely true sequence of events was, mine definitely isn’t “the boring version” after all.<br />
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<span style="font-size: small"><i>Additionally, if you'd like to hear the interview I did alongside William with Merle Dandridge go <a href="http://www.podcast17.com/interviews/audio/merle-dandridge/" target="_blank" class="externalLink" rel="nofollow">here</a>.</i></span>]]></description>
      <pubDate>Tue, 20 Mar 2012 20:44:25 +0000</pubDate>
      <link>http://www.valvetime.net/threads/making-of-valvetime-alyx-intro.182258/</link>
      <guid>http://www.valvetime.net/threads/making-of-valvetime-alyx-intro.182258/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
      <slash:comments>8</slash:comments>
    </item>
    <item>
      <title>The Episodic Problem</title>
      <description><![CDATA[I understand the demand for the next instalment of the <i>Half-Life </i>series. Not only has it been four years since we last saw Gordon and friends in-game, but it’s been four years since we saw them <i>at all</i>. The rest of Valve’s repertoire has seen comics, full-blown sequels, DLC, frying pans and golf clubs. But whilst that doesn’t strike me as fair for those anxiously awaiting the next chapter, the absence of <i>Episode Three </i>is something I find relieving. Now, I’ve been meaning to write this article for a very, very long time, and the only reason it has been slow in coming is simply that I’m lazy. But <a href="http://forums.steampowered.com/forums/showthread.php?t=2466034" target="_blank" class="externalLink" rel="nofollow">this</a> (specifically: “when [in 2007] Valve decided to put their episodic efforts on hold”) rejuvenated my interest in writing the piece, and all the questions I’d wanted to explore regarding the episodic experiment came back to me. So, here I am, fresh from a return to Valve’s alien-ridden dystopia, clearer – I hope – on exactly why the absence of Gordon’s culminating adventure is the best thing that could have happened to the series.<br />
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<div align="center"><div class="center-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23014/">View attachment 23014</a><br />
The Episodic Problem</div></div> <br />
That Valve have chosen to remain numb on the subject of the next instalment says to me that we are due a fully-fledged game in all but name (we’ll have to see if they title it “Episode Three” at all). I don’t mean to imply that a 4-to-6-hour adventure would be lacklustre after four years, and we have thus earned a longer title, but that perhaps it has occurred to Valve that Gordon Freeman’s adventures cannot be reduced to the minutiae of the “episode”. The serialised episode works as part of the bigger picture, but often that picture is illustrated extensively beforehand and the whole structure of the work is such that it is designed for the episodic format. It’s a question of content and form. An episode has its beginning, middle and end, and in the case of television series, we commonly judge an episode by its own merits. Valve’s episodes are likewise contained with their own respective themes and focuses, both in story and gameplay. <i>Episode One </i>had its focus on Alyx, both as a character and an efficient combat partner, and built a bridge between <i>Half-Life 2’s </i>close and the episodic ‘trilogy’s’ beginning. <i>Episode Two </i>introduced us to a wholly different setting, new enemies and launched the next phase of the story. It was more grandiose than <i>Episode One</i>, but it was nonetheless still an ‘episode’, and felt it.<br />
 <br />
In light not of <i>Episode Three’s </i>absence, but in looking retrospectively at the preceding games, I’m inclined to consider the decision to continue Freeman’s adventures in the episodic format a mistake. I can understand why they did it, and even now the decision makes sense from Valve’s point of view. Six years is a long time to build one game – to embark on another project of that scale would have been exhausting. We’ve also seen <i>Team Fortress 2, Portal </i>and <i>Left 4 Dead </i>in the post-HL2 era, and all of these games have benefited from what Valve learnt producing shorter instalments. But, as we can see from the missing final act, it hasn’t paid off for the <i>Half-Life </i>series. Playing through the two episodes again, I don’t believe that the core <i>Half-Life </i>storyline can be adapted to the episodic format. If the impetus was to release titles on a more regular basis, this came at odds with the specifications of the <i>Half-Life </i>series.<br />
 <br />
<i>Half-Life 2</i> ending on a cliff-hanger naturally had us wanting more, and for Valve, who had spent half a decade building this world, it was a great opportunity to continue exploring it. Enter <i>Episode One</i>, a direct continuation of <i>Half-Life 2’s </i>storyline with players once again taking on the role of Gordon Freeman. Valve were quick to differentiate this game from the expansion pack model fans were familiar with. It continued the story from where you left it, rather than taking you back and seeing events in parallel from another perspective. It was an exciting prospect to think that the fate of Alyx, Eli and Mossman would be revealed so soon. To seal the deal, the veil was to be slowly lifted on the ominous G-man. Unfortunately, the act of bridging end and beginning doesn’t quite work. The out-of-character montage at the beginning of <i>Episode One </i>is an attempt to convert <i>Half-Life 2’s </i>crescendo to the demands of the episodic format, and here is its first slip up. Gordon is whisked away from the G-man by the Vortigaunts, diluting in one spurious moment the crushing inevitability of G-man’s control over you showcased mere hours before. Yes, the story is now in part about G-man losing control, but the event is handled with such casual swiftness that it barely registers. It’s an attitude that, as we shall see, predominates both episodes.<br />
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Deposited once again in that Eastern European, city-wide gulag, you discover the Citadel is about to detonate and take an area of several miles radius with it. I remember reading this initial premise in PC GAMER and picturing panic-stricken citizens rushing for the city’s borders, clambering over the dilapidated infrastructure before a storm of who-knows-what proportions devoured Valve’s prize setting. And yet on my final journey through Sector 17, I met this man:<br />
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<div class="right-boxout" style="font-style: italic; font-size: 11px; color: white; text-align: center;"><a href="attachments/23006/">View attachment 23006</a><br />
The true villain</div><br />
<br />
The scene sets itself up nicely. Catching sight of us running down the street, the rebel sees we’re about to blunder into the soldiers now emerging from the tunnel. He hits the deck, aims his weapon, and blows them away. A hasty wave, and he’s gone. He’s not hanging around to see what happens next. But that’s not what happens. This total sod of a man just nonchalantly stands there with his rocket launcher, not even bothering to gesture down to us. Any sense of urgency the setting might have had is immediately nullified by an NPC’s that fails to react to his surroundings. Not even Alyx reacts to his presence – not even a “hey thanks for saving our lives”. If the Citadel once stood as a testament of Combine oppression and authority, it’s now an urgent reminder that you need to get the hell out of there. As a setting it should generate a sense of immediacy and tension and the game should be pushing on you to <i>move</i>. But with the rocket launcher man immobile and Alyx oblivious to his existence, the crumbling Citadel leaves the game’s reality and enters our own: it’s just a static object, and we need not fear it<br />
 <br />
It might be argued that given the rooftop he was on, he’d come from Barney’s base, but that only compounds the problem: those guys aren’t especially motivated either. They’re standing by the wall, sat on couches listening to Kleiner and making, well, jokes. Gallows humour? Maybe, but from every character? There’s some plan or other to get everyone on trains, but there doesn’t seem to be any <i>rush </i>to do so, despite the imminent danger they talk about. The dialogue Barney and Alyx exchange is sparse and boring; it is undoubtedly one of the worst scripted sequences in the series. Cobbled together to hasten the game’s progress, it’s tantamount to a mod team’s best efforts (which is not to disparage the mod community, of which I am a part: it’s an acknowledgement of the limitations of their situation, which is not an excuse Valve can use). Emotionally, neither Alyx, Barney or the rebels appear anxious or stressed, running counter to the setting’s requirements for tension. I <i>want </i>to feel like we should keep moving, but the bare minimum of effort to convey this mood has been applied. Can an episode accommodate such themes and do so effectively? <i>Episode One </i>is hardly a good example.<br />
 <br />
Recalling Water Hazard and even the later City 17 chapters of <i>Half-Life 2</i>, I felt a distinct atmosphere in both of them. The rebels’ need to get me moving through the canals as fast as possible was evident, and for the latter, the build-up in tension and climax as we approached our goal – the Citadel – was palpable and effective. The design did everything required of it to fuel the desire to surmount it. But the opposite is done to fuel the need to escape. Why? Alyx only appears urgent when prompted by static events, but is casual at all other times. Before I get to <i>Episode Two</i>, where the problems become even more egregious, I’d like to again touch on why I feel these problems are so prominent: the episodic format. <i>Episode One </i>is trying to tell a big story that requires a lot from its environment, its characters and its gameplay. In some aspects it succeeds: <i>Episode One </i>is still a good game that improves on its predecessor in a lot of ways (mostly gameplay related), but in many others – elements I feel were vital to <i>Half-Life 2</i> – it fails.<br />
 <br />
<i>Episode Two </i>is a different case to <i>Episode One </i>in that there’s an attempt to create a bigger game. <i>Episode One </i>suffered an overfamiliarity resulting from a return to City 17 and the Citadel - settings we’d been heavily exposed to in the previous game. If in some respects it felt lazy and uninspired, perhaps it was this sense of fatigue we had. The ‘outlands’ were a gratifying introduction, responsible for much of how refreshing <i>Episode Two </i>felt. Indeed, there’s a lot of good about <i>Episode Two</i>, but unfortunately, the problem of a condensed main storyline continues unabated. The most distinct manifestation of this is in how light-hearted the tone feels. Does that sound like a silly criticism? I don’t think so, because tone is important, and <i>Episode Two’s </i>tone is all over the place. The tragic ending feels like a scene from another game. It registers on an emotional level in a way the rest of the episode barely aspires to. And that’s a shame, because it’s a ****ing great ending.<br />
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Life and death in the <i>Half-Life </i>franchise has always been important. Each death in <i>Half-Life 2 </i>was one less human on the planet – with the suppression field in place, that meant one step closer to total extinction. The situation in <i>Episode Two </i>is very different, largely due to the destruction of the Citadel and the relative freedom of the survivors. But I wouldn’t consider this a <i>better </i>situation than was had previously. The Combine suffered an embarrassing blow on an unimportant outpost called Earth which consequently left them without means to call home. If they return, they are not going to spare humanity. The situation is now black and white. Humanity no longer faces eternal oppression, but death. Should that super-portal open, Earth “won’t last seven minutes”<br />
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With that in mind, compare these two scenes from <i>Half-Life 2 </i>and <i>Episode Two </i>respectively:<br />
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In <i>Half-Life 2</i>, you first encounter the synth gunship on your journey along the coast. Once you’ve helped the rebel outpost shoot it out of the sky, the excellent Bailey score sounds and the reality of what you’re fighting for becomes a little clearer. Rebels, tired and injured, barely standing, wonder what it is they’ve managed to live a little longer for. It’s a poignant scene that works on a number of levels, emphasising the stakes and the odds we’re up against<br />
 <br />
Enter<i> Episode Two</i>. The set-up is similar: the Hunter Chopper chase comes to a bottleneck at a resistance outpost and, minus a rocket launcher, you have to find a way to take it down. The solution involves using the Gravity Gun to use its own mines against it, and it’s little innovative scenarios like this that work very well on a gameplay level. But on an emotional and story level, it doesn’t work at all. A few rebels were mercilessly shot down in the process, but a couple are still standing as the ensuing scene requires it. What interaction occurs between these two survivors? The two of them share a joke. More of that gallows humour, perhaps?<br />
 <br />
Not for me. For me, it underscores the lack of attentiveness the episodes have for <i>Half-Life 2’s</i> established world, thematics and tone, summarily pissing all over it for a few laughs. Laughs that, I presume, filtered in from the development of the more tongue-in-cheek aspects of <i>Portal </i>and <i>Team Fortress 2</i>, which were being developed simultaneously. The result is that the life and death struggle has been diluted in favour of goofy humour that pervades most encounters with human NPC’s (see Sheckley and Griggs, or, later in the game, the Ar2 scene). One need only look back at <i>Half-Life 2 </i>to emphasise the change. Ravenholm. for instance, is a place you just don’t go. Alyx is reserved and solemn when she speaks of it. She doesn’t seem to want to talk about it, making hint – although few were needed – that something terrible happened there. And so it did. Ravenholm was shelled by the Combine and its inhabitants transformed into the grotesque zombies we’re familiar with. It is an appalling fate. Throughout the episodes however, zombie encounters elicit a “ZOMBIE-Q!” from Alyx – even though their cacophonous cries are as unnerving as ever! Is it to make to Alyx more fun to be around? To make her a ‘cooler’ companion? Perhaps; she was, after all, the focal point of <i>Episode One</i>. But it has a clear and detrimental effect on the entire emotional core of the games, and I think something significant has been lost by that.<br />
 <br />
All of this can, arguably, only be the result of the episodic format and its need to accommodate and convey the scale of events from <i>Half-Life 2. </i>In a perverse way, perhaps the <i>lack </i>of a prolonged development cycle has taken Valve away from the intimacy of dealing with all of these different moments within the game. That six year development cycle imbued <i>Half-Life 2</i> with something that a quick turnaround can’t quite replicate. <i>Episode Three</i>, on the other hand, might just have it: by not being an episode at all, but a game worthy of the continuation of Gordon Freeman’s story. If that does prove to be the case, let’s hope that Valve do eventually return to the episodic format, but create an experience born out of it, rather than for it.<br />
 <br />
I'll have more to follow on this topic in the near future, so if you'd like to keep up, feel free to <a href="mailto:ross.gardner09@bathspa.ac.uk">email me</a> or catch me on <a href="http://twitter.com/#!/Rossjg" target="_blank" class="externalLink" rel="nofollow">Twitter</a>.]]></description>
      <pubDate>Wed, 14 Mar 2012 07:40:11 +0000</pubDate>
      <link>http://www.valvetime.net/threads/the-episodic-problem.182148/</link>
      <guid>http://www.valvetime.net/threads/the-episodic-problem.182148/</guid>
      <author>Rossjg</author>
      <dc:creator>Rossjg</dc:creator>
      <slash:comments>24</slash:comments>
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    <item>
      <title>Metal Drift</title>
      <description><![CDATA[<a href="http://store.steampowered.com/app/32200/" target="_blank" class="externalLink" rel="nofollow"><b>Metal Drift</b></a> is the first game produced by indie developer, <i>Black Jacket Studios</i>. It takes place in the future with hovering tanks in an arena playing essentially a game of soccer. But in the future there are no penalties, there is only death!<br><br />
<br />
<b>Customisation</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><br />
Customization is a very large aspect of Metal Drift. You can mix various abilities and weapons to create up to 56 weapon combination's. Unfortunately though once you get to the Plasma Launcher, only then you will start to do enough damage to actually kill somebody. The Plasma Launcher is earned around your 10th level which you get to within 2 hours of gameplay. I have not earned it yet, but others have mentioned the &quot;Rocket Launcher&quot; is the best weapon in the game. It's a bit of a grind through the persistent levelling system in the game to get the better weapons.<br><br />
<br />
<b>Gameplay</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><br />
You start the round by choosing your ability and weapon and then the round starts. The goal is to capture a ball and bring it to your home base. This is very hard though because the bots in the game are experts. Once you grab the ball, they will be on you like hornets. Playing in a hovering tank can only be compared to driving in an airboat. It takes a great while to get used to and when you do, you will find out the best tactics. The best tactic is driving a bumper car ironically. The tank can only move it's gun 90 degrees so ideally you want to ram the opponent into a wall, or better yet, you firing at it's back. You might even get the tank stuck. Often times there will be a duel. You constantly circle each other and try to aim ahead of the tank to score a hit. Sometimes your blast will go under the tank or you will miss.<br />
<br />
<br><div align="center"><a href="http://www.halflife2.net/news_images/200911/1257262449_pic1.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200911/tn_1257262449_pic1.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257262449_pic2.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257262449_pic2.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257262449_pic3.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257262449_pic3.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<br />
This is why I mentioned earlier that getting the Plasma Launcher or the Missile Launcher is the best weapon because the Plasma Launcher puts out a lot of damage. The Missile Launcher though doesn't require you to aim too much which is great if your trying to steer a hovering tank.<br><br />
<br />
The real secret to success in Metal Drift is to power up your weapon. You slowly gain power over time but if you score a hit on the enemy, you get a major bonus to power. Power can be used for a speed boost or powering up your weapon. When you power it up, it changes form and uses up a lot of power. Score a hit, and you might kill the guy or do massive amounts of damage getting more power for a second massive blast.<br><br />
<br />
<b>Visuals, Audio, Achievements</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><br />
The visuals are pretty good. The background has flashing billboards blurred by the distance. The best part of the visuals are the explosions with junk flying everywhere after a kill. Usually when a group go to battle there are massive explosions everywhere. As this is all happening, the announcer is announcing what is happening like a real sports game. It must have been done with a real sports announcer because it is really good. There are 22 achievements so far with more promised in the future.<br><br />
<br />
<b>In Summary</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><br />
Metal Drift needs <i>more</i>. It needs more people like you reading this review to buy the game. Currently there are a lot of bots but also a couple of players. It's probably more suitable for a LAN game and I think that is where Metal Drift would shine the most. It needs more level variation as there are only 2 levels and they look very similar. It needs more speed and less bumper car action. <br />
<br />
<br><div align="center"><a href="http://www.halflife2.net/news_images/200911/1257263192_pic4.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200911/tn_1257263192_pic4.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257263192_pic5.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257263192_pic5.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br />
<br><br />
<b>Pro's:</b> Bumper car action with explosions, persistent leveling system, the announcer, the customization of your tank.<br><br />
<b>Con's:</b> Fast, agile tanks is not Metal Drift. Level 10 is where the game starts to pick-up. The bots are a bit too good and are numerous on servers. Only 2 levels really.<br><i>Review by Hool10</i>]]></description>
      <pubDate>Wed, 11 Nov 2009 00:22:25 +0000</pubDate>
      <link>http://www.valvetime.net/threads/metal-drift.162597/</link>
      <guid>http://www.valvetime.net/threads/metal-drift.162597/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Lost Hope Modification</title>
      <description><![CDATA[<a href="http://www.moddb.com/mods/lost-hope" target="_blank" class="externalLink" rel="nofollow"><b>Lost Hope</b></a> is <br />
a single player mod for Half-life 2. The mod isn't set in the HL universe, instead <br />
it takes place in China. A time centred around a war ravaged world controlled by <br />
military might and shattered by civil war.<br><br />
<br><br />
Felix and Victor from the Lost Hope development team spoke with Halflife2.net about <br />
their new media and what we should expect from this fantastic looking mod.<br><br />
<br><br />
<b>Interview</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><br />
<b>Hectic Glenn: Your mod involves a struggle between a military group - the <br />
World Union and rebel groups, which side will players be fighting for and what have <br />
you included in the story for us to understand their problems?</b><br><br />
<br><br />
<b>Felix: </b>The player isn?t really part of any of the 3 factions. As <br />
a foreign war journalist you?re in China to document the war and the innocent people <br />
in it, when by surprise you get caught up in the conflict. And because of the player <br />
being there without permission, you are regarded as a rebel by the World Union, <br />
and therefore a threat.<br><br />
<br><br />
So the player was there to document the problems of the people caught up in the <br />
conflict (think of famine, violence, absence of emergency services etc) but ends <br />
up simply trying to save himself and the people around him. The local Chinese military <br />
forces however won?t be seen much, as they already have been wiped out by or defected <br />
to the rebel forces.<br><br />
<br><br />
<b>Glenn: Is it an almost total conversion? Being set in it's own universe, <br />
how many custom models and textures are going into this mod?</b><br><br />
<br><br />
<b>Victor: </b>Lost Hope will be a total conversion, however we're currently <br />
still using some HL2 props as placeholders. These will be replaced later on. We <br />
think it's important to do all our props and textures ourselves to keep a consistent <br />
art style in our levels and assets. How many props and textures we will use exactly <br />
is unimportant to us, we just want to make sure that we have all the assets needed <br />
to achieve the desired atmosphere. <br><br />
<br><br />
<div align="center"><br />
<a href="http://www.halflife2.net/news_images/200911/1257265004_screenshot01.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
<img src="http://www.halflife2.net/news_images/200911/tn_1257265004_screenshot01.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257265004_screenshot02.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257265004_screenshot02.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<b>Glenn:Set in the future you mention the WU provide China with 'high-tech <br />
military equipment', does this mean much of the weaponry in the game will be fictional <br />
fusion / pulse rifles, or will we see a mixture?</b><br><br />
<br><br />
<b>Felix: </b>In Lost Hope the weaponry will be fictional but not fusion, <br />
laser or pulse based. We're trying to keep it realistic and sci-fi at the same time... <br />
but because lasers don't give a cool bang and hand-held cold fusion is quite unrealistic <br />
we're sticking to old fashion gunpowder bullets.<br><br />
<br><br />
The 'high-tech military equipment' the WU provides China with, is the replacement <br />
of the Chinese military forces, and consists mainly out of unmanned anti-personnel <br />
robotics. This is what the player and the rebels will be fighting against in Lost <br />
Hope.<br><br />
<br><br />
<b>Glenn: What is your inspiration behind creating this mod? Are you doing <br />
a degree in game making or are you self taught?</b><br><br />
<br><br />
<b>Felix: </b>Most of the team is self taught, some are professional others <br />
do it as a hobby. It?s a great way to build up a portfolio, Victor and I got hired <br />
based on the work we had done for Lost Hope.<br><br />
<br><br />
<b>Victor: </b>Our inspiration behind creating this mod was mostly playing <br />
Half-life 2, and experiencing a totally new way of storytelling in a FPS. We have <br />
looked at (and played) a lot of Half-life 2 mods ourselves, but we felt that, though <br />
most were good, there was never a mod that met all our expectations, and we knew <br />
that we had to do it ourselves to get exactly what we wanted from a FPS mod.<br><br />
<br><br />
The story and art style of Lost Hope were inspired by movies such as Black Hawk <br />
Down, Ghost in the Shell, Akira and real-life warfare. Our gameplay is based on <br />
that of Half-life 2 and complemented with gameplay mechanics of various games of <br />
which we feel ?did it right?. <br><br />
<br><br />
<div align="center"><br />
<a href="http://www.halflife2.net/news_images/200911/1257265226_screenshot03.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
<img src="http://www.halflife2.net/news_images/200911/tn_1257265226_screenshot03.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257265226_screenshot04.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257265226_screenshot04.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<br><br />
<b>Glenn: How are you looking to develop characters and their relationships?</b><br><br />
<br><br />
<b>Felix: </b>Well, HalfLife2 did a perfect job at developing the characters <br />
through ingame cinematics. We are trying to get the same kind of cinematic experience <br />
in Lost Hope. Even though this means a lot of animation, voice acting, and scripting, <br />
it really fits the atmosphere and story we want the player to experience.<br><br />
<br><br />
<b>Victor: </b>By doing these cinematics, we are trying to get the player <br />
to sympathize with the rebels, so that he will feel involved in the conflict. We?d <br />
like it if the player actually feels obligated to get himself and the people that <br />
help him, to safety. The characters in Half-life were very likeable and interesting, <br />
and we hope to achieve the same feeling in Lost Hope.<br><br />
<br><br />
<b>Glenn: Are you concentrating on a solid storyline or on interesting and <br />
diverse variety of gameplay?</b><br><br />
<br><br />
<b>Victor: </b>We want to keep a balance between storyline and gameplay, <br />
because we think both are equally important. A solid storyline is necessary to keep <br />
the player immersed in the game and interested in completing the main goal. We like <br />
to have the story reflect in the non-combat situations, for instance NPC conversations, <br />
but also in the environments where we try to convey the story by using story-related <br />
set pieces.<br><br />
<br><br />
As for gameplay, we?re aiming to keep a good pacing, while having a lot of diversity <br />
in objectives and combat. We didn?t choose to give the player a little taste of <br />
?everything?, like vehicle combat and huge battles, because we feel it?s better <br />
to focus on specific aspects of the gameplay, and spend more time on doing those <br />
things right. <br><br />
<br><br />
<div align="center"><br />
<a href="http://www.halflife2.net/news_images/200911/1257265269_screenshot05.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
<img src="http://www.halflife2.net/news_images/200911/tn_1257265269_screenshot05.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257265269_screenshot06.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257265269_screenshot06.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<b>Glenn: The quality of mapping looks extremely high from the current media <br />
available, what are some of the targets your team aim for when creating new maps <br />
to fit into Lost Hope? </b><br><br />
<br><br />
<b>Felix: </b>When the team produces content for Lost Hope there are three <br />
main targets: functionality, consistency in quality and style. With functionality <br />
I mean making sure that the asset being produced, it for instance being a texture <br />
or a prop, is either highly re-usable or is a specific set piece that we need. Consistency <br />
in quality makes sure that there isn't something on screen that breaks immersion.<br><br />
<br><br />
And because of the team being small, with Victor as the main asset artist and myself <br />
as the level artist, we get a consistent style and quality in props and maps. The <br />
art style we target makes sure that the props, maps, characters and guns look like <br />
they all belong in the same universe. For the maps it's the same. I try to make <br />
sure nothing in the map looks out of place and that the quality and attention to <br />
detail is consistent throughout the map.<br><br />
<br><br />
<b>Glenn:In the exclusive media you've provided Halflife2.net we can see some <br />
props and level screenshots can you tell us a bit about this?</b><br><br />
<br><br />
<b>Felix: </b>The level screenshots are from inside and around an apartment <br />
complex. We made use of some cool mapping tricks, like the fake &amp;quot;sub-surface scattering&amp;quot; <br />
plastic walls around the staircases. These look like they are emitting light from <br />
the sunlight penetrating the thin outer plastic walls.<br><br />
<br><br />
The props are some we use around the maps, most have a fairly low polycount and <br />
texture resolution. Only the anti-riot barrier makes use of Specular and Normal <br />
maps. We found that most props can get away with not having a Specular or Normal <br />
map although these might get added in a later prop polish pass. <br><br />
<br><br />
<div align="center"><br />
<a href="http://www.halflife2.net/news_images/200911/1257265336_render_militarybarriers.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
<img src="http://www.halflife2.net/news_images/200911/tn_1257265336_render_militarybarriers.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257265336_render_boxes.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257265336_render_boxes.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257265336_render_container.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257265336_render_container.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<b>Glenn: The quality of recent SP mods released has been superb and has raised <br />
the bar significantly, what new experience to do you think Lost Hope will bring?</b><br><br />
<br><br />
<b>Felix: </b>We want to create a believable sci-fi adventure that really <br />
immerses player. A mod with a solid background story, a good balance between exploration <br />
and combat and an interesting and realistic feeling atmosphere. Now we know that <br />
these aren?t the most original goals, but we feel that if we do it right it can <br />
give an unique and of course awesome experience.<br><br />
<br><br />
Many thanks to Felix &amp;amp; Victor for their time and providing the first look at some <br />
brand new media for Lost Hope.<br><br />
<br><br />
<b>Want to be involved?</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;<br />
&lt;/strong&gt;<br><br />
Help is always welcome! Currently Lost Hope are looking for Animators and Prop Artists.<br />
<ul>
<li>Prop Artists will help create assets for the environments in Lost Hope. <br />
	Skills required are Modelling, UVing, baking Ambient Occlusion, Texturing and <br />
	compiling the prop for Source. Art Direction will be supplied by Felix and Victor.&lt;/li&gt;</li>
<li>Animators will work on Weapon Animations, Cinematics, and NPC Animations. <br />
	Skills required are animating either in Max or Maya and exporting to Source <br />
	for testing animations. Art Direction will be supplied by Felix.&lt;/li&gt;</li>
</ul>When applying for this positions you need to be able to support your application <br />
with work examples.]]></description>
      <pubDate>Tue, 03 Nov 2009 17:06:25 +0000</pubDate>
      <link>http://www.valvetime.net/threads/lost-hope-modification.162605/</link>
      <guid>http://www.valvetime.net/threads/lost-hope-modification.162605/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
    </item>
    <item>
      <title>With Chet Faliszek at Eurogamer Expo 2009</title>
      <description><![CDATA[This winter Valve made the trip to chilly London to show off Left 4 Dead 2 and Scavenge <br />
mode at this year's Eurogamer Exhibition at London bridge. Chet said he would be <br />
there so I dropped in to play Scavenge mode which won't be available till the game <br />
is released and to speak with Chet.<br><br />
<br><br />
<div align="center">&lt;ahref=&quot;http://www.halflife2.net/news_images/200911/1257078489_SNV33377.jpg[/img]<br />
<img src="http://www.halflife2.net/news_images/200911/tn_1257078489_SNV33377.jpg" class="bbCodeImage LbImage" alt="[IMG]" />[/url]<img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200910/1257043363_SNV33385.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200910/tn_1257043363_SNV33385.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200910/1257043363_SNV33396.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200910/tn_1257043363_SNV33396.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<b>Interview</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><br />
<b>Hectic Glenn:</b><b> Hi Chet, glad to finally meet with you, thanks <br />
for taking the time to answer some of my questions.</b><br><br />
<br><br />
<b>Chet Faliszek:</b> No problem.<br><br />
<br><br />
<b>Glenn: </b><b>What is your favourite infected from the new and old?</b><br><br />
<br><br />
<b>Chet:</b> My favourite is the jockey right now, mainly because you <br />
can be so evil with it. I mean I still love being the hunter and doing the long <br />
range pounces, especially in Crash Course. In Left 4 Dead 2 there are a ton of great <br />
spots for that.<br><br />
<br><br />
<b>Glenn:</b><b> How do you think the stuff that people learned from L4D1 <br />
is going to affect their playstyle of L4D2?</b><br><br />
<br><br />
<b>Chet:</b> So we had corner camping from L4D1, but the spitter will <br />
totally take care of that. We see teams which play together really tight, which <br />
is good...but it's really frustrating for people in versus. So the creation of the <br />
charger will really break that up. I think the good thing is making sure that the <br />
best way to play it is the most fun way to play it. Also making sure that the survivors <br />
and their tools work for them and how the infected work &amp;amp; the director work, so <br />
there are a lot of things to tackle.<br><br />
<br><br />
<b>Glenn: </b><b>What is your favourite new feature in the L4D2?</b><br><br />
<br><br />
<b>Chet:</b> Scavenger mode is one of my favourite things, it's a lot <br />
of fun.<br><br />
<br><br />
<br><br />
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<b>Glenn:</b><b> Where did the idea come from for Scavenge mode?</b><br><br />
<br><br />
<b>Chet:</b> We actually had like a year before Left 4 Dead release a <br />
kind of broken scavenge mode in Left 4 Dead 1. It just didn't work well and didn't <br />
have what we wanted. We stopped working on it and while working on one of the finales <br />
and other things we could do, we decided scavenge mode would be a full mode again. <br />
We added the time base, the introduction of that with quicker rounds...something <br />
we learnt from Left 4 Dead 1.<br><br />
<br><br />
<b>Glenn:</b><b> Is Scavenger mode the answer to those long and difficult <br />
to finish versus games?</b><br><br />
<br><br />
<b>Chet:</b> Well we've actually changed versus as well, there is a difference <br />
in scoring and also it's harder for survivors now. We've made it easier for the <br />
infected, they are a little more powerful, especially with the maps being so much <br />
bigger. Actually with the demo, they are the two shortest maps in the game. Weird <br />
choice for the demo but there is a meaning for that includes the mini-crescendo <br />
event and we wanted to include that.<br><br />
<br><br />
<b>Glenn:</b><b> Today while playing, I've seen the spitter being able <br />
to interact with the gas cans in Scavenge mode, how does that work?</b><br><br />
<br><br />
<b>Chet:</b> There is Ellis now running with a gas can (Chet points to <br />
L4D2 screens in booth) if he drops that can... (player drops can at that second...Chet <br />
shouts out ?PICK IT UP, it's going to time out, what are you doing!??)<br><br />
<br><br />
It's hard to get the new aspects of the mode over! Anyway...so when the can is dropped <br />
it turns orange, so once cans have been 'affected' by players they can be set on <br />
fire by the spitter. The spitter cannot affect cans which are untouched by players. <br />
There are great combos, for example a smoker can pull someone and the can falls <br />
to the ground and the spitter can run in and set it on fire.<br><br />
<br><br />
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<b>Glenn:</b><b> There are some new items including the defibrillator. <br />
How does the defibrillator work? Do we still have closets?</b><br><br />
<br><br />
<b>Chet: </b>So if someone dies (not just incapacitated) you can bring <br />
them back to life, closets are still in. In a campaign like Hard Rain there are <br />
a lot of witches and it's really dangerous, and if you're playing realism mode a <br />
witch just kills you, so defib becomes more powerful than a health kit. Since it <br />
brings people all the way back to life.<br><br />
<br><br />
<b>Glenn:</b><b> Tell us more about Realism mode, it's not just expert <br />
mode is it?</b><br><br />
<br><br />
<b>Chet:</b> No, not at all! You can even play realism mode on easy. We <br />
know some people always play with the same friends and they're really good as a <br />
team so we want to challenge them as a team instead of their individual skill. It's <br />
easy to say make the infected harder to kill, make your health less. But we wanted <br />
to plan it a different way so we removed the survivor glows, the witch kills you <br />
in one hit, we removed the respawn closets. All these different things it becomes <br />
really about teamwork, making you work really tightly.<br><br />
<br><br />
<b>Glenn:</b><b> How are L4D1 and L4D2 connected story wise?</b><br><br />
<br><br />
<b>Chet:</b> We're not talking about that yet. Same world, same infection. <br />
Bill's not dead, he's still alive. (points to Bill).<br><br />
<br><br />
<div align="center"><br />
<a href="http://www.halflife2.net/news_images/200911/1257079805_SNV33404.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
<img src="http://www.halflife2.net/news_images/200911/tn_1257079805_SNV33404.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200911/1257079805_SNV33399.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200911/tn_1257079805_SNV33399.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<div align="center">Chet and Jesus H Christ...it's Bill</div><br><br />
<b>Glenn:</b> Have you emphasised the approach to story this time since <br />
fans on the forums pieced together the story from Left 4 Dead 1? It seemed like <br />
players wanted more from it?<br><br />
<br><br />
<b>Chet:</b> We always had the plan to not do a traditional story and <br />
leak it out the way we did. The way the story turned out in Left 4 Dead 1 was that <br />
you were thrown into the zombie apocalypse, and you'd have no idea what is going <br />
on. So now in Left 4 Dead 2 we weren't sure how we'd be able to run with the next <br />
big talk about the story with 4 new characters and a fresh perspective. We've always <br />
had different plans for the world and the story telling in it. I think it's working <br />
pretty well, some people in the demo are already starting to raise questions to <br />
try and figure some stuff out. <br><br />
<br><br />
<b>Glenn:</b><b> Do you have any further plans for L4D1 DLC?</b><br><br />
<br><br />
<b>Chet:</b> We have an update which is coming out really soon, not exactly <br />
sure when. It will be out for the PC and the 360. I've been out the office a lot <br />
so I can't say exactly when.<br><br />
<br><br />
<b>Glenn:</b><b> Was Crash Course sort of experimental for you? Trying <br />
out techniques in L4D1 to improve L4D2? Things like alternative routes from A to <br />
B / moving crescendos (generator in finale)?</b><br><br />
<br><br />
<b>Chet:</b> We looked at it more as an experiment in the Left 4 Dead <br />
world, we don't really break it up like that. Originally it was going to be something <br />
really different, but we were working on the best player experience, with it being <br />
a bit of a shorter campaign. There are a lot of different ways you can go and you'll <br />
see lots more of that in Left 4 Dead 2.<br><br />
<br><br />
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<br><br />
<br><br />
</div><br><br><b>Glenn:</b><b> Do you think we will see the original L4D maps <br />
appear in L4D2 to make use of the weapons and game modes?</b><br><br />
<br><br />
<b>Chet: </b>Well the weapons are here to see (on the build at Eurogamer <br />
expo, I did see them!). But...we'll see, that's something on the road we're looking <br />
at.<br><br />
<br><br />
<b>Glenn: </b><b>Will interest continue for L4D1, or do you think L4D2 <br />
is the only one people will play?</b><br><br />
<br><br />
<b>Chet:</b> Well people still play Counter Strike 1.6<br><br />
<br><br />
<b>Glenn:</b><b> Any more Left 4 Dead 2 announcements on the way before <br />
release?</b><br><br />
<br><br />
<b>Chet:</b> Well we have some blog updates and some other stuff, we have <br />
3 weeks yet. Loads of time!<br><br />
<br><br />
<b>Glenn:</b><b> So what else is going on / in the pipeline?</b><br><br />
<br><br />
<b>Chet:</b> I've been on the road! I have no idea what anyone is working <br />
on! <br><br />
<br><br />
<b>Glenn:</b><b> Well they can't just be sitting there doing nothing! <br />
Come on, they're working...</b><br><br />
<br><br />
<b>Chet:</b> They're getting massages. Well no...there is plenty of TF <br />
stuff going on, it takes like 30 people to make a hat!<br><br />
<br><br />
<b>Glenn:</b><b> A HEV helmet / hat?</b><br><br />
<br><br />
Chet checks his iPhone ignoring me<br><br />
<br><br />
<br><br />
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<br><br />
<b>Glenn:</b><b> OK...what is Kim working on?</b><br><br />
<br><br />
<b>Chet:</b> She's working on Left 4 Dead! She's one of the level artists <br />
and she out recently at the Tokyo gameshow. That's a good example of how at Valve <br />
we all get to work on what we want and jump around you know?<br><br />
<br><br />
<b>Glenn:</b><b> Is Doug here? (Doug Lombardi)</b><br><br />
<br><br />
<b>Chet:</b> No.<br><br />
<br><br />
<b>Glenn:</b><b> How comes?</b><br><br />
<br><br />
<b>Chet:</b> Because he's a lazy bastard and hates to travel! I miss travelling <br />
with Doug, I don't know...we split some stuff up and I took this. He's taking care <br />
of *a lot* of stuff at home.<br><br />
<br><br />
<b>Glenn:</b><b> You enjoy travelling or are you sick of this now?</b><br><br />
<br><br />
<b>Chet:</b> Not at all, I love doing this. Just watching people play <br />
for the first time and see the excitement, you know. I like England, I like London...coming <br />
back out. I was in London earlier this year at some press event, but that was just <br />
to tease!<br><br />
<br><br />
<b>Glenn:</b><b> So are you visiting Halflife2.net these days?</b><br><br />
<br><br />
<b>Chet:</b> So here is what I do, google alerts. Find that, see who is <br />
talking about what. I mean I check the forums there and other places. I know for <br />
sure I have an account with you guys, but it's not under Chet...it's underneath <br />
a different name. I actually tried to go back now to Chet so no one thinks I'm trying <br />
to be sneaky. Often now on the forums you hate to interrupt conversation even when <br />
they're wrong, like they get some fact wrong but it's still important to let the <br />
community sort it out. Especially in Left 4 Dead, where they create their own lore <br />
which is cool to let that hang out there.<br><br />
<br><br />
<br><br />
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<br><br />
<b>Glenn:</b><b> Do you ever grow tired of the trolls?</b><br><br />
<br><br />
<b>Chet:</b> I mean no, a lot of the times they're not able to play the <br />
game and you get a different reaction. I remember when we released the update for <br />
the melee fatigue, people were outraged! 'It won't work, we can't play it', oh the <br />
angry emails. I was like 'hey are you online, my name's Chet, lets play'. And I <br />
start playing with them and they'd say &amp;quot;oh yeah it's barely noticeable&amp;quot;. It's good <br />
to stay in touch with the community, I mean last year we had a major issue with <br />
connections from Norway. Looking in everything looked fine, but coming out there <br />
were some server problems. So that kind of relationship with customers really helps <br />
us to improve our service.<br><br />
<br><br />
<b>Glenn:</b><b> Lastly, congratulations on getting the demo out a few <br />
days ago. A few hiccups along the way, but from the reaction I've seen so far it's <br />
been positive. What was the reason for the delay?<br><br />
</b><br><br><br />
<b>Chet:</b> Well we held it back for a short period to fix some issues <br />
so that when we launched the demo there would be less issues for customers once <br />
it was out there. It was essential stuff, and the update after was a part of the <br />
file decryption process so that it all went smoothly after release.<br><br />
<br><br />
<b>Glenn:</b><b> Thanks for your time Chet, well you've taken up a lot <br />
of my time coming to see you today, in fact I'm missing the Team Fortress 2 Halloween <br />
update and those new hats. Could you email Robin for me and get him to send them <br />
over?</b><br><br />
<br><br />
<b>Chet:</b> No. No hats for you.<br><br />
<br><br />
<b>My Thoughts on Scavenge &amp;amp; and Playing With the New Infected</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;<br />
&lt;/strong&gt;<br><br />
A massive thanks to Chet for taking the time and his EA sidekick for letting me <br />
chat with him too. I really enjoyed playing Scavenge mode at Eurogamer. It feels <br />
like the perfect length game where you can drop in and get to slaughter a lot of <br />
infected with the whole array of weapons, and also get to play a variety of special <br />
infected in a fairly enclosed environment.<br><br />
<br><br />
In versus for Left 4 Dead 1, you would get one opportunity to get that smoker pull <br />
or hunter pounce right at a particular point of a map. In scavenge the special infected <br />
have several opportunities as the survivors must go to collect fuel cans and return <br />
to the same spot each time to fill the generator.<br><br />
<br><br />
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<br><br />
From the videos you can see the length of the rounds is fairly short, but this is <br />
a massive improvement. I'm sure there are plenty of people eager to play with the <br />
spitter, charger and jockey and scavenge mode will give you that instant fun of <br />
torturing the survivors every 2 minutes or so.<br><br />
<br><br />
<b>Charger<br><br />
</b><br><br><br />
Playing with the charger was the most fun for me. In the left corner of the map <br />
there are 2 fuel cans in a small bedroom with a small hallway leading to them. Keeping <br />
the charger at the end of this hallway is particularly fun as I was able to charge <br />
survivors right off the top of the building. Extremely satisfying. The charger takes <br />
quite a few bullets to drop and you can't push him back with a shove attack.<br><br />
<br><br />
<b>Spitter<br><br />
</b><br><br><br />
The spitter is really effective in scavenge due to its ability to blow up gas cans <br />
once 'affected' by survivors. There are lots of small rooms in the map we played <br />
and you can trap survivors in bathrooms by pinning them in with noxious acid. The <br />
spitter has a really precise glob of acid which it shoots out, so there is actually <br />
a high degree of precision required in order to make sure where it lands does maximum <br />
damage. Getting a 45 degree angle to aim down really helps.<br><br />
<br><br />
<b>Jockey<br><br />
</b><br><br><br />
Lastly the jockey is extremely fun. Firstly he makes the most hilarious noise (see <br />
videos), and he's also very small and tricky to hit. In discussion at the expo people <br />
were really happy that once you had attacked with the jockey you had control over <br />
what happened next. All the other infected attack and they stay there till they <br />
die (smoker / hunter / charger), but the jockey is able to move survivors away from <br />
the others and into more danger. Players using the jockey got the hang of it quickly, <br />
grabbing poor survivors and as help arrived started dragging them up stairs, through <br />
houses, out back doors...and back up the stairs again in a circle! Chasing the jockey <br />
around is time consuming and he does a lot of damage in that 'chasing period' which <br />
is the key to his success.<br><br />
<br><br />
Playing as the infected it was obvious they had a lot more strength than they did <br />
in L4D1. Even a fairly average team could kill 1 or 2 survivors in a round. I played <br />
a gruelling 1 sided match, where our team destroyed the other team with fully co-operative <br />
team work. The delight on our faces as we pounced, vomited, charged, spat &amp;amp; rode <br />
around on the survivors heads was obvious and I'll take that experience away with <br />
me. For a good survivor team you will inevitably take considerable damage from the <br />
special infected but it's dealing with the panic situations well which will be the <br />
difference.<br><br />
<br><br />
The one map I played was from the Dark Carnival campaign, so it wasn't created just <br />
for scavenge mode, it had been converted from a campaign map (like most of the survival <br />
maps were). The central area provides lots of cover and potential from nearby rooftops <br />
for all sorts of attacks.<br><br />
<br><br />
Although Chet has said that versus has been improved, the nature of the longer games <br />
and highly opportunistic nature of success with the special infected I think will <br />
mean it will have to play second fiddle behind scavenge mode. This mode means that <br />
you and 7 of your friends can drop in for a short 15 minute game and get condensed <br />
Left 4 Dead 2 carnage instantly. Excellent.]]></description>
      <pubDate>Sun, 01 Nov 2009 16:52:18 +0000</pubDate>
      <link>http://www.valvetime.net/threads/with-chet-faliszek-at-eurogamer-expo-2009.162544/</link>
      <guid>http://www.valvetime.net/threads/with-chet-faliszek-at-eurogamer-expo-2009.162544/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Novint Falcon</title>
      <description><![CDATA[I seem to recall that I had heard of the <a href="http://home.novint.com/" target="_blank" class="externalLink" rel="nofollow"><b>Novint Falcon</b></a> previously, when it was being shown off as a haptic controller aimed primarily at 3d modelling, but it didn't really come to my attention again until recently, with the announcement of native support for Valve's most recent games, along with the pistol grip controller. After looking at the videos on Novint's website, I was sufficiently interested to consider buying one. My initial attempt at purchasing one was somewhat unsuccessful, as Novint don't do international shipping. Instead, I had to contact an associate in the US and arrange for him to buy it on my behalf (note to potential UK buyers - you WILL get stung by Customs. VAT + clearance fee. Ouch.)<br><div align="center"><img src="http://www.halflife2.net/wp-content/uploads/2009/07/falcon_s-300x225.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></div><br>Two weeks later, it arrived. Well, the pistol grip did. The remainder arrived a day later, after the aforementioned Customs incident. I was surprised by how large the box was, given that the Falcon itself is a relatively compact device, and it turns out that most of it is taken up by large polystyrene packing blocks.<br>I had initial reservations about how well the Falcon would work as a gaming device, but the unit as a whole is very solidly constructed, with the base being made of metal rather than plastic. There's easily sufficient weight there to stop it from sliding around while in use.<br><b>Set-Up&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;</b>Installation was relatively simple - install the drivers, attach the Falcon (via USB) and plug in the power. Except my PC really, really didn't want to play ball. Every time I installed the drivers, Vista wouldn't boot. I eventually solved the problem by reinstalling Vista from scratch after testing the Falcon on a different PC where it worked perfectly first time. Special mention should be made of Novint's technical support, who responded quickly and helpfully to my initial query about the problem.<br>So, with everything set up, it was time to jump in at the deep end and try a game. I clipped on the pistol grip and loaded up Half-Life 2: Episode 2. The front of the Falcon lights up blue when active, and an extra menu appears in the Episode 2 options where you can tweak the force settings. I left everything on the default for my first play, and started a new game.<br><b>Playing Episode 2</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;Navigating using the Falcon is relatively easy - it acts pretty much as a hybrid joystick/mouse. Moving the grip around moves the crosshair like a mouse, but moving the grip to the &quot;edge&quot; of the movement area starts you turning in that direction like a joystick would. Once I got myself some clear space, I gave myself some weapons and set about having some fun.<br>The Falcon's pistol grip has 3 buttons in addition to the trigger. The upper and lower ones cycle weapons back and forth, and the middle one acts as secondary fire. This works generally well, but if you want a different setup then you have to manually bind the buttons in the console (and then after you've found out what the buttons are named)<br>I was quite amazed by how much you can actually *feel* the weapons through the Falcon. The pistol is relatively light and has very little kick to it. The revolver, however, feels slightly heavier and you *really* notice the kick. The same goes for the shotgun - use the alternative fire to use both barrels, and there's one hell of a kick back. It's when using these, and the automatic weapons that you realise how much the recoil affects your aim. Rather than having your crosshair drifting gently back to the centre after each shot, the Falcon is moving your hand each time the weapon kicks - you have to manually compensate for the recoil constantly, and that makes it a very different game. Now you have to fire in bursts, and become adept at controlling the constant creep of the gun as the Falcon shoves your hand along.<br>Then I used the Gravity Gun. This, to me, was the most impressive feature. WIth every object you pick up, you can actually feel the weight of it. Light objects have barely any effect, but if you pick up something heavy - a large rock, for example - and the Falcon pushes constantly down, requiring actual physical effort on your part to hold it steady. If you turn the forces up in the options (as I did for the demonstration video below) and pick up a heavy object, the Falcon itself starts to come off the desk before you're able to lift the object. Likewise, the recoil from firing held objects, or shoving objects with the Gravity Gun corresponds to their mass. It doesn't change the way you use the Gravity Gun, particularly, but it adds a bucket load of immersion. And before anyone says it - yes, I know it doesn't make sense. The Gravity Gun gives objects an effective mass of zero etc etc. I don't care. It's *fun*.<br><div align="center">&lt;object  &gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/0QTFiebEhBQ&amp;hl=en&amp;fs=1&amp;rel=0&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/0QTFiebEhBQ&amp;hl=en&amp;fs=1&amp;rel=0&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot;  &gt;&lt;/embed&gt;&lt;/object&gt;</div><br><b>Playing Left 4 Dead</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;For a different experience, I next tested the Falcon in Left4Dead - a game that has a lot more intense action.<br>One initial gripe is that, while L4D is natively supported, you have to use the commandline options in order to play with the Falcon. I only found this out after searching through Novint's forums. It would be nice if they included this information somewhere a bit more prominent.<br>I played through several campaigns on Advanced, with one or more human players and bots making up the numbers. The first thing I will say is that playing with the Falcon *completely* changes the playing experience. The recoil makes it very hard to keep your aim while firing - you absolutely *have* to use short bursts with the automatic weapons. On top of that, aiming is still slower than with the mouse (for me, at least - I acknowledge that I'm still yet to get fully used to using the Falcon) so it can be very difficult to quickly zero in on a target (like the Special Infected.)<br />
For the time being, at least, I pretty much had to forget about long-range shooting. Additionally, you have to bind a key manually for the rifle zoom, either to one of the pistol grip buttons, or on the keyboard, as it's not set by default.<br><br />
Where it's really different though is when you have to resort to melee combat. The recoil for a melee hit is savage, much like it is when you get hit by a zombie. So, if you get caught up in a horde, it's a hell of a lot more intense trying to melee your way out of it. It makes you that much more anxious to avoid hordes, and to avoid melee situations. With all the extra atmospheric additions (you really feel it when there's a nearby Tank, for example, and you *definitely* notice friendly fire (thanks FishBulb!)) it really adds to the immersion of the game. I will point out, though, that my gameplay stats since playing with the Falcon are significantly lower than they were previously, although they are improving on a daily basis as I get increasingly more used to the controller.<br><div align="center">&lt;object  &gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/gUN5GKoecAk&amp;hl=en&amp;fs=1&amp;rel=0&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;/param&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;/param&gt;&lt;embed src=&quot;http://www.youtube.com/v/gUN5GKoecAk&amp;hl=en&amp;fs=1&amp;rel=0&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot;  &gt;&lt;/embed&gt;&lt;/object&gt;</div><br><b>In Summary</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;Overall, then, the Novint Falcon is an interesting device. I don't see it replacing the mouse/keyboard combination anytime soon, although Novint's recent challenges to gamers to take on and beat their Falcon-using staff may have piqued some interest. It certainly adds a new element of immersion to the games I've tried it with, and can affect the gameplay in some cases. The learning curve isn't steep, but it *will* take you a while to get to mouse-using levels of aiming.<br>Novint have promised support for more games - both older and upcoming titles - and more types of grip. It'll be interesting to see where it goes.<br>So is it a must-have? Probably not. Then is it a gimmick? I would say not. It falls somewhere between the two. If you have money, the space and the inclination, you can definitely get a lot of hours of enjoyment out of using it. One word of advice if you do take the plunge, however - find something padded and comfortable to rest your elbow on. An hour plus of using the pistol grip, and you really feel it if you don't.<br><div align="center"><a href="http://www.halflife2.net/news_images/200907/1248203118_falcon_2_s.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200907/tn_1248203118_falcon_2_s.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200907/1248203118_falcon_3_s.JPG" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200907/tn_1248203118_falcon_3_s.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div>]]></description>
      <pubDate>Thu, 10 Sep 2009 01:36:04 +0000</pubDate>
      <link>http://www.valvetime.net/threads/novint-falcon.158326/</link>
      <guid>http://www.valvetime.net/threads/novint-falcon.158326/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
      <slash:comments>7</slash:comments>
    </item>
    <item>
      <title>Insurgency</title>
      <description><![CDATA[Insurgency, one of the most loved <a href="http://store.steampowered.com/app/17700/" target="_blank" class="externalLink" rel="nofollow">SteamWorks supported mods</a> is soon to release a major update to version 2 of the mod. This will improve countless areas of the mod from bugs to brand new features. Team lead, Dr Spielmann took some time to talk to halflife2.net about the upgrade and the new version of Insurgency coming on the orange box engine (Beta 3). See the brand new media below.<br><br><b>Halflife2.net: </b><i>We can see with the August upgrade that you are making the scoring system in Insurgency much clearer, rewarding different types of play style. How has this changed the feel of mod in testing?<br />
</i><br />
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<b>Spielmann: </b>What we have done is to clarify the morale / scoring system so that players can simply enjoy the game without having to think too much about their score. We believe the new system is a natural step in the right direction, and it helps us promote the kind of gameplay we want to see in public INS servers. We have made things a bit more clear and logical, so the player will now be able to assess his relative importance for the team as well as his kill / death ratio during the wait for their next respawn.<br>The  morale system for Beta 3 was designed to be closely linked with the concept of ?tiers?. Tiers are levels of experience that will allow you to gain access to different weapons and loadouts. If you focus on your team, you should concentrate on coordinating the assault or defense of capture points. We wanted to discourage lone wolfing or ramboing into areas like enemy respawns, etc. Moreover, we wanted to discourage players from running and camping around locations not related with the overall team objectives with the sole purpose of getting extra kills. We have noticed that many teams lose rounds because players simply roam around or try to go deeply into the enemy lines on their own. That doesn?t really really help their team. What we have done now is to implement the first part of the new system: the scoring. The second half of the system (the tiers) will not be implemented with the next next update as it is reserved for Beta 3.<br>As the system stands now, kills in capture areas will provide a boost in morale points. Morale is also affected by the kill / death ratio of the player. When this kill / death ratio is positive, it provides an additional boost in their score. At present, the score will not be a reference for temporary or permanent unlocks. It will still be just a score (albeit a much more understandable one).<br>In the future, players that concentrate on helping their team get to their objectives will quickly be able to access higher tiers and reach better weapons that will allow them to make a real difference. Sticking to your team-mates and focusing on the strategic objectives will provide additional bonuses that we?re not ready to talk about yet.<br />
<br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1250802458_M4_Aimpoint_update_1.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1250802458_M4_Aimpoint_update_1.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1250802458_updated_truck.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1250802458_updated_truck.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1250802740_M4_Aimpoint_update_2.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1250802740_M4_Aimpoint_update_2.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<b>Halflife2.net: </b><i>The update also mentions several major changes some of the most well known insurgency maps to improve balance. Have the mappers on the team now perfected a formula or style of mapping which suits Insurgency?</i><br />
<br><br />
<b>Spielmann: </b>The biggest changes come from suggestions from our community and forums as well as design decisions. Additionally, maps like Ramadi, Baghdad or Buhriz have gone through some deeper revision in the last few months. Our level designers have started to implement changes that might go unnoticed now, but will become apparent when Beta 3 is released. I would say that in future versions you will see our game modes closely linked to the map layouts, reinforcing the identity of the game as opposed to having just an amalgam of different maps and game modes. It?s easier said than done, though, and not even all commercial titles manage to have good multiplayer game modes and maps which are a perfect fit to those modes. We?re working on that very carefully.<br><br />
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<b>Halflife2.net: </b><i>Insurgency is already one of the best looking mods with SteamWorks support, yet you continue to improve the visuals with each update. Are you nearing a point where you are happy with the polish of the mod?</i><br />
<br><br />
<b>Spielmann</b>Yes, we are getting to a reasonable level of quality for 2.x based on the older version of Source. However, for Beta 3 the look we are aiming for is much more polished and ?current-gen?. We?ve come a long way until now, and there?s plenty of room for improvement once the switch to the most recent engine is completed.<br><br />
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<b>Halflife2.net: </b><i>Porting Insurgency onto the Orange Box engine (Beta 3) is a mammoth task alone, yet you've already managed to do a great deal. What new things on the OB engine will you be able to take advantage of to bring more to Insurgency?</i><br />
<br><br />
<b>Spielmann: </b>In short: better support for permanent unlocks and achievements, better performance on multicore machines? there are many engine quirks that have been ironed out in the newer versions of Source and we expect the better performance to give us enough overhead to be able to increase the level of detail in textures and models throughout the entire game increasing the framerate. We also expect to be able to eliminate some of the limitations of the actual version such as the reduced visibility range of the sniper rifles, or mitigate other related graphical side-effects. <br><br />
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<b>Halflife2.net: </b><i>There will be changes expected for the game interface and HUD, what are your gameplay reasons for doing so?</i><br />
<br><br />
<b>Spielmann:</b>Our game interface is now feeling a bit outdated, and we wanted something more than a simple facelift. You can have a taste of how things will look in the future if you look at the new spectator menu. We wanted to test drive it now and see the reactions of our players so that we can carry on developing the new interface for Beta 3.<br>However, looking better is not enough. Since Beta 3 will include several unlockable tiers, permanent and temporary unlocks, achievements and a lot of new customization options, we needed to redesign the main interface in order to accommodate all these new features comfortably. For example, in the current interface we don?t have the space for a new selection menu for the player?s sidearm, and unlockable sidearms are one of the important new features of Beta 3. Therefore a redesign was in order.<br>Also, we want our HUD to be simple and clear, unobtrusive and helpful. In Beta 3, for example, players will be able to use things like communication options more efficiently without the need for scrolling through a list on the side of the screen. <br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1250802925_ins_kilan_B3_1.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1250802925_ins_kilan_B3_1.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1250802925_Serbian_variations_B3.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1250802925_Serbian_variations_B3.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
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<b>Halflife2.net: </b><i>The current content in the game is centred around USMC and Insurgent fighting in the middle east. You have said you will provide further upgrades for this but what can you tell us about the new Eastern European theatre planned for Beta 3?</i><br />
<br><br />
<b>Spielmann: </b>It?s based on a fictional conflict and set in the Balkans, Kosovo in particular. Our objective is for it to have forests and a good blend of  urban and rural warfare. We?re working on it to be much more atmospheric, with original voicing and new musical scores that will clearly help the player to feel immersed in the action. There will be a little back story for it that we will unveil during the following months to prepare our players for the new events in the INS world.<br><br />
<br />
<b>Halflife2.net: </b><i>With the new weapons and sides from the Eastern European theatre, will the gameplay feel distinctively different from the original Middle Eastern theatre?</i><br><br />
<b>Spielmann:</b>Since in Beta 3 we will update the Middle Eastern theatre to the same level of the new Eastern European one things will feel very similar, but in a different environment. There will be only one Insurgency, in 2 theaters.<br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1250803102_ins_kilan_B3_2.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1250803102_ins_kilan_B3_2.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1250803102_Insurgent_Variations_B3.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1250803102_Insurgent_Variations_B3.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<b>Halflife2.net: </b><i>The insurgency team's work is always to a high standard, with constant new ideas and features being implemented. Do you feel preventing your mod from stagnating has helped build your community and support?</i><br />
<br><br />
<b>Spielmann:</b>Undoubtedly, regular updates have helped the community stay strong. What we have tried to achieve is a higher level of polish, and we believe that players appreciate that. When you try to innovate within INS and consolidate existing assets and features, there?s always a certain degree of complaining, but in the end most people like that we keep investigating into ways of perfecting this model.<br><br />
<br />
<b>Halflife2.net: </b><i>Everyone is looking forward to Beta 3 and hopes it will be available in the near future. Are you looking for any help in certain development areas?</i><br />
<br><br />
<b>Spielmann:</b>We would like to clarify that Beta 3 won?t be available in the near future. Our schedule doesn?t contemplate an early release, and our goal is to be able to release it by Autumn 2010.<br>At the moment, we are actively looking for level designers capable of working within our design framework, as well as for talented player animators and modelers. As for the rest of positions, we?re always happy to take a look at portfolios and ideas and get new people on board.<br><br />
Many thanks to Dr Spielmann for taking the time to answer our questions and provide us with the latest media on this exciting upcoming project.<br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1250803344_Vehicle_updates.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1250803344_Vehicle_updates.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1250803344_m4_aimpoint_comparison.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1250803344_m4_aimpoint_comparison.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1250803344_FNFAL_update.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1250803344_FNFAL_update.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><b>Changelist for August Upgrade &amp; Beyond</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><br />
<b>Bug fixes</b>:<br><br />
<br>-         M203 &quot;Rapid Reload&quot; exploit has been fixed. M203 reload speed has been increased and ammo too (+1 grenade).<br><br />
<br>-         Corrected ironsight alignment for several weapons (AK47, M249, etc.).<br><br />
<br>-         Spectators can now see other player's weapons in first person.<br><br />
<br>-         M16 firemode switch has now sounds &amp;amp; animations.<br><br />
<br>-         Fixed bolt weapons. You cannot reload, scope or unscope while it?s doing the bolt action now.<br><br />
<br>-         Updated the sniper rifle behavior to be able to keep track of the objective after firing.<br><br />
<br>-         Players are no longer able to switch fire modes while in m203 mode.<br><br />
<br>-         Fixed ins_viewpoint.<br><br />
<br>-         Removed net_showevents.<br><br />
<br>-         Fixed shell sounds / models for shotguns snipers and pistols.<br><br />
<br>-         Some extra cvars flagged with sv_cheat.<br><br />
<br>-         Fixed USMC voice command &quot;Standing by&quot;.<br><br />
<br>-         Added fully-configurable Spawn Protection System.<br><br />
<br>-         Added server option ins_spawnprotection. Disabled by default, when set to 1 it will read the settings of the server .sps files (placed at the Maps folder) and enable the Spawn Protection System.<br><br />
<br>-         Added console command ins_showsps to allow players to check the Spawn Protection Settings of the server for the current map.<br><br />
<br>-         Updated font to support brackets for clan tags (such as [XxX]) in the new spectator menu.<br><br />
<br>-         Ammo caches now have a per-player timer. You can only restock your ammo after a period of time to prevent grenade / RPG spamming from ammo cache locations.<br><br />
<br />
<br />
<br><b>Visual Updates:</b><br><br />
<br>-         Revamped Makarov Texture.<br><br />
<br>-         New Optic Lenses.<br><br />
<br>-         New M-14 DMR Texture.<br><br />
<br>-         New M9 Beretta Texture.<br><br />
<br>-         New M18 Smoke Grenade Texture.<br><br />
<br>-         New RPG-7 Texture.<br><br />
<br>-         New RGD-5 Texture.<br><br />
<br>-         Updated Various Weapon Selection UIs.<br><br />
<br>-         RPG-7 rocket now properly disappears from the first person view after firing.<br><br />
<br>-         Corrected bolt-related animations.<br><br />
<br>-         Corrected &quot;last shot&quot; animations.<br><br />
<br>-         All ironsights are now consistent (taken away from the player).<br><br />
<br>-         The M203 is no longer as tilted as it was, making it more comfortable and easier to use.<br><br />
<br>-         M203 position when in ironsights has also been adjusted.<br><br />
<br>-         New skins and textures for the Insurgent characters.<br><br />
<br>-         Improved Al-Kadesiah sniper rifle scope with new rubber eyepiece.<br><br />
<br>-         L42A1 Enfield sniper rifle now allows to keep track of your target after firing (keeping the mouse button pressed).<br><br />
<br>-         New death/spectator menu for Beta 3 has been created and added to 2.x<br><br />
<br>-         Other minor &amp;amp; aesthetic updates and tweaks to first-person animations (minor corrections, and fixed glitches, etc).<br><br />
<br>-         Improved player and team-mate icons on the overhead map.<br><br />
<br>-         Team-mate icons now blink when the players are using VoIP or in-game voice commands to better help their team locate the source of the communications and provide additional strategic depth.<br><br />
<br>-         Improved world models of the M16 and M16M203 to match their new first-person equivalents.<br><br />
<br>-         Added new skin and ironsights to the FNFAL). The new ironsight makes this weapon much more useful now.<br><br />
<br>-         Improved some weapon animations to prevent some small glitches.<br><br />
<br>-         Added a new sound for the animation of &quot;cooking&quot; the grenade.<br><br />
<br>-         You can now see the front sight of the M4 through the aimpoint scope (like you would in real life).<br><br />
<br>-         M4 w/aimpoint has been realigned to address a bug that made it shoot off-target at longer ranges.<br><br />
<br>-         You can now see the front sight of the M4 through the aimpoint scope (like you would in real life).<br><br />
<br>-         M4 w/aimpoint model has also been upgraded with more detail and higher polycount.<br><br />
<br>-         The Aimpoint dot behavior has been upgraded to simulate more closely its real-life equivalent.<br><br />
<br>-         Ammo caches now have a per-player timer. You can only restock your ammo after a period of time to prevent grenade / RPG spamming from ammo cache locations<br><br />
<br>-         More accurate collision models made for the Humvees.<br><br />
<br>-         More accurate collision models for palmtrees in Buhriz and Karam.<br><br />
<br>-         More accurate collision models for Canvas Truck and Lada.<br><br />
<br>-         Upgraded some truck models &amp;amp; skins, as well as other vehicles (cars, pick-up trucks, etc).<br><br />
<br />
<br />
<br><b>Map Updates:</b><br><br />
<br>ins_Baghdad<br><br />
<br>-         Several fixes and tweaks throughout the map after play testing.<br><br />
<br>-         Fixed a sew stuck issues and exploits.<br><br />
<br>-         Fixed all map-related console errors.<br><br />
<br>ins_Buhriz<br><br />
<br>-         Added extra cover for B (some bushes).<br><br />
<br>-         One building has been damaged to reduce INS advantage.<br><br />
<br>-         Viewpoints corrected.<br><br />
<br>-         Fixed all map-related console errors.<br><br />
<br>ins_Karam<br><br />
<br>-         Clipped carpets to prevent players from getting stuck.<br><br />
<br>-         Lowered the A capture zone so it can't be captured from the top of the building.<br><br />
<br>-         Raised skybox ceiling where possible.<br><br />
<br>-         Other minor fixes and updates.<br><br />
<br>-         Most map-related console errors have been fixed.<br><br />
<br>ins_Ramadi<br><br />
<br>-         Removed the back alley.<br><br />
<br>-         Added a balcony to USMC spawn so that it?s now harder to pin them down there.<br><br />
<br>-         Added a extra route to the rooftops area from USMC spawn.<br><br />
<br>-         Fixed some known exploits.<br><br />
<br>-         Upgraded skybox.<br><br />
<br>-         Lots of small changes and polishing.<br><br />
<br>-         Fixed all map-related console errors.<br><br />
<br />
<br />
<br><b>Audio Upgrades:</b><br><br />
<br>-         Improved first person footsteps and player sounds.<br><br />
<br>-         Improved bullet sounds and other in-game sounds (bullet impacts, etc).<br><br />
<br>-         Grenade-related sounds have been improved (baking grenade).<br><br />
<br>-         Additional upgrades and tweaks for the game soundscapes.<br><br />
<br>-         Several weapon sounds have also been updated (M9, M1014, M14, Makarov, Al-Kadesiah?)<br><br />
<br />
<br />
<br><b>New features:</b><br><br />
<br>-         A new system for the morale &amp;amp; score has been implemented, to bring the game closely in line with what?s is being developed for Beta 3.<br><br />
<br>-         Players now will earn morale points when suppressing enemies (wounding &amp;amp; eliminating targets).<br><br />
<br>-         Eliminating enemies within capture areas (while attacking or defending) provides a boost in morale points.<br><br />
<br>-         The Kill / Death ratio of the player is taken into account and provides an additional bonus multiplier to the player?s score.<br><br />
<br>-         The breakdown of this score is shown in the new spectator menu (current morale, KDR bonus, total score).<br><br />
<br>-         These factors compose a much more clear scoring system in Insurgency.<br><br />
<br />
<br><b>News about Beta 3:</b><br><br />
<br>Development of Beta 3 is steady, with some highlights:<br><br />
<br>There is already a functional ? albeit stripped down ? version of the mod running under the Orange Box engine. A large selection of weapons, ironsights, animations &amp;amp; models and the basic functionality and features of the mod have been already ported. The weapons bash intended to substitute knives and bayonets has already been implemented as a proof-of-concept (together with its intended knock-back and suppression effect. Progress will continue over the next few months on the following main lines of action:<br><br />
<br>-          Tier system and temporary unlocks (weapons, etc).<br><br />
<br>-          Achievements and permanent visual customization unlocks.<br><br />
<br>-          Game modes: unification, clarification and polishing.<br><br />
<br>-          Generation of new content (maps, models, props, animations, sounds, etc) for the new Eastern European theatre.<br><br />
<br>-          Visual upgrades for the older content for the existing Middle Eastern theatre (USMC and INS model upgrades, etc.).<br><br />
<br>-          Complete redesign of the game interface, loading screens, and HUD.<br>]]></description>
      <pubDate>Mon, 24 Aug 2009 19:35:54 +0000</pubDate>
      <link>http://www.valvetime.net/threads/insurgency.159775/</link>
      <guid>http://www.valvetime.net/threads/insurgency.159775/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
    </item>
    <item>
      <title>Killing Floor</title>
      <description><![CDATA[Before there was Left 4 Dead, there was Killing Floor, a cooperative survival horror modification for Unreal Tournament 2004 that recently made the coveted change to a full-fledged retail game, developed and published by Tripwire Interactive of Red Orchestra fame. Killing Floor and Left 4 Dead have similar core game mechanics ? groups of human players faced against hordes of zombies, some with special abilities and attributes that make them more dangerous or difficult to exterminate. In Killing Floor, they are called ?specimens?, the bloodthirsty and gruesome product of Horzine Biotech?s military-commissioned cloning and genetic experiments. <br>Unsurprisingly, something went terribly awry and all of the specimens escaped in huge numbers to wreak havoc on London despite the best efforts of the military and police forces. You and up to five other players take on the role of an ad-hoc group of soldiers and police officers who have survived the onslaught and banded together to put down the not-exactly-undead menace.<br><b>Gameplay</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br>The gameplay itself is simple. Specimens come in waves that are progressively more and more difficult, with more advanced types of adversary and larger hordes. There?s one reminiscent of the Boomer, who vomits poisonous bile all over you; others can make themselves invisible or wield chainsaws. The final wave consists primarily of the Patriarch, the most complex and destructive specimen to be produced by the experiments, armed with a lethal chaingun in one hand and a rocket launcher in the other and madder than hell.<br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1249919998_kf1.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1249919998_kf1.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1249919998_kf2.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1249919998_kf2.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br>The several locales featured as levels are varied and well-designed, ranging from the sunlit streets of London to biotechnology facilities and creepy old mansions. Unfortunately, there are too few of them, and they get old and repetitive quickly. All of them are circular and rather sparse in detail. In between waves of enemies, players can purchase weapons and armor at the Trader?s, which changes location randomly between waves. There is a range of difficulties, which range from pathetically easy to extremely challenging and intense; veteran gamers will want to stick to the higher difficulties.<br><b>Weaponry &amp; Achievements</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><br />
Gunplay is where this game truly shines. There is no crosshair, only ironsights, and the weapons feel satisfyingly powerful and effective. You?ll have fun with everything from the starting pistol to the extremely badass combat shotgun. Flamethrowers and chainsaws especially, although they feel a tad gimmicky and most players stick with the more conventional weapons. A mechanic called the ?Perk? system allows players to choose a particular class (Sharpshooter, Commando, et cetera) which gives you bonuses for certain weapons and rewards you, Achievements-style, with better stats for certain accomplishments like killing X amounts of mutants with a particular gun. Ammo conservation is important between waves, although in a pinch you can usually find some laying around the level.<br>Cooperative work is vital, and the ability to weld doors shut makes the coop play interesting, albeit still relatively simplistic ? the team that camps together, wins together. Speaking of teamplay, don?t expect to spend much time with this game in Solo mode ? it?s identical to coop, except (obviously) you are alone, making it far more difficult and less interesting. Luckily, the online community is bustling, so there is no shortage of players to team with, and a decent selection of custom maps.<br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1249920139_kf3.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1249920139_kf3.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1249920139_kf4.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1249920139_kf4.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><b>Final Word</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br>The game used to be a mod, and it shows ? the graphics, while respectable for the Unreal 2 engine, are no match whatsoever for modern next-gen engine graphics, and the limited amount of content is a serious drawback. It feels like an arcade game, rather than a cinematic, dynamic experience like Left 4 Dead, and as a result the replayability suffers - there?s no real variation to the gameplay from level to level or wave to wave, and as such it gets increasingly repetitive. Nothing about the gameplay is particularly innovative or revolutionary, but solid tried-and-true game mechanics like the Perks psuedo-class system and minor, minimally-invasive bullet time are well-implemented and chosen. Minor bugs and graphical glitches don?t exactly abound, but they are not very rare either. Regardless, there is solid, gory fun to be had for fans of the cooperative survival genre, and the measly $20 price tag makes it an attractive choice despite its shortcomings.<br><b>Scoring</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br><b>7/10</b><br>Pros: Excellent gunplay and weapon selection, challenging on higher difficulty, intense and visceral survival experience<br>Cons: Not enough levels, modest graphics, very repetitive gameplay]]></description>
      <pubDate>Mon, 10 Aug 2009 16:04:24 +0000</pubDate>
      <link>http://www.valvetime.net/threads/killing-floor.159176/</link>
      <guid>http://www.valvetime.net/threads/killing-floor.159176/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
    </item>
    <item>
      <title>Research &amp; Development</title>
      <description><![CDATA[Being the lifelong cynic that I am, I tend to roll my eyes somewhat severely whenever a mod or map comes out and it is instantly hailed as &quot;Valve quality&quot; - most are far from it. However, even I would be forced to admit that Research and Development is stunningly good. Possibly the most impressive thing is that even with all the ingenuity displayed, the author still managed to maintain the same level of quality all the way through, rather than it tailing off towards the end as often happens.<br />
<br>So what exactly is Research and Development? In a nutshell, it's a Half-Life 2-themed, puzzle-based mod set in an abandoned Rebel research facility. Let me emphasize now - if you're expecting hot and heavy Combine-slaying action, you're largely going to be disappointed. This is a <b>thinking game</b> for the most part, although there are enough action sequences to satisfy your bloodthirst.<br><b>Puzzling</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br>The puzzles themselves are wonderfully done. The author has done a great job in finding a balance between letting the player stumble around without a clue, and giving them step-by-step instructions. A lot of the puzzles just involve some common sense - there's usually a hint or two around the place that'll give you an idea of what to do, although there is often also a degree of scavenger hunt involved. There were only a couple of occasions where I actually ended up not knowing what to do next, and the environments are cleverly set up so that you know only objects in the immediate vicinity are going to be of any use. There's a few annoyances with some of the puzzles that required careful placement of physics objects, but that's really a minor quibble in what is an otherwise excellent mod.<br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1249566855_pic1.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1249566855_pic1.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1249566855_pic2.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1249566855_pic2.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
The author also has an excellent knowledge of how to use a learning curve. You present the player with a simple task in a generally harmless environment, and then gradually introduce more elements of risk - physical hazards, timed events etc so that the player has to learn to use their new skill in increasingly stressful situations, and it's done wonderfully. There were several occasions where I died, but this was almost always as a result of my own incompetence rather than a poorly thought-out situation.<br>In addition, many of the more complex puzzles reward the player with a big payoff - usually a scripted event, and these are amazingly well done.<br />
<br><b>Visuals</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br>Aesthetically, the mod is superb. The author has used Valve's visual style perfectly. Old warehouses look and feel like old warehouses with clutter, debris, graffitti all placed well. One of the signs of a well-crafted environment is that you don't notice it. It's the background to the puzzles, as it should be. A particularly nice touch is the graffitti that denotes the start of each chapter. It's only a small touch, but it's the small touches that add to the overall professional feel.<br>The author also avoided going overboard on the custom textures - simple and subtle signs for hints, the clever occasional use of an animated laptop display. Spoiler (highlight to view): <span style="color: #FBFBEF">The &quot;SHIT!&quot; on the laptop screen as the chimney collapses after the helicopter attack is priceless.)</span> <br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1249567134_pic3.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1249567134_pic3.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1249567134_pic4.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1249567134_pic4.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br>Thematically, everything fits well. Few of the puzzles feel contrived - they all generally seem to come *from* the environment, rather than the environment being made around them. They also flow particularly well - they're usually presented as barriers to progress, so there's less of a feel that you're just travelling from puzzle room to puzzle room. There's also a section that is gleefully reminiscent of Half-Life's &quot;On A Rail&quot; section, and worthy of some bonus points for that alone. Some of the events later in the mod tend slightly towards the silly side, but never feel really out of place, as there's a generally light-hearted and slightly tongue-in-cheek feel right from the start.<br><b>Final Word</b>&lt;hr size=&quot;3&quot; noshade color=&quot;#ED761C&quot;&gt;&lt;/strong&gt;<br>So, is it &quot;Valve quality&quot;? No. I'd go so far as to say that in some ways, it's better. Don't get me wrong, Research and Development is not without its faults, but there's nothing so major as to really detract from the overall experience. It's such a fantastically well thought-out and developed mod that it could just about be a game in its own right. I would love to see more of M Bortolino's work in the future, hopefully in a box with the Valve logo on.<br>Seriously, if you haven't played Research and Development yet, <a href="http://www.moddb.com/mods/research-and-development/downloads" target="_blank" class="externalLink" rel="nofollow"><b>you should</b></a>. It's <b>that </b>good.<br>Also, thanks to Episode 2's native support for the <a href="http://home.novint.com/products/novint_falcon.php" target="_blank" class="externalLink" rel="nofollow">Novint Falcon</a>, I was able to play Research and Development all the way through using it.<br><div align="center"><a href="http://www.halflife2.net/news_images/200908/1249585759_pic5.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200908/tn_1249585759_pic5.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200908/1249585759_pic6.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200908/tn_1249585759_pic6.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div>]]></description>
      <pubDate>Wed, 05 Aug 2009 23:55:22 +0000</pubDate>
      <link>http://www.valvetime.net/threads/research-development.158971/</link>
      <guid>http://www.valvetime.net/threads/research-development.158971/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
    </item>
    <item>
      <title>With Firearms: Source</title>
      <description><![CDATA[Halflife2.net met with Shinobi the team lead, and Dyspatch the lead level designer from Firearms: Source to talk about their recent updates and new media available for new map spectre and the first look at their blue team player models.<br><b>Halflife2.net: </b><i>Tell us a little about the new maps you are working on for Firearms: Source</i><br><b>Dyspatch:</b> I'm working on a map behind the scenes currently, it's an original map called ps_spectre. It is a tropical push map and is much larger than previous maps I've worked on. I feel that large push maps are the most entertaining because it takes a lot of effort to get the enemy across the large battlefield.<br><b>Halflife2.net: </b><i>Insurgency is also a modern combat mod, what makes you really different from them?</i><br />
<br><br />
<b>Shinobi: </b>I think FA:S's difference is profound. I think people who played the original mod will find it is much more arcadey and more fast paced. Basically once you've played it you'll recognise the massive difference.<br><br />
<br />
<b>Dyspatch:</b> I think that the only similarity to Insurgency are the weapons with regards to realism. We have military advisers, who are serving or have served, who have given us insight to how weapons work in relation to their real life counterpart, allowing us to balance them accordingly. You still run fast which contributes to it's arcade feel and you also have thick armour, which means you don't just take 2 hits and die, you are able to return fire!<br><div align="center"><a href="http://www.halflife2.net/news_images/200907/1249092207_ss1.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200907/tn_1249092207_ss1.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200907/1249092207_ss3.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200907/tn_1249092207_ss3.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<br />
<b>Halflife2.net: </b><i>How good is the support from the community?</i><br />
<br><br />
<b>Shinobi:</b> The FA:S testers from the community are doing a great job. We are always looking for help on the development team though...environmental artists, prop modellers, texture artists, but otherwise we are getting close to getting our content done.<br><br />
<br />
<b>Halflife2.net: </b><i>The rumours have spread saying you will need Counter Strike Source to play FA:S, is this true?</i><br />
<br><br />
<b>Shinobi: </b>This has been a bit of a misconception, people think you will need to run off the CSS code base and that you will need to own CSS to play the game, but this isn't true. When we started we didn't have all the assets in place so we used some of that content, but now we have redone everything from scratch so we are only dependent on HL2 and possibly in the future just Source SDK level.<br />
<br><br />
<b>Halflife2.net: </b><i>Has remaking the maps from moving away from the CSS assets been hard?</i><br />
<br><br />
<b>Dyspatch: </b>Yes! Right now I'm going through my maps with CSS unmounted and I am finding a sea of missing textures and error models. Alex and I have a spreadsheet going now to replace the missing models. Those of which that affect the gameplay dramatically are on high priority.<br />
<br><br />
<b>Halflife2.net: </b><i>In another recent update, you have shown new headwear customisation, what other things are you going to do?</i><br />
<br><br />
<b>Shinobi: </b>We are concerned about developing further customisation as we have developed both team's character models to have distinguishable silhouettes so it's easy to tell them apart. Too many customisations may lose that work which has been done. So we will probably keep the options restricted to minimise any confusion.<br><br />
<br />
<b>Dyspatch: </b>One thing we've also done, is that we've added overhead icons to allow easier recognition for your team mates, but it also helps medics see your health status, whether you can be healed or are bleeding and need bandaging.<br><div align="center"><a href="http://www.halflife2.net/news_images/200907/1249092366_r2.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200907/tn_1249092366_r2.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200907/1249092366_r3.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200907/tn_1249092366_r3.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><br />
<br />
<b>Halflife2.net: </b><i>How well is testing going?</i><br />
<br><br />
<b>Shinobi:</b> Testing has brought us to the 100th version of FA:S. The new alpha feels like a major step forward and it feels like we are moving towards wrapping things up. Seeing the player models working in game for the blue team has been a major morale boost. So far we have around 2000-3000 animations!<br />
<br><br />
<b>Halflife2.net: </b><i>Do you think FA:S has a large enough player base after release to build a future community after being hidden away for so long?</i><br />
<br><br />
<b>Shinobi: </b>I guess I'm a little worried about that, but we do have a large testing community so we aren't modding blind so to speak. In future projects we may take more of an open development approach.<br />
<br><br />
<b>Dyspatch: </b>We've had plenty of map prototypes which have been removed, but also the remakes of maps have undergone a lot of changes over time. While they still have the same essence of the original map they are completely different sometimes in gameplay.<br />
<br><b>Halflife2.net: </b><i>How much work hasn't reached the high standards FA:S is setting?</i><br><br />
<b>Shinobi:</b> I've personally done 5 maps for FA:S but only 2 made the cut. A lot of us have done that, remaking old firearms maps with permission of the original authors. Possibly after release we will be having a map pack, sort of adding the FA:S maps which never made the cut.<br />
<br><br />
<b>Halflife2.net: </b><i>What would you say to HL2.net community about FA:S?</i><br />
<br><br />
<b>Shinobi:</b> It is a fast paced, team based game which is a lot of fun. I love working on it as it has always been the game I've gone back to, always my favourite. We've now tested with 24 players on a server without any lag, and after the CSS content has been unmounted we hope to see a lower memory impact.<br />
<br><br />
<b>Dyspatch:</b> One of the things we have been trying to do is accommodate lower end machines in terms of memory usage as I actually map and play on a laptop! We really make sure we keep under a texture budget to cater for a larger player base.<br />
<br><br />
<b>Halflife2.net: </b><i>It sounds like progress is coming along well, how far from release is FA:S or a public beta?</i><br />
<br><br />
<b>Shinobi:</b> I wouldn't say a whole year away, certainly less than that. We essentially have a beta build now, call it whatever you want but we will probably release our final version and not an unfinished beta.<br><div align="center"><a href="http://www.halflife2.net/news_images/200907/1249092495_ss2.jpg" target="_blank" class="externalLink" rel="nofollow"><br />
      <img src="http://www.halflife2.net/news_images/200907/tn_1249092495_ss2.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a><img src="http://www.halflife2.net/images/home/newsspacer.gif" class="bbCodeImage LbImage" alt="[IMG]" /><a href="http://www.halflife2.net/news_images/200907/1249092495_r1.jpg" target="_blank" class="externalLink" rel="nofollow"><img src="http://www.halflife2.net/news_images/200907/tn_1249092495_r1.jpg" class="bbCodeImage LbImage" alt="[IMG]" /></a></div><br><i>Interview conducted by Hectic Glenn, many thanks to Shinobi and Dyspatch for their time.<br />
</i>]]></description>
      <pubDate>Sat, 01 Aug 2009 02:04:16 +0000</pubDate>
      <link>http://www.valvetime.net/threads/with-firearms-source.158772/</link>
      <guid>http://www.valvetime.net/threads/with-firearms-source.158772/</guid>
      <author>Hectic Glenn</author>
      <dc:creator>Hectic Glenn</dc:creator>
    </item>
    <item>
      <title>HL2: Deathmatch - Basic Playing Tips</title>
      <description><![CDATA[This is my attempt at writing a guide for beginners of HL2DM (Half-Life<br />
        2 Death Match). I am by no means the number one expert, although I’ve<br />
        been playing First-Person Shooters for several years, and have managed<br />
        to hold the number one position on a server or two that uses a ranking<br />
        system like Mani Admin. <br><br />
        <br><br />
        There are some very basic pointers in this guide, as well as a few more<br />
        advanced tips. My goal with this guide is basically to help players get<br />
        better. I don’t enjoy overwhelmingly beating someone any more than I<br />
        enjoy getting my butt whooped. What I enjoy the most is a good, close<br />
        match with competitive, friendly players, and with that said, let's<br />
        begin! <br><br />
        <br><br />
        <b>Etiquette</b> <br><br />
        <br><br />
        First things first; the main reason we play is because it’s fun. Sore<br />
        losers make the game less fun for everyone. If someone is dominating<br />
        you, then use your head to try to figure out their tactics and outsmart<br />
        them. You won’t ever win respect by whining or accusing people of<br />
        cheating. The moment you start bad-mouthing someone, you are (in my<br />
        opinion) lowering yourself. Just take your beating. Hell, I have taken<br />
        many beatings, trying over and over again to kill someone who had<br />
        managed to get into a good spot, only to be repeatedly killed by them.<br />
        Sometimes it hurts the ego (believe me I know) but it’s better to just<br />
        sign off than to lower yourself to bad-mouthing. <br><br />
        <br><br />
        Secondly, don’t be quick to accuse someone of cheating. Many instances<br />
        where bizarre things happen may look at first as if someone is cheating,<br />
        but really it's simply a result of lag. Keep your mouth closed and you<br />
        won’t ever be sorry. <br><br />
        <br><br />
        Lastly, the game has a specific goal: Kill everything that moves. It is<br />
        very unrealistic to expect people to not spawn kill. When I’m running<br />
        around a map, I kill everything I see, and if it spawns in front of me,<br />
        I kill it. Now, I don’t camp at spawn areas for the purpose of spawn<br />
        killing, but if it happens it happens. Additionally, if someone gets to<br />
        a sweet spot of the map and repeatedly kills you with an RPG, don’t<br />
        complain, just get even! I don’t consider it bad sportsmanship to<br />
        finally kill someone who has killed you several times and rub their nose<br />
        in it with a friendly jibe. The goal of some maps (Overwatch, for<br />
        example) is to get to a “sweet spot” (usually a higher spot with a<br />
        lethal view in many directions, also with a weapon like a crossbow or<br />
        RPG available) and wreak havoc. Don’t fault people for doing this: it’s<br />
        the objective of the map and ultimately, the game. <br><br />
        <br><br />
        All that said, don't camp spawn areas and kill spawners over and over.<br />
        It’s just a unfair way to win a game, and you probably won’t win anyway.<br />
        (Except on some bad maps like fools_day where there is only one spawn<br />
        point!). <br><br />
        <br><br />
        <b>The Basics</b> <br><br />
        <br><br />
        The first rule is don't panic. Keep a cool head at all times during the<br />
        game. Think about what’s going on, and react intelligently. <br><br />
        <br><br />
        <b>Get to Know Yourself...</b> <br><br />
        <br><br />
        Find out what you’re good at and not good at. Some people are better at<br />
        sniping. Some are better at using the Manipulator gun. Then find your<br />
        own style and see if it works. But be flexible. In the end you’ll need<br />
        to be fairly good at everything if you want to consistently win. <br><br />
        <br><br />
        Also, learn where your weaknesses are. I’m particularly weak against<br />
        someone who is good with a Manipulator gun (aren’t we all?). So I avoid<br />
        areas where such players like to lurk. (i.e. the bottom floor of the<br />
        central building in “Overwatch.”) I also suck with the Magnum, so I only<br />
        use it under certain circumstances. <br><br />
        <br><br />
        Also, it’s important to configure your controls in such a way that it’s<br />
        easy for you to move about and shoot. I do not use the default controls!<br />
        Figure out a way to get all your primary and urgent controls within<br />
        close proximity of your left hand. Then get used to them so you don’t<br />
        ever have to think about it. <br><br />
        <br><br />
        <b>Maps</b> <br><br />
        <br><br />
        One of the first things you have to do to get better at Half-Life 2:<br />
        Deathmatch, or any FPS, is to learn your maps. Learn where your<br />
        favourite weapons spawn. Learn where your favourite ammo spawns. Learn<br />
        paths that are safe, and won’t result in you getting shot in the back.<br />
        Once you have learned a map that way you’ll approach each game entirely<br />
        different. After you learn the map, you don’t have to think about where<br />
        to go, you just go there, and on the way there you will typically know<br />
        where to look for your enemy. Before you learn a map, you will wander<br />
        aimlessly, get shot in the back, and die a lot more. Don’t get<br />
        frustrated while you’re learning a map - it’s part of the learning<br />
        curve. <br><br />
        <br><br />
        <b>Movement</b> <br><br />
        <br><br />
        How you move is more important than anything else in DM. Some people<br />
        think it has to do with being a good shot. I totally disagree. FPS games<br />
        are about outsmarting your opponents. How you do that is mostly by how<br />
        you move. The first thing you have to learn is: move. Don’t stand still,<br />
        not even for half a second! If you do, you will suddenly find yourself<br />
        in darkness with no bright light at the end of the tunnel. I can’t tell<br />
        you how many people I’ve killed who were standing perfectly still. Sure,<br />
        they might be shooting me, but if I’m moving and you’re not, you’re<br />
        dying and I’m not. Simple as that. If I have a crossbow, you won’t even<br />
        know what hit you. Also, don’t think of movement as “forward.” Backward<br />
        and sideways also work and so do up and down. So does a crazy zig-zag,<br />
        jumping ghoulie dance. Do it all and as long as you do you will find it<br />
        easier to overcome your opponents. <br><br />
        <br><br />
        <b>Don't turn. Strafe!</b> <br><br />
        <br><br />
        If you’re actually using the keyboard to turn, you’re probably not<br />
        winning much, unless I’m sadly mistaken. You probably use your mouse to<br />
        turn, but you should be using your keyboard to strafe. This is a primary<br />
        skill of the game, and without mastering it, you won’t win very often.<br />
        <br><br />
        <br><br />
        Strafing involves moving left or right while facing straight ahead. You<br />
        should be constantly doing this while in a battle - whether your enemy<br />
        is close by or far away. Your mouse should be focused on aiming at them,<br />
        while your feet are doing the crazy dance. If someone is far away and<br />
        naive enough to be running in a straight line, you can actually use<br />
        strafe to move along with them and keep a constant stream of bullets<br />
        perforating their spleen. It’s rather humorous, and quite effective! <br><br />
        <br><br />
        <b>Avoid straight lines</b> <br><br />
        <br><br />
        This is the second thing people need to learn. Don’t move in a straight<br />
        line because you are telling everyone exactly where they should shoot.<br />
        If I’m up high with a crossbow (and I probably am) I will usually be<br />
        able to kill you. However, if you zigzag, speed up and slow down, and<br />
        frequently change direction, you will be more likely to survive. This<br />
        holds true at all times. Even in a close-quarters battle with your SMG,<br />
        if you make erratic, unpredictable movements, your enemy will hit you<br />
        less often. Learn to move erratically without even thinking about it. It<br />
        should become second nature to you. <br><br />
        <br><br />
        <b>Sprinting</b> <br><br />
        <br><br />
        I actually played HL2DM for quite awhile before learning this critical<br />
        feature. Sprinting is a bit of an art, but if you use it properly it<br />
        will save your life frequently. Place your sprint key somewhere that it<br />
        is easily accessible! (I use 7 on the keypad, and ComradeBadger uses<br />
        left shift). You can’t sprint forever, and you’ll quickly figure this<br />
        out. You run out of energy, and have to replenish before you can sprint<br />
        again. The key is to use sprint often (to move faster about the map and<br />
        be able to find people to kill) without using it too much, and not<br />
        having any sprinting energy when you need it. There are critical times<br />
        when sprinting will come in handy, namely if you’re running low along an<br />
        area while you are being sniped. Don’t stop and try to find or kill your<br />
        sniper, just sprint out of there. You are, of course, harder to hit<br />
        while you’re sprinting. <br><br />
        <br><br />
        <b>Find your cycle</b> <br><br />
        <br><br />
        Part of a good players “routine” is to have a cycle that you follow on<br />
        some maps. This will depend on your personal style. For example, I<br />
        happened to be fond of the alt-fire from the SMG (the grenade launcher).<br />
        So on some maps I have a particular loop I travel, basically picking up<br />
        grenades (and everything else) along the way. If you get in a cycle that<br />
        is timed just right, you get all the good ammo and anyone else who is<br />
        scavenging behind you will turn up empty. On maps where I get “in the<br />
        groove,” I can hoard all the good ammo, and win most battle since I’m<br />
        the only one with the good ammo! It’s also amazing to me that people<br />
        pass by the power-ups without picking them up. Even a clip of pistol<br />
        ammo is better in your hands than in your enemy’s. If you pass up an SMG<br />
        grenade, then you’re just begging for me to kill you with it! <br><br />
        <br><br />
        <b>X, Y and Z axis</b> <br><br />
        <br><br />
        It’s important in any FPS game to stop thinking on a flat plane.<br />
        Instead, be thinking up, down, left, right, forward and back. If you’re<br />
        being shot and you can’t figure out where it’s coming from then look up!<br />
        <br><br />
        <br><br />
        <b>Higher is Better</b> <br><br />
        <br><br />
        As in real-life military situations, having the higher ground in a<br />
        battle give you an advantage—especially if there is no ceiling above<br />
        you. The key here is splash damage. Many of my kills were not the result<br />
        of a direct hit, but of splash damage. Check out the weapons section for<br />
        more on this, but shooting down on your enemy is easier for you. Forcing<br />
        your enemy to shoot up at you makes it harder for them. <br><br />
        <br><br />
        <b>Grav Jumping</b> <br><br />
        <br><br />
        This is a unique feature of HL2. You can jump higher by standing on an<br />
        object that employs physics (radiators, tin sheets, and even cars work).<br />
        Point your grav gun down at the object, jump and fire at the same time.<br />
        Wheeee! It takes some practice, though. <br><br />
        <br><br />
        I hardly ever use this feature, as it will rarely offer you an<br />
        advantage. More likely, you will get killed by taking the time to set up<br />
        all the components. However in some circumstances it will pay off. <br><br />
        <br><br />
        <b>Aggression</b> <br><br />
        <br><br />
        This guide is intended to teach you how to <b>win</b>. However, some<br />
        people have the most fun by hiding in a dark hallway waiting for someone<br />
        to enter, then puncturing them with a crossbow bolt, then staring at<br />
        their hanging corpse for five minutes. If that’s your style, go for it!<br />
        But if you want to win, this is not the style you should adapt. By<br />
        “Winning” in this case, I mean to have the highest kill/death ratio.<br />
        This means that if you have 30 points (kills) but only died 10 times,<br />
        you have a 3/1 kill/death ratio. 3/1 is very good. 1/1 is good on some<br />
        maps. <br><br />
        <br><br />
        So what do I mean by “Aggression”? Why is it under the “movement”<br />
        section? Simply put, in order to win, you must be constantly seeking out<br />
        people to kill. If you see another player and injure him/her, chase them<br />
        down in such a way as to kill them, but keep yourself alive. The only<br />
        time you should run (or let them run away) is if you have very little<br />
        life left, or you don’t have the ammo needed to out-gun them. Otherwise,<br />
        be the tiger and chase! <br><br />
        <br><br />
        <b>Run Backward</b> <br><br />
        <br><br />
        Anyone who has played Capture the Flag has probably learned how to run<br />
        backward. It’s a skill that is used less in DM, but the ones who use it<br />
        are usually the ones who win. If you can do it, you will give yourself<br />
        an advantage over the rest. It is useful because if you know where there<br />
        is some health nearby, you can run backwards toward the kits, and shoot<br />
        your enemy en route. If you run with your back toward your enemy, you<br />
        may not make it all the way to your goal. <br><br />
        <br><br />
        It’s also extremely handy if you find yourself inches away from an enemy<br />
        with a crowbar. Run away from them, backward, and SPRINT backward, and<br />
        shoot them and their close-combat weapon with your SMG. Otherwise, you<br />
        can risk taking them on with your crowbar, but you’re probably already<br />
        injured so that’s a bad idea. <br><br />
        <br><br />
        <b>Outflank</b> <br><br />
        <br><br />
        This is a subtle but important thing to keep in mind with how you move<br />
        through a DM map. This is both an offensive and defensive tactic. <br><br />
        <br><br />
        Basically, the concept of “outflanking” is to never get caught in<br />
        crossfire. At the same time, by doing so, you catch *others* in a<br />
        crossfire (namely yours and someone else’s). <br><br />
        <br><br />
        When you’re moving through a map, move along a wall or structure to<br />
        decrease the number of directions from which you can be shot. Don’t run<br />
        through the middle of a plaza, for example. If you do, you can be shot<br />
        from 360 degress, as well as from up above. If you run along the edges<br />
        of a plaza, however, and you get shot, you’ll have a better chance of<br />
        knowing where it comes from. <br><br />
        <br><br />
        But Outflanking is most useful as an offensive tool. By continually<br />
        moving around the edges of a map (or the edges of a smaller area within<br />
        a map), and always facing the areas from which you can be shot, you will<br />
        quite possibly see your enemy before they see you. <br><br />
        <br><br />
        Furthermore, if you hear a battle, find where the two combatants are.<br />
        One unfortunate thing about HL2DM is that it’s not easy to determine<br />
        where the battle is. The sounds may be far away and still sound close.<br />
        But use your head—people usually congregate in a few areas in each map.<br />
        Go there and find them. By heading to the battle, you will possibly find<br />
        yourself in the scenario all DM players love: you walk into an area<br />
        where two combatants are fighting each other. They are both seriously<br />
        low on health, and YOU kill them BOTH. They do most of the work, and you<br />
        get all the credit. Cha-ching! Your choice of weapons is important in<br />
        this scenario, but the important thing is that you stay at the edges.<br />
        This way the two combatants will almost certainly continue focusing on<br />
        each other, while you can shoot them both with abandon. (Focus on only<br />
        one first.) <br><br />
        <br><br />
        Lastly, if you’re in a 1-on-1 battle and hear some unusual extra noise,<br />
        pay attention. You might have just been outflanked by a 3rd player and<br />
        now be caught in a crossfire. You can turn the tables on either of your<br />
        opponents by a short retreat. Get beyond one of them and put THEM in the<br />
        mush pot. Then continue firing. Rinse. Repeat. <br><br />
        <br><br />
        <b>Turn the tables</b> <br><br />
        <br><br />
        This is another movement trick. I often let people chase me knowing that<br />
        a confined area is coming up. I play the rabbit, and let the tiger chase<br />
        me. Then, once inside the room I’ve entered (or even after turning a<br />
        corner) I turn, crouch, pick a nice high-damage weapon, and wait. They<br />
        will sprint around the corner unsuspecting and BOOM. <br><br />
        <br><br />
        <b>Avoid Predictability</b> <br><br />
        <br><br />
        This is another very important skill. It’s basically an extension of the<br />
        “don’t run in a straight line” rule. Don’t be predictable. For example:<br />
        when I’m chasing a good player, and he runs into a hallway, I assume he<br />
        is going to do the “turn the tables” trick on me. So I will pause for a<br />
        moment. Just as he is crouched and expecting me to approach, I don’t;<br />
        then, as he is starting to get confused, I lob a grenade around the<br />
        corner (or do something else that he doesn’t expect.) <br><br />
        <br><br />
        Let’s take a map like Bella’s room for example. Let’s say you climb the<br />
        little castle on the floor to get the grenades that are up there.<br />
        Someone on the ground spots you and is chasing you up the ladder. So, at<br />
        the top of the castle you jump to the ground. Your assailant expects you<br />
        to run to one of a few spots. The thing he expects you to do the <b><br />
        least</b> is to go back into the castle. The ammo is gone, right? So<br />
        that’s what you should do. Then as he is wandering about looking for<br />
        where you went, you catch him. <br><br />
        <br><br />
        If you’re in a map where there is an obvious succession of items to pick<br />
        up, and you are being chased, don’t do the obvious by going to the next<br />
        good item or health pack. Do something he doesn’t expect. <br><br />
        <br><br />
        You’re in a sweet spot high up on a map, and you’ve damaged your enemy.<br />
        He ducks behind a wall thinking you won’t jump down because you will<br />
        lose possession of your sweet spot. Jump down and kill him. Teach him<br />
        what your priorities are. <br><br />
        <br><br />
        The only predictable thing you should ever do with your enemy watching<br />
        is kill him. <br><br />
        <br><br />
        <b>Sounds</b> <br><br />
        <br><br />
        Do not underestimate the importance of sounds! You make sound when your<br />
        run, and I will hear you coming. If you crouch, you will not make sound!<br />
        <br><br />
        <br><br />
        By the way, if you crouch while on a ladder, you will also be silent but<br />
        you will not go any slower. I could charge people good money for that<br />
        tip, but I give it to you freely because that’s the kind of guy I am. <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie2" alt=";)" title="Wink    ;)" /><br />
        <br><br />
        <br><br />
        Use stereo sound. Even better—use headphones. Headphones will keep you<br />
        focused and allow you to hear every little clue that is going on around<br />
        you. <br><br />
        <br><br />
        <b>Equipment</b> <br><br />
        <br><br />
        Naturally better equipment will improve your game, but it will not make<br />
        a bad player into a good one. One of the best FPS players I’ve ever<br />
        known is Cyberwife from the {DK} clan on UT, who is severely handicapped<br />
        by using 56K dialup! (She’s getting high speed in a few months. That’s<br />
        why I retired to HL2.) She is proof that you don’t need the best<br />
        performance to kick bootie.]]></description>
      <pubDate>Sun, 24 May 2009 22:46:20 +0000</pubDate>
      <link>http://www.valvetime.net/threads/hl2-deathmatch-basic-playing-tips.155904/</link>
      <guid>http://www.valvetime.net/threads/hl2-deathmatch-basic-playing-tips.155904/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>HL2: Deathmatch - Basic Weapon Tips</title>
      <description><![CDATA[While movement is the most important skill to master in order to win at<br />
        DM, the next most important thing is to be able to use your weapons effectively.<br />
        <br><br />
        <br><br />
        Following is a breakdown of each weapon, with some valuable tips and tricks<br />
        of each.<br><br />
        <br><br />
        <b><span style="font-size: medium">Crowbar / Stunstick</span></b><br><br />
        <br><br />
        On most servers, you will get a crowbar whether if you use any of the Resistance<br />
        player models. This weapon is more effective than you might think, and requires<br />
        all the intelligence and finesse of a wad of gum. <br><br />
        <br><br />
        <b>Here’s how you use it:<br><br />
        </b><br><br><br />
        1. Wield weapon<br><br />
        2. Find bad guy<br><br />
        3. Hold down attack button<br><br />
        4. Charge!<br><br />
        5. Secondary fire: Hey look! I’m standing here doing nothing with my crowbar.<br><br />
        <br><br />
        I will be the first to say that I use this weapon the least, so I’m no expert<br />
        at it. I absolutely respect an enemy when he is charging at me with one,<br />
        but I am unaware of any “tricks.” <br><br />
        <br><br />
        There are two versions of the crowbar. In a Deathmatch game, the crowbar<br />
        goes to all rebels, and combine players get something else that looks nifty<br />
        and has spiffy little sparks but performs exactly the same. It’s called<br />
        the Stunstick, and does more damage, but at a slower rate of fire.<br><br />
        <br><br />
        <b>Defending against a crowbar/stunstick</b><br><br />
        <br><br />
        As I said earlier, back away (sprint backward if possible), and shoot. If<br />
        you’re not close enough to them, they will be swinging at empty air while<br />
        collecting your bullets with their body.<br><br />
        <br><br />
        <b><span style="font-size: medium">Grenade</span></b><br><br />
        <br><br />
        Grenades are another weapon that you automatically get when you spawn. They<br />
        are a very effective weapon that many people forget to use. When you’re<br />
        in a tight spot, lobbing one of these might just get you out. Additionally,<br />
        if someone else is in a sweet spot, roll one of these in with them and watch<br />
        how fast they evac. <br><br />
        <br><br />
        Grenades should be listened to. Once thrown, they are armed. When armed,<br />
        they emit little chirping sounds. As the chirping sounds get closer together,<br />
        it will soon explode. You don’t want to listen to this up-close. <br><br />
        <br><br />
        Primary fire will throw your grenade. The throw distance depends on the<br />
        angle you throw it. You can throw a grenade much farther than would be humanly<br />
        possible in reality, so don’t underestimate how far you can chuck one of<br />
        these puppies! The intent of this weapon is to make *no one* invincible—even<br />
        someone who is way high up shooting through a tiny window. If you can get<br />
        a grenade in that window, they will crap their pants. On many occasions<br />
        while playing “Bella’s Room” I’ve had people lob them into the light fixture<br />
        while I was in there sniping. Where could I go? Nowhere. Was it a good shot?<br />
        Yes, and that’s exactly what I was thinking just before I was blown to bits.<br />
        <br><br />
        <br><br />
        Secondary fire will roll a grenade. This is useful to get a grenade into<br />
        a tight spot. <br><br />
        <br><br />
        Both methods require practice to get good at them. Don’t give up too early.<br><br />
        <br><br />
        <b>Tricks</b><br><br />
        <br><br />
        There is a very powerful and effective trick with the grenade. I have not<br />
        figured out how to do it very well yet, but here is how it works. You need<br />
        to throw a grenade to yourself, switch to your grav-gun, and “catch” it.<br />
        Then you have some time to shoot the grenade at someone or something. In<br />
        a one-on-one match I had, I got my ass handed to me on a platter by someone<br />
        who performed this trick repeatedly with great effect. Picking up grenades<br />
        resets their timer, so it gives you a little bit of time to fire them.<br><br />
        <br><br />
        <b>Defending against grenades<br><br />
        </b><br><br><br />
        If someone tosses a grenade near you, distance will help. If you can’t get<br />
        distance, simply turning a corner or getting behind any object that is not<br />
        effected by physics will help you. Or, you can shoot it with a magnum (good<br />
        luck) or grav gun’s primary fire to get it far away from you. Or you can<br />
        pick it up and toss it with a grav gun. Better act extremely fast, though.<br><br />
        <br><br />
        <b><span style="font-size: medium">Grav Gun</span></b><br><br />
        <br><br />
        The Grav gun is practically the hallmark of HL2. It’s fun, it’s new, it’s<br />
        all the rage. I will assume you’ve mastered the basics of the grav gun.<br />
        You can pick things up with it. You can move objects to you from far away.<br />
        You can drop things gently with it (rarely necessary), or you can drop things<br />
        quite violently with it (much more fun.) You can fire objects at people<br />
        with the grav gun and it's quite lethal. Lighter objects tend to injure<br />
        and not kill. Nothing says “I love you” like killing them with a flying<br />
        toilet.<br><br />
        <br><br />
        <b>Tricks<br><br />
        </b><br><br><br />
        There are a many things to master with grav guns. They are much more than<br />
        a weapon. <br><br />
        <br><br />
        <b>Trick 1: Shield<br><br />
        </b><br><br><br />
        If you pick up a large object with it and run toward your enemy, the object<br />
        you hold will shield you from bullets and other projectiles. So, for example,<br />
        if there is a sniper at the end of a long hallway, you need to pick up something<br />
        that will shield most of your body, and charge down the hallway at them.<br />
        Hopefully their shots will be absorbed by the object you hold, and you can<br />
        then give them an intimate introduction to the object they’ve been shooting<br />
        by cramming it lethally down their throats. <br><br />
        <br><br />
        <b>Trick 2: Turning barrels<br><br />
        </b><br><br><br />
        Those painted explosive barrels make the game a lot more fun. A very lethal<br />
        tool is to pick them up with the grav gun and fire them at your enemy. However,<br />
        if you pick them up normally, the barrel itself will almost entirely obscure<br />
        your view. Here’s what you do: back way up from the barrel. Aim the grav<br />
        gun at the very top of the barrel (instead of at the centre). The barrel<br />
        will tip over, then come to you. If you do it right, you’ll have plenty<br />
        of visibility. If your vision is still obscured, just drop the barrel on<br />
        the ground, gently. It should fall on its side. Pick it up again. Be careful<br />
        when running around with those puppies, however. It’s awfully tempting to<br />
        shoot them and blow up the poor guy who is carrying it. <br><br />
        <br><br />
        And while I’m on the subject of barrels … always shoot a barrel when your<br />
        enemy comes near one. Don’t argue with me. Just do it. <br><br />
        <br><br />
        <b>Trick 3: Come to Papa<br><br />
        </b><br><br><br />
        On some maps (roaches, for example) there are nice weapons placed in very<br />
        un-nice spots. (i.e., the RPG in the sink.) Use your grav gun to grab stuff<br />
        that’s in tight spots rather than jump in and risk your life. <br><br />
        <br><br />
        <b>Trick4: Why pick it up?<br><br />
        </b><br><br><br />
        Imagine you’re in a hairy skirmish with another person in a close-quarters<br />
        battle, and you’ve run out of ammo. There is a bathtub between you. Now,<br />
        you could pick it up and fire the tub at them, but when you pick it up they<br />
        know exactly what you’re going to do with it. Instead, just wait until they<br />
        are directly behind the bathtub and primary-fire it right at them. This<br />
        does almost as much damage, and is more likely to connect because they don’t<br />
        expect it. <br><br />
        <br><br />
        <b>Trick 5: Catch a flying toilet<br><br />
        </b><br><br><br />
        Really good grav-gun users can kick ass by catching the items that are being<br />
        hurled at them. It takes practice, and I have only done it once that I can<br />
        remember, but some guys do it all the time. If someone hurls a toilet (or<br />
        whatever) at you, you can catch it with your grav gun (much like you did<br />
        in the single player game when playing “catch” with Dog.)<br><br />
        <br><br />
        Note: you can also catch orbs fired from Combine Rifles. Also, in some maps<br />
        there are little force field generators that have little orbs moving up<br />
        and down a glowing ray of light. Grab one of these with your grav gun and<br />
        it works just like the secondary fire from a Combine Rifle. <br><br />
        <br><br />
        <b>Trick 6: Firing harder than other people</b><br><br />
        <br><br />
        Funnily enough this works – fire the Grav Gun, then hit the key you have<br />
        bound to last used weapon the instant you fire; it fires much harder and<br />
        faster. <br><br />
        <br><br />
        <b>Defending against a Grav Gun<br><br />
        </b><br><br><br />
        1. Charge them! <br><br />
        <br><br />
        Get right up next to them and you’re inside the grav gun’s minimum range!<br />
        They will fire something off and it will not hit you. In the meantime you<br />
        can be shooting them in the face. But be nice about it, please.<br><br />
        <br><br />
        2. Ricochet!<br><br />
        <br><br />
        As will be explored later, the crossbow bolt has a ricochet. This can be<br />
        used to damage unsuspecting grav gun users, by firing near their feet, which<br />
        should ricochet up, behind their physics prop, and hit them usually in the<br />
        groin or lower legs area.<br><br />
        <b><span style="font-size: medium">Pistol</span><br><br />
        <br><br />
        </b><br><br>AKA “The Match,” the pistol is your basic distance weapon. It has 18<br />
        bullets in its clip, and can fire as fast as you can pull the trigger. Secondary<br />
        fire does nothing.<br><br />
        <br><br />
        Don’t underestimate this weapon. It is extremely accurate at long distances.<br />
        You may ask yourself, how can a short-barrel weapon be more accurate than<br />
        a long barrel (say the standard SMG) weapon? I don’t know. But this isn’t<br />
        real life — it’s a game! You can use the Match to fire at enemies very far<br />
        away. If they are moving, though, your chances to hit are somewhat slim.<br><br />
        <br><br />
        <b>Tricks:<br><br />
        </b><br><br><br />
        Aim for the head. I’ll say it again: aim for the head. It does MUCH more<br />
        damage. (This is true of all projectile weapons, and is even true for the<br />
        crowbar/stunstick!)<br><br />
        <br><br />
        <b>Defending against the Pistol:</b><br><br />
        <br><br />
        Use a bigger gun, and bob your head a lot. Either get very close to the<br />
        shooter (and move a lot), or very far away. Middle distances (8-25 feet)<br />
        will make you a fairly easy target.<br><br />
        <br><br />
        <b><span style="font-size: medium">Magnum</span></b><br><br />
        <br><br />
        This weapon is the bane of my existence. I absolutely suck at it and I have<br />
        no idea why. I have shot people many times point blank with it and apparently<br />
        missed. Lag? I don’t know. I have given up trying to be good at it. <br><br />
        <br><br />
        But the Magnum is one seriously kick-ass weapon. It has one huge strong<br />
        suit in that it does massive amounts of damage, instantly. Body shots do<br />
        75 damage, headshots do far more. Sadly, hit-detection is client-side, so<br />
        it may look like you have hit them, when you haven’t.<br><br />
        <br><br />
        There is no secondary fire. It’s be fun to gun-butt people with it, but<br />
        alas, no.<br><br />
        <br><br />
        <b>Tricks:</b><br><br />
        <br><br />
        The main trick with the magnum is what not to do. Namely: don’t stand there<br />
        wielding it while it’s reloading. It takes a long, long time, and you will<br />
        likely die before it reloads. In fact, your kids will graduate from college<br />
        before it reloads. Well, one of them will. The other one will end up getting<br />
        knocked up and live in a trailer park the rest of her life because her dad<br />
        wasn’t around to give her guidance because he got killed because he was<br />
        waiting for his magnum to reload.<br><br />
        <br><br />
        One other trick: If you’re camped somewhere safe and you see someone who<br />
        is not moving in the distance, zoom in with your suit, draw a bead with<br />
        the magnum, and zoom out. Pray. Fire.<br><br />
        <br><br />
        <b><span style="font-size: medium">SMG (Sub-Machine Gun)</span></b><br><br />
        <br><br />
        Everyone spawns with the SMG. It’s an extremely versatile weapon. Its primary<br />
        fire a very fast machine gun, but it takes almost an entire clip to kill<br />
        someone unless every bullet goes into their head. <br><br />
        <br><br />
        The thing to remember about your SMG is this: when you’re in a confined<br />
        area and your magnum or crossbow bolts seem to be missing due to lag, switch<br />
        to your SMG, because your enemy is probably having the same problem. Do<br />
        the dance, and fire. <br><br />
        <br><br />
        Another thing to remember is that if you have a badly wounded enemy; don’t<br />
        waste your time trying to nail them with another round from a high-damage<br />
        weapon. Grab the SMG and finish them off. <br><br />
        <br><br />
        This is also a good tactic when you happen upon two other combatants who<br />
        are dueling. Stand off to the side and use your SMG (unless you have an<br />
        RPG to surprise them both with). Remember that the person who gets the point<br />
        for the kill is the person who brings their health to zero. The person before<br />
        you might have taken them from 100 to 1, but if you do that last tiny bit<br />
        of damage, you get the point. In the midst of a chaotic firefight, the fastest-firing<br />
        weapon is the most likely one to take a person to that zero HP.<br><br />
        <br><br />
        <b>Tricks with Primary fire:</b><br><br />
        <br><br />
        See my section on strafing. It’s not really a trick, just a good discipline.<br />
        Don’t stand still, and don’t run in a straight line. Move side to side,<br />
        and jump. Consider your nickname to be “twinkle toes.”<br><br />
        <br><br />
        And now my favorite topic with the SMG: Secondary Fire. The SMG’s secondary<br />
        fire is a beautiful thing. It launches a grenade in an arc. The grenade<br />
        explodes upon impact and does some very hefty damage. As long as you launch<br />
        the grenade about 15 feet away, you won’t take any damage. At 12 feet you<br />
        take a tiny bit. At 5 feet you take a lot. When you have even 1 grenade<br />
        and a single full clip of ammo, you are practically guaranteed a kill in<br />
        a close-quarters battle. That is, unless, you enemy is similarly armed.<br />
        <br><br />
        <br><br />
        The tactic is simple. Lob a grenade as close as you can to your enemy. Bear<br />
        in mind that you don’t need to *hit* them. You only need the grenade to<br />
        land close to them. The splash damage is significant, and will often blow<br />
        them several feet (or more, in low grav), which disorients your enemy. If<br />
        your grenade landed fairly close to them, your enemy is either dead or close<br />
        to it. Don’t waste another grenade. Just switch to primary fire and finish<br />
        the job. In less than 3 seconds, you’re moving on to your next victim.<br />
        <br><br />
        <br><br />
        <b>Tricks with secondary fire:<br><br />
        </b><br><br><br />
        There aren’t any tricks with the grenade launcher per se. The grenade launcher<br />
        is very accurate, and can throw a grenade quite a long distance. You’d be<br />
        surprised how far it will go at the right angle. Hitting someone from a<br />
        great distance is always a bit of a pleasant surprise. Well, pleasant for<br />
        you anyway. <br><br />
        <br><br />
        Another thing you can do is leap off a roof or cliff (make sure it’s not<br />
        a suicide height), turn, and launch a grenade at an enemy that is fairly<br />
        close to you. Before the grenade hits, you’re already safely beneath the<br />
        blast.<br><br />
        <br><br />
        <b><span style="font-size: medium">Combine Rifle</span></b><br><br />
        <br><br />
        Another very nice weapon; this is basically not a rifle at all. It’s the<br />
        bigger, beefier version of the SMG, with a twist. <br><br />
        <br><br />
        In a 1-on-1 battle with another player, all things being equal, you will<br />
        kill him with the Combine rifle much faster than he will kill you with his<br />
        PDW. Your rate of fire is significantly slower, and clip size smaller, but<br />
        each bullet does significantly more damage. All the rules and tactics that<br />
        apply to the PDW will apply to the combine rifle. However, I’ve noticed<br />
        that in a pinch, your combine rifle is a much better choice at long-range<br />
        killing than your PDW. Is this where the word “rifle” applies? Greater accuracy?<br />
        I’m not sure. But hey, this guide is free and you get what you pay for.<br><br />
        <br><br />
        <b>Defending against primary fire:</b><br><br />
        <br><br />
        You had better do more damage in a shorter period of time or you are toast.<br />
        If you have only the primary fire from a PDW, you will not survive unless<br />
        you have heavy armor or are a far superior player. (Read: you strafe and<br />
        aim better than your opponent.)<br><br />
        <br><br />
        <b>Secondary Fire:<br><br />
        </b><br><br><br />
        Secondary fire with the Combine Rifle is very unusual and quite fun. No<br />
        matter how much life and armor your opponent has, one touch from this orb<br />
        and he will be a mere shadow of his former self. Not only that, but the<br />
        orb will continue bouncing around for quite a long time—killing everyone<br />
        it touches—before finally pooping out. <br><br />
        <br><br />
        The best way to use this is to shoot it into a smallish room that has multiple<br />
        people in it. In a Team Deathmatch situation, this can be quite useful,<br />
        as the orb will bounce around inside the room and usually kill everyone.<br />
        I’ve seen guys get 5 kills with a single orb. I’ve killed guys with the<br />
        orb, only to have them spawn in the same room and be killed again by the<br />
        same orb. Man, that’s gotta hurt. <br><br />
        <br><br />
        <b>Tricks with the Orb:</b><br><br />
        <br><br />
        If you’ve been playing for long you will notice something unusual. When<br />
        the orb hits one person, it seems much more likely to hit another person.<br />
        I’m not sure how this has been coded, and it doesn’t always work. But keep<br />
        this in mind. Even in a very large area, if you are up-close to one enemy<br />
        and you have an orb, you might consider using it, because the orb will often<br />
        make a bee-line for some other guy who is quite far away. Bouncing it off<br />
        a wall close to you and catching it lets you fire the orb much faster than<br />
        the rifle itself will. Also, a lot of people have learned to catch the orb<br />
        well, since it isn’t hard, so try aim behind them, so it’ll kill them on<br />
        the return, and as they think you’ve missed – they won’t expect it!<br><br />
        <br><br />
        <b>Defending against an Orb:<br><br />
        </b><br><br><br />
        Catch it with your grav gun and give it back to them. <br><br />
        <br><br />
        Otherwise, crouch in a corner. (Seriously, this works sometimes. The chances<br />
        of the orb finding the right angle to hit you are significantly decreased<br />
        if you crouch in a corner). Another thing to do is to shoot at the orb...<br />
        yes, you heard right... that slows it down, making it much easier to catch!<br><br />
        <b><br><br />
        <span style="font-size: medium">Shotgun</span></b><br><br><br />
        <br><br />
        I dislike the shotgun because I’m not good with it, and not good at defending<br />
        against it. However, in the hands of someone who is good with a shotgun,<br />
        it is lethal. I’m sure it’s the favourite weapon of some players (for example,<br />
        ComradeBadger loves it!) <br><br />
        <br><br />
        Primary fire shoots one shell. Secondary fire shoots two shells. Many players<br />
        are unaware that secondary fire will shoot two shells instead of one. The<br />
        sound and feel is the same. The shotgun can hold a total of six shells.<br />
        Remember that. Reloading is slow, and if you are holding down either primary<br />
        or secondary fire, you will reload enough shells to fire (1 or 2, depending<br />
        on which button you are holding down.). When you run out of ammo, if you<br />
        are still holding down your fire button, you might hear the faint “click<br />
        click” above the roar of your enemy’s weapon that is pumping you full of<br />
        lead while you play with an empty shotgun. Be careful to avoid that.<br><br />
        <br><br />
        A double-barrel shot point blank will frequently kill your enemy with one<br />
        shot. The thing about the shotgun is that it is drastically affected by<br />
        range. From far away you will actually do a tiny bit of damage, but up close<br />
        it does huge damage. <br><br />
        <br><br />
        I will sometimes use the shotgun instead of the SMG if those are my choices,<br />
        because the shotgun will do more damage if you are fairly accurate. I’m<br />
        not a very good shot with it however. So I will fire 3 quick secondary shots<br />
        (6 shells) then trade with the SMG rather than wait for the reload. <br><br />
        <br><br />
        <b>Tricks:<br><br />
        </b><br><br><br />
        Not so much a trick, but more of a tactic: use a splash damage weapon, such<br />
        as the SMG’s secondary fire, the RPG, or a grenade. As your opponent flies<br />
        through the air, shotgun him! It’ll usually finish him off, and will usually<br />
        only take 1 shell!<br><br />
        <br><br />
        <b>Defending against the shotgun:</b><br><br />
        <br><br />
        One word: Keep your distance. OK, that was three words. Sorry. But if you<br />
        sprint away (backwards) while shooting, your shotgun-loving enemy will be<br />
        vexed by how little damage he is doing. <br><br />
        <br><br />
        Another slightly more dangerous tactic is just the opposite. Get closer.<br />
        But if you do that, make sure you are dancing in circles around him. This<br />
        will make it difficult for him to get a bead on you, but if he does—you<br />
        are history. <br><br />
        <br><br />
        <b><span style="font-size: medium">Crossbow</span></b><br><br />
        <br><br />
        The crossbow is my favourite weapon, and I think it’s effective use requires<br />
        the greatest talent. (Naturally, right?) It’s truly an art form to gauge<br />
        the distance, speed, and trajectory of your enemy and fire a crossbow bolt<br />
        to the exact point where he and your crossbow are fatally introduced.<br />
        <br><br />
        <br><br />
        The crossbow is not a sniper rifle. The bolts take time to travel through<br />
        the air, so you always have to “lead” your enemy. Leading your enemy can<br />
        only be mastered with practice. You learn that speed, proximity, and trajectory<br />
        all affect where you should fire your crossbow bolt. Even still, sometimes<br />
        I miss like an idiot over and over again. <br><br />
        <br><br />
        Note: the crossbow is a much more effective weapon in low gravity. Why?<br />
        Because people love to make long, flying, graceful leaps through the air.<br />
        The only problem is, when you’re flying through the air, you cannot strafe.<br />
        Suddenly your trajectory and speed are 100% predictable. Mr. Flyer, meet<br />
        Mr. Crossbow bolt. One point for me. <br><br />
        <br><br />
        The Crossbow bolt does 100 damage as far as I can tell. I know this because<br />
        if I have picked up a single suit charger for 15 armour, and I get hit by<br />
        a crossbow bolt, I suddenly have 15 health and no armour. <br><br />
        <br><br />
        Secondary fire toggles the zoom function. However, the better you get with<br />
        this weapon, the less you will use the zoom. When you zoom, it severely<br />
        hampers your ability to keep moving by decreasing your periphery. By lacking<br />
        your periphery you are also less likely to see someone approaching. That’s<br />
        bad. For these reasons I rarely use the zoom function. <br><br />
        <br><br />
        <b>Tricks:</b><br><br />
        <br><br />
        Guess what? If the crossbow wasn’t cool enough, there’s more. The crossbow<br />
        bolts ricochet! This means that if the angle of impact on a solid wall is<br />
        reasonably less than 90 degrees, the angle of refraction will be equally<br />
        greater than 90 degrees. The angle of refraction is equal to the angle of<br />
        impact. In other words—they bounce off solid walls. I learned this only<br />
        recently, when I thought I was safely hiding from a guy—then ZING. I was<br />
        dead. He had reflected the bolt off of the wall behind me. Quite a nice<br />
        move. <br><br />
        <br><br />
        <b>Defending against a crossbow:</b><br><br />
        <br><br />
        Namely, don’t jump. While you’re in the air, your movements are predictable.<br />
        Also, vary your speed. If someone is leading you, they are more likely to<br />
        miss. <b><br><br />
        <br><br />
        <span style="font-size: medium">RPG</span></b><br><br><br><br />
        <br><br />
        The RPG is plainly the most effective killing weapon in the game. If you<br />
        use it frequently and effectively, you can count on whiners to criticize<br />
        your skills. I won’t however. After all, the point of the game is to win,<br />
        and the RPG is a great way to do it. By using the RPG you are using your<br />
        head.<br><br />
        <br><br />
        Having a height advantage is extremely advisable with the RPG. Firing down<br />
        on your enemy is where you want to be. The splash damage from the RPG will<br />
        often kill them even if you miss them by 6 feet. <br><br />
        <br><br />
        There are a few weaknesses to an RPG. The primary one is the close-quarters<br />
        battle. See some of that in the “how to defend section,” but if you’re up<br />
        close and personal with the RPG, you might want to fire behind them. This<br />
        way you ensure that they take more damage than you, but you might still<br />
        take some. If you’re not going to live, you can always fire at your feet<br />
        to suicide and take out your enemy as well. (This does, after all, prevent<br />
        them from getting one point closer to you).<br><br />
        <br><br />
        <b>Tricks:</b><br><br />
        <br><br />
        This is something that very few people think of. In a situation where you<br />
        have an extremely long shot with the RPG, you can simply fire, then use<br />
        your suit’s zoom function to zero in on your target. The RPG round will<br />
        follow your cursor, even though you’re zoomed. <br><br />
        <br><br />
        Furthermore, to avoid having to see through the smoke trails, you can fire<br />
        up in the air, then point down at your target. You won’t have the up-close<br />
        smoke to obscure your view if you do this.<br><br />
        <br><br />
        <b>Defending against an RPG:</b><br><br />
        <br><br />
        Charge them. I can’t tell you how many times I’ve been right up next to<br />
        an RPG user and they won’t fire because they know they will kill themselves<br />
        in the meantime. Many times they will switch weapons, or not fire at all<br />
        trying to run away and get some distance. <br><br />
        <br><br />
        A second but less effective way to defend, is when you see the RPG about<br />
        to land at your feet, jump up. Your inertia will actually buffer some of<br />
        the splash damage, but be prepared to get launched a good distance. <br><br />
        <br><br />
        Also, strafe and vary your speed. But, by now, that goes without saying,<br />
        right? <b><br><br />
        <br><br />
        <span style="font-size: medium">SLAM</span></b><br><br><br><br />
        <br><br />
        The SLAM is the laser-tripped mine that you occasionally find in maps. You<br />
        can set these by holding it up next to a wall and right-clicking. Then,<br />
        back away or you’ll be sorry. To set it down low, crouch first. If someone<br />
        comes zooming along, they will trip the mine, and blow themselves into many<br />
        small pieces. <br><br />
        <br><br />
        <b>Tricks:<br><br />
        </b><br><br><br />
        Place them where people won’t see them until it’s too late. There aren’t<br />
        many good places to do this, and if you’re playing with good players you’ll<br />
        only be able to get away with it once. Planting them underneath health kits<br />
        and weapons is quite funny, and may work a couple of times. <br><br />
        <br><br />
        <b>Defending against SLAMs:<br><br />
        </b><br><br><br />
        Defending against SLAMs is easy. First off: keep an eye out for the tell-tale<br />
        red line of laser light. When you see one, either shoot the SLAM from a<br />
        medium distance, or if you can’t roll a grenade near to it and it will explode.<br />
        Story over. You can pick up your enemy’s SLAMs with the grav gun, and throw<br />
        them about which is useful for clearing areas.<br><br />
        <br><br />
        Well, that concludes our Half-Life 2: Deathmatch guide for now. Check back<br />
        soon as the guide will be updated with further tactics on weapons and other<br />
        aspects of the game.]]></description>
      <pubDate>Sun, 24 May 2009 22:45:47 +0000</pubDate>
      <link>http://www.valvetime.net/threads/hl2-deathmatch-basic-weapon-tips.155903/</link>
      <guid>http://www.valvetime.net/threads/hl2-deathmatch-basic-weapon-tips.155903/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Day of Defeat: Source - Basic Playing Guide (1)</title>
      <description><![CDATA[This is the first in the series of basic playing guides. These guides will<br />
        teach you the basic things you need to know when playing Day of Defeat.<br><br />
        <br><br />
        <b>Learn the map</b><br><br />
        <br><br />
        After you have installed Day of Defeat your first task is to learn the maps.<br />
        You are probably best off trying them online first and following your team<br />
        mates for a while to get the main routes and points on the map sorted in<br />
        your head. Then start a LAN game and work your way around the map looking<br />
        for anything of interest trying jumps that look possible and finding good<br />
        covered positions to snipe from or to. Make sure you know all the flag locations<br />
        and which icon at the top of the screen corresponds to them so if you see<br />
        that a flag is about to be taken you can get there as fast as possible to<br />
        try and prevent it.<br><br />
        <br><br />
        Once you have a good idea of the map layout and know all the key locations<br />
        start playing it online on some decent servers. You'll soon learn the main<br />
        tactics used for the map and learn which directions to expect the enemy<br />
        to come from. With some luck you'll even find some of your own that you<br />
        can use to outwit the enemy.<br><br />
        <br><br />
        <b>Practice your reading and writing</b><br><br />
        <br><br />
        Keep an eye on all messages on the screen, with practice you'll be able<br />
        to track players movements by flag captures or by noting who's killed as<br />
        you often know the rough where-abouts of some team members in the game.<br />
        Also if you get killed by a player especially an MG or Sniper (both scoped<br />
        and un-scoped varieties) call out their position to your team when you respawn,<br />
        don't let your team mates get caught as well.<br><br />
        <br><br />
        Also keep a track of enemies that kill you if you are killed near one of<br />
        your teams flags and you don't see that they have been killed yet chances<br />
        are they're still in the vicinity. Never presume an enemy is dead until<br />
        you see it written on screen, this goes for when you are the one shooting<br />
        them. Don't fire one shot and expect them to be dead shoot again if you<br />
        can until it says they are.<br><br />
        <br><br />
        Also pay attention to messages within the game especially team messages.<br />
        Acknowledge orders with the Yes, Sir! Command or No, Sir! If you don't intend<br />
        to follow them. Try to follow others advice and orders as it makes the game<br />
        work better when you co-operate. Also let your team know where you are if<br />
        you're anywhere unusual or if you have an area covered, this should help<br />
        prevent to many friendly fire incidents and keep your team well spread out<br />
        and not all concentrated in one place.<br><br />
        <br><br />
        <b>Keep your eyes moving</b><br><br />
        <br><br />
        You must always keep your eyes open in game for the slightest movement any<br />
        where on screen. When you do see movement aim but hold your fire until you<br />
        are sure that it is enemy movement and not a team mate. It only takes a<br />
        moment to verify the validity of your target before firing and saves a lot<br />
        of problems later on. You should always pause before firing any way as you<br />
        should stop, aim then fire.<br><br />
        <br><br />
        Be careful not to make too much movement yourself if you are sniping or<br />
        concealed. If possible look using your eyes not the screen. You can see<br />
        quite a lot on screen so move your eyes around the screen rather than the<br />
        cross-hair, this will help eliminate as much movement as possible. Also<br />
        by crouching rather than going prone looking round and moving makes less<br />
        movement. You'll probably all have seen people prone gyrating wildly as<br />
        they crawl. This will quickly draw fire!<br><br />
        <br><br />
        <b>Sound</b><br><br />
        <br><br />
        Sound is a key weapon and defence in DoD. You should always play with the<br />
        sound turned up so that you can pick out foot steps and other tell tale<br />
        sounds. With practice you'll be able to judge distances of footsteps and<br />
        learn the different sounds on each map to track players' movements.<br><br />
        <br><br />
        I play with headphones or with surround sound speakers. This allows me to<br />
        judge directions with ease. With a decent soundcard and speakers you can<br />
        turn around in the game and by listening pick out the exact direction of<br />
        the sound, rather like a hydrophone (I was watching Das Boot last night).<br><br />
        <br><br />
        Also all the weapons make very distinctive sounds and with practice you'll<br />
        be able to identify each and every one of them and know whether the fire<br />
        is friendly or not. Also listen out for other sounds like the chink the<br />
        garand makes when the clip is empty, the bleeding sound or the sound of<br />
        a reload these are ideal opportunities to strike as the enemy will be flustered<br />
        especially those bandaging themselves. Try to learn which doors make sounds<br />
        and listen for grunts due to grenade throwing or jumping and with these<br />
        combine them with on screen messages especially flag takings to track players.]]></description>
      <pubDate>Sun, 24 May 2009 22:45:27 +0000</pubDate>
      <link>http://www.valvetime.net/threads/day-of-defeat-source-basic-playing-guide-1.155902/</link>
      <guid>http://www.valvetime.net/threads/day-of-defeat-source-basic-playing-guide-1.155902/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Day of Defeat: Source - Basic Playing Guide (2)</title>
      <description><![CDATA[This is the second in the series of basic playing guides. These guides will<br />
        teach you the basic things you need to know when playing Day of Defeat.<br><br />
        <br><br />
        <b>Move and fire</b><br><br />
        <br><br />
        Try never to move on your own unless you are trying to do some infiltration.<br />
        Always move in at least a pair so one can run and the other is situated<br />
        to give covering fire. Covering fire isn't random shooting it requires the<br />
        second man to pick points where he thinks enemy fire is likely to come from<br />
        and to fire at them if he sees any sign of movement, after checking the<br />
        target is an enemy if FF is on. <br><br />
        <br><br />
        By repeating this with roles reversed you'll be able to move swiftly with<br />
        constant fire support and you'll be in a good position to assault any enemy<br />
        positions you encounter. All movement should be done with a lot of input<br />
        of the strafe keys to thrown off an enemies aim. Also remember using strafe<br />
        keys you can move in one direction whilst looking in another, this allows<br />
        you to keep an eye on likely sniper positions yourself so you are ready<br />
        to take action if you see something untoward.<br><br />
        <br><br />
        If you know the maps well enough you should be able to move around most<br />
        parts, at least for short distances, backwards. This will allow two of you<br />
        to move as a pair one covering the front and one the back and will help<br />
        prevent any ambushes or the enemy sneaking in round behind you. <br><br />
        <br><br />
        <b>Sprinting</b><br><br />
        <br><br />
        Sprinting must be used wisely in DoD as you can only do it for limited distances.<br />
        Practice with the different classes so that you know exactly how far each<br />
        will sprint, because there's nothing worse than running out of stamina in<br />
        open ground. You should be sprinting from one piece of cover to another<br />
        to cover longer distances. The ideal time to sprint is the the wake of a<br />
        grenade or artillery blast. There's a huge smoke cloud to hide you and by<br />
        the time it disperses, if all goes well, it's too late for the enemy to<br />
        aim and shoot at you.<br><br />
        <br><br />
        If the distance is too great for you to make in one go and there's no cover<br />
        my advice is to start off running normally until the distance is shortened<br />
        enough to complete it as a sprint. This is because it always takes the enemy<br />
        a short while to react, then they have to aim and in that time you should<br />
        be able to suddenly accelerate out of vision.<br><br />
        <br><br />
        Also if you do misjudge and run out of stamina on a sprint I think you're<br />
        generally best crouching for a moment and finishing the sprint. If you try<br />
        to run it you end up hobbling along slowly and make an easy target that<br />
        the enemy can pick off with ease. It only takes a second to gain enough<br />
        stamina to sprint the rest of the way so ends up getting you there faster.<br />
        Sprinting is also often your only defence if you're bandaging yourself.<br />
        You are unable to fight so try to avoid getting killed until you can retaliate.<br><br />
        <br><br />
        <b>Cover</b><br><br />
        <br><br />
        Make use of cover in DoD it is not merely there to make the map look complete<br />
        it's there to save your life. Don't fall into the peek-a-boo frame of mind,<br />
        &amp;quot;I can't see them so they can't see me.&amp;quot; The chances are that your legs<br />
        are sticking out or that they're in a window behind you.<br><br />
        <br><br />
        You're best off staying crouched rather than prone as your body is kept<br />
        compact and won't stick out as much. Only use prone to peak over obstacles<br />
        or round longer ones that will hide your full length it's also good for<br />
        sniping from windows etc.<br><br />
        <br><br />
        You'll soon learn in maps which obstacles make good cover and which don't<br />
        by the fact you'll keep getting shot/shooting people in bad cover. Also<br />
        learn which positions can fire at you whilst behind cover and keep a close<br />
        eye on them.<br><br />
        <br><br />
        <b>Crouching and sneaking</b><br><br />
        <br><br />
        Crouching eliminates almost all sounds made from walking and also when used<br />
        climbing ladders dramatically lowers the noise made. Crouching will steady<br />
        your aim for shooting and reduce recoil. Also your stamina level will shoot<br />
        up again when you crouch so remember to do it quickly to regain any lost<br />
        stamina.<br><br />
        <br><br />
        If you hear footsteps or other nearby sounds crouch and keep listening.<br />
        Move forwards slowly whilst crouching (sneaking) and keep your ears open.<br />
        Sneaking is particularly good for sneaking up behind people especially MGs<br />
        and Snipers and allows you to approach undetected for a knife or spade attack.<br />
        Crouching is also necessary to pass through small tunnels and many gaps<br />
        in walls, this can often not be done in the prone position, this is due<br />
        to a bug in the game.<br><br />
        <br><br />
        <b>Team spacing</b><br><br />
        <br><br />
        It's a good idea to stick together but keep some spacing between you and<br />
        the others around you. A group of huddled soldiers is a juicy grenade or<br />
        automatic weapon target. In the words of Sgt. Horvath (Saving Private Ryan)<br />
        &amp;quot;One man is a waste of ammo, five men are a juicy opportunity.&amp;quot;<br><br />
        <br><br />
        Another reason to keep apart and not to crowd into rooms is that doors are<br />
        made for one man at a time and if a grenade comes through the window no-one<br />
        will get out because you'll all get caught up at the door. Also if you're<br />
        spaced and one member gets shot then you have the chance to work out where<br />
        the shot came from and not get caught out as well in the same burst.<br><br />
        <br><br />
        <b>Jumping</b><br><br />
        <br><br />
        I very rarely if ever just press the space bar. Crouch jumping is the only<br />
        way to go. This (for those of you who don't already know) is when you crouch<br />
        then jump. This has to be done quite carefully but with a little practice<br />
        soon becomes second nature and allows you to jump much further than normal.<br><br />
        <br><br />
        Every jump you do drains stamina. On the plus side if you crouch jump and<br />
        hold crouch whilst in the air it not only makes you a smaller target but<br />
        you'll regain stamina whilst in the air. I generally Hold Crouch after landing<br />
        for a tiny bit to so my stamina bar is all the way up again. The crouch<br />
        jump is also necessary to pass through smaller gaps like windows and with<br />
        practice you'll be able to jump through windows without touching them, it's<br />
        purely a matter of timing. <br><br />
        <br><br />
        Crouch jumps are a great way to get around corners a well timed crouch jump<br />
        with good use of the mouse and strafe keys will send you flying sideways<br />
        around a corner ready to take on any body waiting for you. Remember that<br />
        when jumping you can still turn around so by using the mouse and strafe<br />
        keys you should always land facing the direction you want no matter which<br />
        way you jumped.<br><br />
        <br><br />
        Jumping can also be a good way to avoid enemy fire in a small room or even<br />
        at times resorting to a jump from a window to avoid being shot or blown<br />
        up is the best bet. Finally on maps like dod_avalanche jumping from the<br />
        windows doesn't do much harm but can help you take the flags swiftly or<br />
        back up a team mate on a flag.<br><br />
        <br><br />
        <b>Prone</b><br><br />
        <br><br />
        In my opinion this is only really useful for ambushes and sniping. Whilst<br />
        prone you may be a smaller target to those level with you but anyone above<br />
        sees your full length. Also you stick out too easily if you move due to<br />
        Half-Life being unable to deal with it properly. The bonus with being prone<br />
        though is that almost all recoil is removed except for MGs and automatic<br />
        weapons still have some spread but you don't have to fight to keep the cross-hair<br />
        in place any more.<br><br />
        <br><br />
        Going prone is also a good way to sneak past enemies when you have a low<br />
        wall to cover you, dod_anzio is a good example the bridge is best crossed<br />
        prone or at a sprint. If you're sniping prone is definitely the position<br />
        of choice and weapons like the Garand and Carbine definitely work better<br />
        whilst prone.]]></description>
      <pubDate>Sun, 24 May 2009 22:45:12 +0000</pubDate>
      <link>http://www.valvetime.net/threads/day-of-defeat-source-basic-playing-guide-2.155901/</link>
      <guid>http://www.valvetime.net/threads/day-of-defeat-source-basic-playing-guide-2.155901/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Day of Defeat: Source - Basic Playing Guide (3)</title>
      <description><![CDATA[This is the third and final part in the series of basic playing guides.<br />
        These guides will teach you the basic things you need to know when playing<br />
        Day of Defeat.<br><br />
        <br><br />
        <b>Voice comms</b><br><br />
        <br><br />
        Unless you've actually played with a clan at some stage voice comms are<br />
        probably a little alien to you. At the moment in DoD they are used mostly<br />
        for random comments on the public servers. But occasionally it is used properly<br />
        and then the game really works. Why should you have to type every message<br />
        when you can just speak it. It's faster and easier to take action if you're<br />
        surprised whilst speaking than typing. I have been caught typing a number<br />
        of times and you end up writing a message along the lines of &amp;quot;Enemy ahead<br />
        tawasda .&amp;quot; You always try to move before you realise that you're typing<br />
        instead and in that time you're usually dead.<br><br />
        <br><br />
        By using voice comms as well you can more easily keep the whole team aware<br />
        of your location and intentions and issuing orders is far faster, with the<br />
        others giving real time feedback. There's no need with voice comms to skip<br />
        any smaller messages because you can't be bothered to type. The only downside<br />
        is messages can be garbled and you'll need to configure it properly to get<br />
        the best results.<br><br />
        <br><br />
        Also if you start issuing orders they will generally be followed. No-one<br />
        else is generally willing to take a tactical role in the game so if you<br />
        start telling the team to all attack the left flank most of them will. DoD<br />
        players seem to want leadership but on public servers there is very little.<br />
        All it needs are some motivational rants to &amp;quot;Take the last flag now!&amp;quot;, or<br />
        &amp;quot;Rush them before they reform&amp;quot; and this collection of random players will<br />
        suddenly become your team, especially if what you say leads to victory.<br><br />
        <br><br />
        <b>Signalling and built in voice messages</b><br><br />
        <br><br />
        Remember to make good use of the built in commands in DoD, you can also bind important commands<br />
        to keys so you can issue them at the stroke of a key. With a little<br />
        thought and the use of mnemonics and some imagination you will soon be able<br />
        to hit the correct command every time. I have &amp;quot;Sniper!&amp;quot; bound to X because<br />
        it reminds me of a Cross-hair on the scope, flank left and right, move out<br />
        and hold position are bound to the relevant arrow keys, Grenade! is bound<br />
        to G.<br><br />
        <br><br />
        It's very easy to do and you can also do it directly in the config file<br />
        if you feel more confident, lists of all the available commands are available<br />
        on the net. The other option which many people use is to just learn all<br />
        the numbers of the commands so they can issue any command with 2-3 keystrokes.<br />
        This isn't as user friendly but is far more comprehensive.<br><br />
        <br><br />
        <b>Always remember you are cannon fodder!</b><br><br />
        <br><br />
        Don't worry too much about your score, sure it's nice to be top of the board<br />
        or to get the best Kill to Death ratio but what's more important is your<br />
        team winning. So remember it is important to get the right kills not the<br />
        most.  Also killing snipers<br />
        and MGs should always be top priority as they can tear the heart out of<br />
        an assault or defence, so don't worry if your suicidal Grenade attack earns<br />
        you a posthumous VC, all suicidal Grenade charges should end with you dying<br />
        as you pop the grenade through the window or bunker view slit. <br><br />
        <br><br />
        Also if you see the enemy about to take a flag rush I throwing grenades<br />
        every where and stop them. So long as the capture is broken you have succeeded<br />
        and that's all that matters. Or if you see the enemy about to do the same,<br />
        to prevent your team taking a flag, stop them no matter what it costs.<br><br />
        <br><br />
        In DoD you are nothing but a dead man walking so don't be too protective<br />
        of yourself. Remember it's always best to die doing something important<br />
        than quietly in a corner snivelling like a girl because your precious score<br />
        is suffering. I find the most enjoyable games are often the ones where your<br />
        score rarely gets much above 1:1 but you are the guy that was always there<br />
        on the assaults or defences drawing enemy fire away from team mates so they<br />
        could achieve an objective.<br><br />
        <br><br />
        <b>Crouch firing</b><br><br />
        <br><br />
        With the new recoil and aiming systems in DoD the days of running and firing<br />
        from the hip are gone. To actually hit anything you'll need to stop and<br />
        aim. Pausing whilst standing will allow the moving part of the cross-hair<br />
        to come to rest and you'll be able to get off one shot accurately. If you<br />
        crouch though this happens faster and for weapons like rifles it will allow<br />
        you to fire faster and more accurately than if standing.<br><br />
        <br><br />
        If you are going to shoot I definitely recommend firing from crouched rather<br />
        than standing as it is pretty rare to get a kill with the first shot so<br />
        you'll need to fire more than one which means going crouched will let you<br />
        do this faster, more accurately and make you a smaller target.<br><br />
        <br><br />
        The guns this works best with are the Garand, carbine and the automatic<br />
        weapons (Tommy Gun, BAR, STG44, MP40). The garand and carbine are particularly<br />
        lethal in this mode. The Kar98 doesn't need it as much as it has a slow<br />
        rate of fire and by the time the next round is chambered whilst standing<br />
        the cross-hair is steady again. Also due to it's high accuracy and power<br />
        you very rarely need a second shot.<br><br />
        <br><br />
        <b>Keep an eye on your ammo level</b><br><br />
        <br><br />
        You should try to make sure that you have enough ammo in your gun for most<br />
        eventualities. This varies from gun to gun, the Garand I'd say it's 2-3<br />
        rounds minimum before you deliberately fire them off and reload, with the<br />
        carbine 5-8, SMGs probably about 10, BAR 5-8, STG 44 10 etc. These are up<br />
        to you to modify and are purely a rough guide. Just find levels that you<br />
        feel comfortable with and stick with them.<br><br />
        <br><br />
        Also MGs run through ammo very fast especially those that are performing<br />
        well. So keep them well stocked at all times and if the MG gunner calls<br />
        for ammo go give it to him, there's no point you hanging on to it. It's<br />
        often a good idea when you are dead to cycle through your teams players<br />
        and note the locations of an MGs. Then route your path in the map to go<br />
        via them so that you can drop them some ammo on the way. There's nothing<br />
        worse than being an MG running out of/without ammo. They have no other weapon<br />
        so they rely on charity or have to get themselves killed.]]></description>
      <pubDate>Sun, 24 May 2009 22:44:58 +0000</pubDate>
      <link>http://www.valvetime.net/threads/day-of-defeat-source-basic-playing-guide-3.155900/</link>
      <guid>http://www.valvetime.net/threads/day-of-defeat-source-basic-playing-guide-3.155900/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Gabe Newell</title>
      <description><![CDATA[As we draw ever closer to Half-Life 2's release (whenever that may be), many questions<br />
still remain surrounding Gordon's next adventure. For the answers, we decided to<br />
skip the gossip and head straight to the Source. All game-engine puns aside, Mr<br />
Bond talked Half-Life 2 with Gabe Newell, co-founder and managing director of Valve<br />
Software.<br><br />
<br><br />
<b>Halflife2.net</b>: First off, how would you compare the HL2 development process<br />
to that of the original? Has the expectation of an amazing sequel been more of an<br />
anxiety or a motivation?<br />
<blockquote><b>Gabe Newell:</b> With the original, we were trying to create the company at<br />
  the same time we were building the game. In the sequel, we have to live up to<br />
  the expectations of the community. It seems like any project we do has its own<br />
  set of challenges. With the first game we were a year late on a product that was<br />
  only supposed to take a year. With the sequel we have the whole DX9 benchmark<br />
  imbroglio. Once HL-2 goes out the door, we're going to try to do some simpler<br />
  and saner projects for a bit.</blockquote><b>Halflife2.net</b>: The detail apparent in urban scenes from &amp;quot;City 17&amp;quot; is especially<br />
impressive. What amount of work goes into creating an environment like this? Can<br />
mod developers hope to imitate this level of realism?<br />
<blockquote><b>Gabe Newell:</b> We were concerned about this as well. Part of what we will<br />
  deliver to MOD authors are a bunch of snap-together level geometry which will<br />
  allow them to focus more on building interesting gameplay and less on figuring<br />
  out which lintel goes with which baseboard.</blockquote><b>Halflife2.net</b>: The compromise between detail and time constraints is an increasingly<br />
significant issue facing game developers as new technology facilitates deeper and<br />
more complex textures, models and game mechanics. How significant has this issue<br />
been in HL2's development, considering the versatility of the Source engine?<br />
<blockquote><b>Gabe Newell:</b> The increased demands on art direction and production are<br />
  certainly one of the challenges. Scalability of content is another. How can you<br />
  make it look great and take advantage of all of the latest bells and whistles<br />
  on the high-end, while still looking good enough and run fast enough on a TNT-2.</blockquote>&lt;p&gt;<br />
<b>Halflife2.net</b>: The AI in Half-Life was groundbreaking at the time and was<br />
the subject of many good reviews. What specific abilities of the enemy AI in HL2<br />
are you most proud of? &lt;/p&gt;<br />
<blockquote><b>Gabe Newell:</b> The way that the AI and physics (the simulated content)<br />
  interoperate with the authored content seamlessly. That's what the real key is<br />
  to pulling off the experience we want.</blockquote><b>Halflife2.net</b>: You've mentioned on a number of occasions that Gordon has<br />
a set mass within the game world. What effects will this have on gameplay - say,<br />
if you jumped on a headcrab, would it squish?<br />
<blockquote><b>Gabe Newell:</b> Off-hand I don't remember how much of a force it takes to<br />
  significantly damage a headcrab, but the point is that Gordon is no different<br />
  than any other object with the same mass (well, and shape). If you step on a teeter-totter,<br />
  it's going to teeter. If you weight too much for something to hold, it will break.</blockquote><b>Halflife2.net</b>: With all the different possibilities that HL2 has opened up,<br />
how difficult has it been to decide when to take risks with something completely<br />
new (for example, Steam distribution or the close integration of the physics system<br />
into gameplay) and when to stick to the proven status-quo (say, HL2's linear single<br />
player story)?<br />
<blockquote><b>Gabe Newell:</b> There are a couple of ways we tried to manage risk. Even though<br />
  we have Steam, we still have our partnership with Vivendi for retail packaged<br />
  goods distribution. We have a new engine, but we didn't announce the game until<br />
  well after we had all the systems integrated. The fundamental way to mitigate<br />
  risk is to have the best people in the world working on it, and deep enough pockets<br />
  to see it through to the end. If you give guys like Jay Stelly or Ken Birdwell<br />
  or Yahn Bernier or Tom Leonard the time and the resources they need, they are<br />
  going to do something spectacular.</blockquote><b>Halflife2.net</b>: The choice to release HL2 in three different packages (SP<br />
only, standard and collector's edition) is quite unique among recent major PC games.<br />
What prompted this decision?<br />
<blockquote><b>Gabe Newell:</b> It's basically a &amp;quot;good, better, best&amp;quot; strategy which is pretty<br />
  time tested in a lot of fields. The main driver was wanting to work with the mass<br />
  merchants like Wal-Mart to have what's called a value SKU at launch rather than<br />
  having to wait a year. Many people will go into the Wal-Mart's and end up buying<br />
  the middle SKU rather than the SP-only SKU after they've had a chance to think<br />
  about the decision. Some people who buy the single-player only SKU will be tempted<br />
  to try out multiplayer, and we can upgrade them using Steam if that's what they<br />
  want to do. <br><br />
  <br><br />
  It's less of an issue for the core gamer and more of an issue about reaching out<br />
  to the casual gamer or the non-gamer and making it easier for them to check out<br />
  this game Half-Life 2 they've heard about but which they don't want to drop $50<br />
  if there's a cheaper way for them to try it out and see if they like it.</blockquote><br><br><br />
<b>Halflife2.net</b>: Can you tell us any details on how the weapon inventory system<br />
will work in the single player?<br />
<blockquote><b>Gabe Newell:</b> Nope.</blockquote><b>Halflife2.net</b>: How significant a role will vehicles play in HL2 single player?<br />
What else can we expect to pilot apart from the buggy we've already seen?<br />
<blockquote><b>Gabe Newell:</b> Yes, there are other vehicles, but we're trying to keep a<br />
  bunch of details quiet so players get to have the fun of learning about them through<br />
  playing rather than through the press.</blockquote><b>Community submitted questions:</b><br><br />
<br><br />
<b>Athlon7 asks</b>: The Steam delivery method is sure to be very popular for the<br />
nearing HL2 release. Are you confident that the server infrastructure in place will<br />
be able to handle the massive amounts of bandwidth required by the thousands downloading<br />
HL2 via steam?<br />
<blockquote><b>Gabe Newell:</b> This issue scares the pants off of us. Every time we think<br />
  we understand the aggregate demand that can be created by the community, we find<br />
  that we have underestimated it catastrophically.</blockquote><b>Vino asks</b>: With regards to some technical details on models in HL2: Are the<br />
facial controls done with the skeletal structure, or otherwise? How difficult will<br />
it be for mod makers to create realistic lip-synching like we've seen with the G-Man<br />
and Alyx? And to what extent can the ragdoll physics system be customized - are<br />
the physical constraints of the body (e.g., a leg cannot bend backwards) built into<br />
each model?<br />
<blockquote><b>Gabe Newell:</b> Bone-based facial systems are something we looked at early<br />
  on and discarded. They tend to be inflexible and the quality is low. For MOD authors,<br />
  there's a tool called FacePoser, which really is a scene generator that let's<br />
  you author content in the range from individual expression sub-components (e.g.<br />
  &amp;quot;open the mouth this much over this period of time while pulling the eyebrows<br />
  this much over this period&amp;quot<img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie2" alt=";)" title="Wink    ;)" /> up to the equivalent of stage blocking (this character<br />
  moves to this point and faces this entity while looking at this entity and blending<br />
  in this gesture). It's a pretty easy tool to get started with, and it looks a<br />
  lot like movie editing tools like Premiere.</blockquote><b>LoneDeranger asks</b>: In hindsight, are you guys glad that you let the word<br />
out on HL2 in May? Would it have been easier to get work done without thousands<br />
of fans emailing you? Or was the communication with the fan community helpful to<br />
the game design process?<br />
<blockquote><b>Gabe Newell:</b> It's a lot easier to have the community involved than it was<br />
  to be silent.</blockquote><b>Halflife2.net</b>: To finish up, it's been quite a while since you told everybody<br />
there was an easter egg hidden in the preview movies yet not even the most dedicated<br />
HalfLife2.net forum lackey among us has been able to find it. Would you be willing<br />
to give a subtle hint to the loyal fans so that they might have some better luck<br />
in the upcoming weeks?<br />
<blockquote><b>Gabe Newell:</b> Nope.</blockquote><b>Thanks for your time, Gabe. Now get that game released!</b><br><br />
<br><br />
Unfortunately, Gabe couldn't reveal anything about HL2's closely guarded multiplayer.<br />
No doubt we'll find out soon enough.]]></description>
      <pubDate>Sun, 24 May 2009 22:19:31 +0000</pubDate>
      <link>http://www.valvetime.net/threads/gabe-newell.155898/</link>
      <guid>http://www.valvetime.net/threads/gabe-newell.155898/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
      <slash:comments>7</slash:comments>
    </item>
    <item>
      <title>Elysium 2028</title>
      <description><![CDATA[We talk to Elysium 2028.<br><b>Halflife2.net:</b> Elysium 2028 has been in development for a little over 2 years<br />
now and your design team has just recently chosen Valve’s Source Engine. What were<br />
some of the specific reasons behind this decision?<br />
<blockquote><b>Brendan:</b> At the beginning, we actually had the Deus Ex 2 engine in mind,<br />
  and also considered UT2004, but after a while Source became the obvious choice.<br />
  It's visually beautiful, very flexible, and the existing support for vehicles<br />
  was very attractive. We were also happy with the excellent support infrastructure<br />
  Valve is creating for modders with Steam.</blockquote><b>Halflife2.net:</b> What stage of development is Elysium 2028 in at the moment?<br />
<blockquote><b>Brendan:</b> Since HL2 and the SDK are not released yet, progress has been<br />
  slow, sometimes nonexistent over the months as we were all busy with jobs or university.<br />
  The delayed release of HL2 actually benefited us, because at this point we all<br />
  have a little more free time and we've been able to coordinate very well and start<br />
  accelerating our effort. At this moment the design is very mature, the episode<br />
  1 script is done, and work on models, textures, sound and music has started relatively<br />
  recently.</blockquote><b>Halflife2.net:</b> Will Elysium 2028 be a fast paced shooter style game, or a<br />
stealth game based on tactics?<br />
<blockquote><b>Brendan:</b> We've tried to strike a balance between both. The single player<br />
  game will often call for either firepower or stealth, and many times we'll offer<br />
  multiple ways to achieve a goal, leaving the choice of methods to the player.<br />
  I have to say that while there will be plenty of chances to try to be Rambo, our<br />
  damage model is a bit unforgiving, and attacking a score of heavily armed men<br />
  without giving your actions some thought may result in grisly death. You've been<br />
  warned. Multiplayer is going to be similar. Instead of having one generic gameplay<br />
  mode where the primary objective is killing the enemy, we're going to have an<br />
  array of scenarios involving two and sometimes three teams where every team is<br />
  put into a role and given one or more conflicting objectives. Matches may involve<br />
  Counter-Strike style combat, or Splinter Cell-esque infiltration, or even some<br />
  scenarios that are race-like. Importantly, multiplayer will combine conflict outside<br />
  and inside the Elysium network, but right now we aren't going to give away a lot<br />
  of precise details on the latter, because we don't want to have people's hearts<br />
  set on something if we decide to change it around a little during play testing.<br />
  You'll have to come and talk to us about that when the mod has advanced more.</blockquote><b>Halflife2.net:</b> One of the more innovative ideas you guys plan to release<br />
is to separate the game into six different episodes. How will the story transition<br />
into each chapter? What kind of locations will each chapter feature?<br />
<blockquote><b>Brendan:</b> Each episode will be several levels in a single world location.<br />
  There will be cut scenes at the beginning and end of each episode to transition<br />
  the player. We thought releasing the game episodically would be the best idea.<br />
  Since each location shares a lot of the same sounds and textures, we can focus<br />
  entirely on one episode before moving to the next, and this way we keep people<br />
  waiting for an initial release as little as possible (while maximizing withdrawal<br />
  symptoms for the following ones). The locations and their order has been pretty<br />
  much finalized, and we have some pretty exotic places in store, but we don't want<br />
  to give anything away other than that the game starts, of course, in Hong Kong.</blockquote><br><br />
<b>Halflife2.net:</b> The development team is a bit short with only four people<br />
currently working on the project. Was there any times where you feared that the<br />
release date was going to be delayed because of the shortage of staff members?<br />
<blockquote><b>Brendan:</b> In the words of our resident Scandinavian: &amp;quot;It was touch and go<br />
  for a while.&amp;quot; We're not sure where he was going or what he was touching, but to<br />
  answer the question, no. We did have a small team, but then we didn't have much<br />
  to do. Now that HL2 is looming, we've been expanding the team, and have picked<br />
  up a few talented individuals but we still need skilled people to help with modelling<br />
  and 2D art.</blockquote><b>Halflife2.net:</b> As a team of game designers, you would know that different<br />
styles of gameplay attract different audiences of gamers. What audience is Elysium<br />
2028 planning on capturing?<br />
<blockquote><b>Brendan:</b> I like to think that anyone who likes FPS games or dark, twisting<br />
  film-noir thrillers will be happy. As far as the story goes, if you liked movies<br />
  like Blade Runner and Ghost in the Shell, you'll like this game. With regards<br />
  to the gameplay itself, we're mixing a lot of styles, from Deus Ex and System<br />
  Shock to Max Payne, to Raven Shield. There should be something for all FPS fans,<br />
  and a few things you haven't seen before, especially what we're doing to incorporate<br />
  the Elysium network into multiplayer.</blockquote><b>Halflife2.net:</b> Even though the Source Engine is mainly first person orientated,<br />
do you plan on any of the game to be in third person? Maybe when driving, ala Halo?<br />
<blockquote><b>Brendan:</b> Unless it’s in a cinematic sequence, the perspective is always<br />
  first person.</blockquote><b>Halflife2.net:</b> Because of the lack of a physics system in Half-Life, the<br />
support for vehicles was very poor. Half-Life 2 has changed this dramatically and<br />
with the introduction of the physics system, do you plan on taking advantage of<br />
this feature in Elysium?<br />
<blockquote><b>Brendan: </b>Yes. Cars will figure significantly in the game, both single player<br />
  and multiplayer, and we plan on putting a lot of effort into them to make them<br />
  realistic and fun to drive, including features like manual gear shifting. You<br />
  might find yourself involved in a car chase or two. In multiplayer, most modes<br />
  will see each team given a car to use as they see fit, and some scenarios may<br />
  be designed almost exclusively for cars. Ever watch Ronin?</blockquote><b>Halflife2.net:</b> As I understand it, the player can only hold only two weapons<br />
at once, much like Counter-Strike. Can you explain how the inventory system works?<br />
<blockquote><b>Brendan:</b> The inventory system isn't quite so restrictive. Much like Deus<br />
  Ex, System Shock, and Planetside, everything you can carry takes up space in grid-like<br />
  inventory compartments. You have one such compartment intended for your primary<br />
  weapon, one for your secondary, and a number of others, &amp;quot;pockets&amp;quot;, for things<br />
  like grenades, spare ammo, or supplementary items. But there is no real restriction<br />
  on how you use the space you have. The compartments in your inventory are sized<br />
  so that you can only carry one large primary weapon, such as an assault rifle,<br />
  but if you want, you can ditch the rifle and use the space for two more pistols.<br />
  Or you can opt to leave a secondary weapon in favour of more ammo for your primary,<br />
  or more grenades, etc.</blockquote><b>Halflife2.net:</b> In Elysium 2028 there seems to be a large arsenal lined up<br />
for the player to use. Do you have an exact number of weapons, and what are the<br />
basic categories of these weapons?<br />
<blockquote><b>Brendan:</b> Whether it's a large arsenal by many people's standards, I'm not<br />
  sure. We have a quality-over-quantity philosophy with weapons. While lots of guns<br />
  are good, we want to make sure that the ones we choose to include are right for<br />
  the game. Each episode will introduce new weapons and include new multiplayer<br />
  scenarios, so I can't give you the exact number of guns as it is bound to change<br />
  constantly. The early releases will likely feature only about a dozen guns, most<br />
  of them modern or exotic weapons, such as the Heckler and Koch MP-7, the new XM-8<br />
  rifle, and the Chinese army's QBZ-95. Don't expect rocket launchers initially.<br />
  Right now the heaviest thing we have in mind is the HK69 grenade launcher that<br />
  can be seen already modelled on the site.</blockquote><b>Halflife2.net:</b> The Source engine looks spectacular, but there is a missing<br />
element about it - cinematics. The Source engine wasn't created for cinematics in<br />
mind but as the site states, Elysium 2028 will feature many cut scenes. What did<br />
the development team do to enhance the cinematics in Elysium?<br />
<blockquote><b>Brendan:</b> We are acutely aware of HL2's limitation in this regard. We spoke<br />
  to Rick Ellis at Valve in person about this. Four hours and one SWAT team later,<br />
  we decided that it would be a good idea to start with writing our own tools for<br />
  camera control to facilitate the creation of high quality cinematic scenes. Hopefully<br />
  we can make whatever tools we create available for other modders to use as well.</blockquote><b>Halflife2.net: </b>Once again I'd like to thank Brendan for taking time of his<br />
busy life to participate in this interview. For more background information on Elysium<br />
2028, visit their website <a href="http://www.elysium2028.com" target="_blank" class="externalLink" rel="nofollow">here</a>.]]></description>
      <pubDate>Sun, 24 May 2009 21:40:43 +0000</pubDate>
      <link>http://www.valvetime.net/threads/elysium-2028.155897/</link>
      <guid>http://www.valvetime.net/threads/elysium-2028.155897/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Adam Foster of Minerva (Part 1)</title>
      <description><![CDATA[The first part of Samon's interview of Minerva creator Adam Foster. <br><br />
<b>Halflife2.net:</b> How did you get started on mapping?<b><br />
</b><br />
<blockquote><b>Adam Foster:</b> A long time ago as a small child, I'd draw maps<br />
  and plans for stories I was writing. I guess I had that mapper bug from a very<br />
  early age - I've got careful, highly detailed plans for islands, buildings and<br />
  machines stashed away somewhere, and moving it to a computer was the only sensible<br />
  step.</blockquote><blockquote>I think I should scan in some of the stuff I wrote - for instance, somewhere there's<br />
  a disturbingly accurate version of Harry Potter I created, a decade or more before<br />
  the first Harry Potter book was written. There's also a stack of more conventionally<br />
  unconventional short fiction as well, some of which is already in digital form.<br />
  Except stored on dramatically obsolete hardware!</blockquote><blockquote>But anyway. In 1998 or so, I picked up a copy of Doom 2, for the purpose of building<br />
  maps. About a year later, I released 'Fractured', a five-map mini-episode thing<br />
  with no real ending. I'm quite proud of it - it's got the less-linear design that's<br />
  persisted in my later maps, for other games.</blockquote><blockquote>I moved on to Quake after that, and was learning how to use Worldcraft when some<br />
  interesting game called 'Half-Life' was released. I eventually got round to playing<br />
  it in the early summer of 1999, and was so transfixed that I built my first Half-Life<br />
  map that very day. I was somewhat intrigued by all the 'xeno_' textures, and was<br />
  very careful to avoid any spoilers...</blockquote><blockquote>The rest of my mapping career has been a stop-start affair, starting overly ambitious<br />
  projects which rapidly grew out of control. MINERVA's an attempt to return to<br />
  the heady days of Someplace Else, and it seems to be working!</blockquote><b>Halflife2.net:</b> What do you count as your greatest achievment to<br />
date?<br />
<blockquote><b>Adam Foster:</b> From a mapping point of view, I'm still incredibly<br />
  happy with Someplace Else. I played through it again recently while preparing<br />
  the Steam-compatible release, and had forgotten how much I had enjoyed building<br />
  it.</blockquote><blockquote>It was my first officially released map for any modern game engine, and I'm still<br />
  proud to put my name on it.</blockquote><b>Halflife2.net:</b> Do you have a specific approach to mapping? Any<br />
special tricks?<b> </b><br />
<blockquote><b>Adam Foster:</b> Direction. Always give the player something to fight<br />
  for.</blockquote><blockquote>Too many mappers produce some long, arbitrary list of otherwise unconnected rooms<br />
  and corridors - if you give the map an overall theme and direction, then things<br />
  are more likely to fit together properly. Witness the first MINERVA map - as early<br />
  as possible, you'll see a strange plasma beam arcing down into the centre of the<br />
  island. So what's that for? If you fight onwards, you'll stand a chance of finding<br />
  out.</blockquote><blockquote>Special tricks? Not really. I plan things out in my head while building things<br />
  (no sketches unless the situation gets really desperate) - and spend months making<br />
  sure the map is properly connected, scripted and with suitable gameplay. Polish<br />
  the map, it's important!</blockquote><b>Halflife2.net:</b>? Co-operative play - holy grail or pain in the arse<br />
to develop?<br />
<blockquote><b>Adam Foster:</b> Proper co-operative gaming is perhaps the only multiplayer<br />
  gaming I really *like* - deathmatch and its derivatives really aren't my idea<br />
  of fun. I'd much rather work with friends against some particular, enjoyable threat<br />
  than waste time being shot in the head by pimpled teenagers with squeaky voices<br />
  and attitude problems.</blockquote><blockquote>Years ago, I spent a short amount of time making sure some Doom 2 maps I'd developed<br />
  would be compatible with co-operative mode, but that's about all I've done since<br />
  then. Beyond playing through Quake over a null-modem connection with a friend,<br />
  that's about the only thing I've done along that line; I've never even got round<br />
  to downloading Sven Co-Op for Half-Life.</blockquote><blockquote>Still, I've been making the source .VMFs for MINERVA available for anyone wishing<br />
  to convert them to any nascent co-op mod for Half-Life 2. I really hope someone<br />
  does convert them - the main reason I haven't is more because of the programming<br />
  necessary for the basic mod, rather than the entity work and other changes.</blockquote><b>Halflife2.net:</b> What aspect of Source do you think could be improved?<br />
<blockquote><b>Adam Foster:</b> One irritation, shared with other game engines,<br />
  is that the alpha- sorting is a bit unreliable. Put a partially transparent object<br />
  somewhere near another one, and there's a chance that they'll be drawn in the<br />
  wrong order - with the more distant object being drawn in front of the nearer.<br />
  I understand it's a technology limitation based on the lack of Z-buffer testing<br />
  on partially transparent textures, but it's still annoying. No idea as to a fix,<br />
  beyond completely redesigned graphics hardware!</blockquote><blockquote>Another irritation is the entity limit. I've been informed it's for big, serious<br />
  networking reasons, but it's still a bit frustrating to almost complete a map,<br />
  then have to start deleting details from the beginning again, just to fit everything<br />
  in. Downhill Struggle ended where it did precisely because of that...</blockquote><b>Halflife2.net:</b>? Is there a specific feature that you wish Valve<br />
had added?<br />
<blockquote><b>Adam Foster:</b> Less of an engine limitation and more of a game<br />
  design decision is the relatively small number of enemies available in Half-Life<br />
  2. There's a good selection, but it would be all too easy to use them all in a<br />
  single map - which I've been consciously trying to avoid in MINERVA. So yes, it's<br />
  been a bit of a never-ending Combine soldier onslaught, but it means that I can<br />
  still do something entirely different in future.</blockquote><blockquote>But yes, more enemies to choose from would be nice.</blockquote><b>Halflife2.net:</b> How long, on average, does it take you to complete<br />
a Minerva map?<br />
<blockquote><b>Adam Foster:</b> I started MINERVA in February last year, which did<br />
  involve learning Half-Life 2 mapping - so with September 2005 and March 2006 release<br />
  dates so far, I'll let you draw your own conclusions!</blockquote><blockquote>Development is very stop-and-start, in that I might do very little for a month<br />
  before working solidly for a week or more. It's partially dependent on when I<br />
  have the time, and when I'm in the right frame of mind - but hopefully I'll be<br />
  able to find more time to work on MINERVA in the near future.</blockquote><b>Halflife2.net:</b>? You've shown interest in the past about developing<br />
a chapter based on a City complete with snow and a Citadel - what is your reasoning<br />
behind?<br />
<blockquote><b>Adam Foster: </b>MINERVA's mostly about having fun, so I've been<br />
  working through a list of things I'd decided would be fun to build. First of all<br />
  was an island - some years back I saw the intro for the Silent Cartographer map<br />
  in Halo, and was utterly spellbound by the idea of a full, 3D island in a computer<br />
  game, rather than just arbitrary corridors and boxy warehouses seen from within.<br />
  So, the first map I built for Half- Life 2 had to be an island - any similarity<br />
  to Silent Cartographer is purely intentional. It was originally called Flatulent<br />
  Geographer - the 'Carcinogenesis' name was a fairly late alteration.</blockquote><blockquote>Something else I've always wanted to build is a city. Half-Life 2 has been the<br />
  best approximation I've seen of such so far, and I'm interested as to how far<br />
  the idea can be pushed. There was some early E3 video of Half-Life 2 which gave<br />
  an amazing impression of a large, open European city being consumed by the Citadel<br />
  - I'm partially being inspired by that.</blockquote><blockquote>Why the snow? Well, it needed a contrast, and I've always been a fan of crunching<br />
  through snow in computer games...</blockquote><b>Halflife2.net: </b>What's your favourite HL2 prop?<br />
<blockquote><b>Adam Foster:</b> Not a prop as such, but the Combine helicopter.<br />
  It's gorgeous - it's a human design subverted in a vile manner, and manufactured<br />
  in some horrific, mechanical factory based in a gigantic alien-constructed Citadel,<br />
  imposing itself on an Earthly city...</blockquote><blockquote>Oh. You want a prop, not a dynamic, AI-driven machine? Hmm.</blockquote><blockquote>How about one of the trees, the leaning, curved tree as featured in the Carcinogenesis<br />
  screenshot? Yes, you may note that it's sat right next to a certain helicopter.<br />
  I'm that predictable!</blockquote>]]></description>
      <pubDate>Sun, 24 May 2009 21:39:51 +0000</pubDate>
      <link>http://www.valvetime.net/threads/adam-foster-of-minerva-part-1.155896/</link>
      <guid>http://www.valvetime.net/threads/adam-foster-of-minerva-part-1.155896/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Cold War Melting Point</title>
      <description><![CDATA[We talk with project leader SidewinderX and coder [=hris from Cold War: Melting Point.<br><b>Halflife2.net:</b> First of all, I'd like to thank you both for taking the time<br />
out to speak to us. Can you both start by telling us what your roles are on<br />
<a href="http://www.cw-meltingpoint.com/" target="_blank" class="externalLink" rel="nofollow">Cold War: Melting Point</a>?<br />
<blockquote><b>SidewinderX:</b> I am the Project Leader, as well as now being the principal<br />
  modeller.<br><br />
  <br><br />
  <b>[=hris:</b> I am a coder, and the web designer.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> You recently made the decision to change the backdrop of the<br />
game's story from being set in the modern world to a historical 1960s setting. What<br />
was the reasoning behind this major change?<br />
<blockquote><b>SidewinderX:</b> Well, there were a few major reasons. The main one was that,<br />
  while we were sure that our mod was innovative, the modern time setting was something<br />
  that everyone was doing and it would get repetitive. This time setting has <i><br />
  <b>never</b></i> been touched in an FPS. The closest that we could find are Vietnam<br />
  games, and Operation: Flashpoint, which was based in the 1980s. This time setting<br />
  will not only allow us to do very cool things based on the historical facts that<br />
  everyone knows, but it allows us to use a very cool time setting with unique traits<br />
  in the weapons and vehicles.<br><br />
  <br><br />
  <b>[=hris:</b> Yes. Although modern shooters are fun, the mod community is getting<br />
  a bit saturated with them at the minute. A lot of modern mods are taking each<br />
  others ideas making it hard to distinguish between them. This time setting will<br />
  let us add more individuality to CW:MP.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Sounds like a wise decision in my opinion. How do you expect<br />
the rest of the community to react to this change?<br />
<blockquote><b>SidewinderX:</b> We think they'll like it. And it should interest a wider range<br />
  of people.<br><br />
  <br><br />
  <b>[=hris: </b>Obviously some people would have preferred a modern military shooter,<br />
  however, I think in general it will be received well as it sets us apart and also<br />
  adds a new era, which can't be found anywhere else.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Something I feel is pretty unique about your mod is the Campaign<br />
Mode. It's clear that you're not just aiming for some sort of Counter-Strike or<br />
Day of Defeat style clone, but you're going for something original. How exactly<br />
will the campaign mode work?<br />
<blockquote><b>SidewinderX:</b> Well, with the time setting change we have added a Cuban campaign<br />
  that will be shorter and more simple than the others will be. The campaigns as<br />
  a whole will follow this basic format: there will be an initial mission, with<br />
  multiple possible outcomes. The outcome of that mission determines what the next<br />
  mission will be. The commanders of the teams will have opportunities at certain<br />
  parts of the campaigns to elect to attempt side missions, where the results of<br />
  which will impact the next campaign mission. For example, if NATO completes a<br />
  side mission of damaging an airport runway, the Warsaw Pact may not have access<br />
  to air support in their next mission. We also plan to set up a &amp;quot;Save&amp;quot; system for<br />
  clan tournaments. A clan match may have 1-2 missions at a time, then &amp;quot;Save&amp;quot; the<br />
  progress, and continue the clan battle later. This, we hope, will serve to make<br />
  CW:MP a premier tournament and ladder mod.<br><br />
  <br><br />
  <b>[=hris:</b> It's little touches like the side missions which will really define<br />
  the campaigns, as well as secondary objectives that will act in a similar way<br />
  to the side missions, helping you on the next map. Some games have implemented<br />
  a mode where you progress through missions in a &amp;quot;campaign&amp;quot; but none have had the<br />
  dynamic features CW:MP will have. Also, we will have stat tracking throughout<br />
  the campaign, so that people can build up experience points - a bit like Call<br />
  of Duty: UO, but you get to keep your bonuses at the end of a map.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> What was the reason for the Cuban campaign being shorter and<br />
more simple? Is this so you can get the mod out of the door quicker or was there<br />
something else that influenced the decision?<br />
<blockquote><b>SidewinderX:</b> There were two main reasons. The first was exactly that; a<br />
  shorter and simpler campaign will allow us to get a playable version out sooner.<br />
  The second reason was that a shorter version will allow us to get the code of<br />
  the campaign implemented and tested sooner, which will speed the overall progress<br />
  along.<br><br />
  <br><br />
  <b>[=hris:</b> Well, Cuba is a small place! It does however allow us to get a<br />
  version with a full campaign, and most of the vehicles out quickly. We don't want<br />
  to release a half finished mod, which doesn't have many vehicles / skins etc.<br />
  Having a smaller first campaign will mean more time for improving other content.<br />
  Also, it will keep the file size down, so the mod will be accessible to more people.<br />
  I think a lot of people are put off mods that would be a huge download, when they<br />
  haven't played it, and therefore don't know if they will like it.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> It's over a year ago now since Valve had their Half-Life 2<br />
source code stolen. Up until the first release of the SDK it seemed as though a<br />
lot of mod makers were trying to get a head start in their development by using<br />
this source code (and the tools included). Is this something that Cold War: Melting<br />
Point ever considered doing themselves?<br />
<blockquote><b>SidewinderX:</b> The team hasn't done anything with the tools. I, of course,<br />
  cannot speak for each individual team member, but I can assure you that none of<br />
  the content of the mod will have been made with the stolen files.<br><br />
  <br><br />
  <b>[=hris:</b> We don't condone the use of the illegal pre-alpha material, however<br />
  the coders have been playing about with the HL1 SDK, although there is obviously<br />
  not as much power there as the HL2 SDK will have.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Now there's been so many changes to the mod, what has this<br />
done for the overall progress? Is there much work you're going to have to completely<br />
re-do? Additionally, what is the overall progress of the mod at this time?<br />
<blockquote><b>[=hris:</b> Obviously no coding / map making can be done, as the full SDK doesn't<br />
  exist, but we have a lot of concept material for the maps as well as plans for<br />
  layouts, reference photos, and campaign flows. Unfortunately because of the change<br />
  in timeline, some of the art work that had been completed has had to be ditched,<br />
  but we are progressing with creating the new models. I don't see this holding<br />
  up our release, based on the current modelling progress for the new timeline.</blockquote><b>Halflife2.net:</b> Now part of the SDK is out, how long do you estimate it will<br />
be before we're able to see some screenshots of Cuba?<br />
<blockquote><b>[=hris: </b>Not before November 16th! Initial material will start rolling out<br />
  before the end of November, I would expect, but screens fit for human consumption<br />
  could take longer. Again, we don't want to release stuff that has &amp;quot;insert jeep<br />
  model here&amp;quot; or &amp;quot;re-texture this&amp;quot; plastered all over it.<br><br />
  <br><br />
  <b>SidewinderX:</b> Well, I've spent the better part of 4 hours trying to get<br />
  the Model Viewer to do something useful, so maybe longer! <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie2" alt=";)" title="Wink    ;)" /><br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> If all goes well, the rest of the SDK should be released no<br />
more than a week after Half-Life 2 is released (if we're being optimistic). If all<br />
goes well, how long after that point would you expect there to be a public playable<br />
version of the mod being released?<br />
<blockquote><b>[=hris:</b> September 30th!<br><br />
  <br><br />
  <b>SidewinderX:</b> We really have no idea at this time. The current plan is to<br />
  have an extended private beta to get the campaign system functioning, balance,<br />
  etc, and THEN move onto a public release with the Cuba campaign fully implemented.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Great - thank you both for the chat. I for one am definitely<br />
excited about the mod and I wish you both the best in your respective roles and<br />
look forward to seeing more of your work. Thanks! Anything further to add?<br />
<blockquote><b>[=hris:</b> One thing - We are always open to community suggestions. We will<br />
  alter the mod based on what people say in<br />
  <a href="http://www.cw-meltingpoint.com/1962/site/forums/index.php" target="_blank" class="externalLink" rel="nofollow">our forums</a><br />
  and several features have already been adopted based on comments posted so far.<br><br />
  <br><br />
  <b>SidewinderX:</b> Yeah, join<br />
  <a href="http://www.cw-meltingpoint.com/1962/site/forums/index.php" target="_blank" class="externalLink" rel="nofollow">the forums</a><br />
  and leave us your 2 cents! On the team side of things, we're looking for another<br />
  modeller/texture artist to help with prop design, and mappers will always be considered.<br />
</blockquote><br><br>]]></description>
      <pubDate>Sun, 24 May 2009 21:37:52 +0000</pubDate>
      <link>http://www.valvetime.net/threads/cold-war-melting-point.155895/</link>
      <guid>http://www.valvetime.net/threads/cold-war-melting-point.155895/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Argyll and Operation CO-IN</title>
      <description><![CDATA[Today we speak to the project leader of the impressive looking<br />
<a href="http://www.opcoin.net/index.php" target="_blank" class="externalLink" rel="nofollow">Operation: CO-IN</a> modification for<br />
the Half-Life 2 engine. <br><br />
<br><br />
<b>Halflife2.net</b>: First do you mind introducing yourself and your role?<blockquote><b>Argyll:</b> I am Argyll: the Project Leader and Founder of Operation: CO-IN.<br />
  I also design/maintain the website, map, 2D Art, and any other jobs that need<br />
  filling in.</blockquote>&lt;p&gt;<br />
<b>Halflife2.net</b>: Could you describe your mod in a short sentence?&lt;/p&gt;<br />
<blockquote><b>Argyll:</b> Op: CO-IN is based on Modern Infantry Combat, primarily the Sub-Conventional<br />
  warfare between a Paramilitary or Guerrilla unit and a larger and more high-tech<br />
  Nation (such as the USA or Great Britain).</blockquote><b>Halflife2.net</b>: You mention on your site that it is set in modern times (post<br />
1945). Do you have any plans on including events and actions from these earlier<br />
years? (Pre 1970s, say)?<blockquote><b>Argyll</b>: That is a possibility, but the primary focus is around the last<br />
  decade and a few years into the future.</blockquote><b>Halflife2.net</b>: You mention that realism will be a major focus of the mod...<br />
could you give an example of the trade offs that you are making between that and<br />
game play?<blockquote><b>Argyll:</b> Game play is also a very important aspect along with realism in<br />
  the mod. How we envision the game play is to have a high replayability factor<br />
  and promotion of teamwork. We will not sacrifice fun or other essential game play<br />
  elements for the sake of 'realism.'</blockquote><b>Halflife2.net</b>: But to what extent will the mod be realistic?<blockquote><b>Argyll:</b> When we say 'realism,' we are referring to the style of game play<br />
  rather then the features commonly associated to a 'realistic' game such as Iron<br />
  Sights or weapon damage. We will include those features, but also the promotion<br />
  of Teamwork along with objectives that would be seen in an actual combat scenario<br />
  (i.e. capturing certain ground or structures instead of flags or other items seen<br />
  in most games). We will encourage teamwork and real tactics as much as possible<br />
  in order to create a 'realistic' experience in a game.</blockquote><b>Halflife2.net</b>: How will the different nations &amp;quot;packs&amp;quot; integrate and affect<br />
the game? What purpose do they serve?<blockquote><b>Argyll:</b> Myself being Canadian, I am tired of always having to play as the<br />
  Americans in games. So, we are developing a system where players will be able<br />
  to customize their team to appear as they are playing as a soldier from their<br />
  nation. We plan on adding additional nations in the future. For the first release,<br />
  we will have the U.S.M.C., British Royal Marines, a Paramilitary Force, and Guerrillas.<br />
  We plan for the future: Canada, Russia, Australia, and Germany.</blockquote><b>Halflife2.net</b>: So will some players see themselves as American, and some<br />
as Canadians?<blockquote><b>Argyll</b>: That is correct, but they will still be able to play in the same<br />
  game at the same time.</blockquote><b>Halflife2.net</b>: Will someone who is playing as the USMC see the other players<br />
as USMC players, even if they see other players as Canadians?<blockquote><b>Argyll</b>: If a player would like to play as USMC, they will see all that<br />
  team as the USMC. If a player wants to play as Canadians, they will see all that<br />
  team as Canadians.</blockquote><b>Halflife2.net</b>: Will this have an affect on weapon selection and effects?<blockquote><b>Argyll</b>: The weapons will have general characteristics that are similar<br />
  with multiple weapons. A British SA-80A2 is a Full-Automatic, 30 round, 5.56mm<br />
  Rifle with a scope; the Canadians use the C7A1 which has the same characteristics.</blockquote><b>Halflife2.net</b>: Your mod seems similar to<br />
&lt;a  href=&quot;http://www.americasarmy.com&quot;&gt;America's Army: Operations[/url]<br />
could you describe how OP: CO-IN differs from it?<blockquote><b>Argyll</b>: I find it actually hard to compare the two. At first glance, they<br />
  do seem similar, but the details are quite different. <br><br />
  1. AA:O you are always the Americans, no matter what team you are on. We are having<br />
  separate teams.<br><br />
  2. More realistic objectives in Op: CO-IN.<br><br />
  3. We are more based on the Infantry, but AA:O does concentrate greatly on Special<br />
  Operations.<br><br />
  4. We will include more nations than just America, to appeal to a broader audience.<br><br />
  5. Vehicles transportation including Truck, Jeep, APC, and Helicopters.<br><br />
  Those are just the main points. The overall style and way that it is played we<br />
  intend to be much different.</blockquote><br><br><br><br><br><br><br />
<b>Halflife2.net</b>: Well, many of those differences you mentioned seemed like<br />
cosmetic differences, such as the different nations. Will these differences provide<br />
a major difference in game play? Also, what do you mean by more realistic objectives?<blockquote><b>Argyll</b>: Realistic objectives are more like what the Infantry would do.<br />
  For example, instead of having to rescue hostages, or reaching one point, or capturing<br />
  a flag... you have to work more as a team rather than an individual to gain control<br />
  of certain areas of a given map. This could be anything from a single, but large,<br />
  building (apartments, government, etc.), to a city block, or a small town/village.<br />
  <br><br />
  <br><br />
  There can be multiple objectives on the maps as well. But, not only just capturing<br />
  and holding areas... the Guerrillas will need to rely on weapons caches in order<br />
  to resupply, so that becomes another priority in order to win.</blockquote><br><br><br />
<b>Halflife2.net</b>: Your &amp;quot;Squad based Teams&amp;quot; feature interests me. Could you describe<br />
how it will work?<blockquote><b>Argyll</b>: We are modeling the teams around a Platoon. There will be a Platoon<br />
  Commander that will co-ordinate the different Squads. They are basically there<br />
  to have a general picture of the battle and how the team should carry out the<br />
  mission. There will be Squads of 8 soldiers. Two fire teams of 4 within that Squad<br />
  and controlled by a Commander. They will take orders from the Commander and carry<br />
  them out as the situation determines. We believe that this Squad based system<br />
  will be ideal for clan and League play.</blockquote><b>Halflife2.net</b>: These systems sound ideal for clan play, but how do you foresee<br />
it will hold up on public servers?<blockquote><b>Argyll</b>: We realize that this ideal will not always work out in a Pub server,<br />
  but the overall objectives of the map will require the necessary teamwork. Objectives<br />
  will require a minimum of 4 soldiers to be in the designated area for a certain<br />
  amount of time. So, if the members of the team are looking to win, they should<br />
  use this system to their advantage.</blockquote><b>Halflife2.net</b>: Sounds good in theory, but I’m still not convinced. I've played<br />
a lot of online games in my time, and it strikes me that the majority are playing<br />
to be the highest in the scoreboard. There will of course be a great following of<br />
team play lovers I’m sure, but have you any plans to help enforce team play over<br />
personal frag count?<blockquote><b>Argyll</b>: We are aware of that, because even I'm guilty of pursuing a high<br />
  kill count in DoD. However, we plan to not have stats (kills, deaths, etc.) while<br />
  the player is alive. What we are going to do is have either round-based games<br />
  or very few reinforcement waves (map determined) and once the round is over or<br />
  the player has been eliminated for good, the stats will be available to them,<br />
  so they can evaluate their performance.</blockquote><b>Halflife2.net</b>: Excellent, I was hoping for something along those lines. Best<br />
of luck to you and your team. Well, I don't have any further questions, do you have<br />
anything you'd like to say in closing Argyll?<blockquote><b>Argyll</b>: I would just like to thank the Op: CO-IN Dev. Team... they are<br />
  absolutely outstanding! They can pull off great quality work and meet the deadlines.<br />
  Also, would like to thank our very dedicated Community on the Forums (<a href="http://forums.opcoin.net" target="_blank" class="externalLink" rel="nofollow">http://forums.opcoin.net</a>)<br />
  and GameSurge IRC Channel: #opcoin.<br><br />
  <br><br />
  We are also hiring positions in the following areas: Map Prop Modelers, Vehicle<br />
  Modelers and Skinners, 1 Weapon Skinner, Mappers, and of course... Programmers.<br />
  More details can be found at our website: <a href="http://www.opcoin.net/" target="_blank" class="externalLink" rel="nofollow">www.opcoin.net</a>.<br />
</blockquote><br><br><br />
We would like to thank Argyll for taking time out to give us this interview and<br />
wish the Operation: CO-IN team good luck in the future.]]></description>
      <pubDate>Sun, 24 May 2009 21:36:50 +0000</pubDate>
      <link>http://www.valvetime.net/threads/argyll-and-operation-co-in.155894/</link>
      <guid>http://www.valvetime.net/threads/argyll-and-operation-co-in.155894/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Adrenaline Gamer</title>
      <description><![CDATA[<b>Halflife2.net:</b> Let me first just say, thanks for granting me this<br />
interview, I’ve had a personal interest in this mod for a long time. This is<br />
something I’m keen to ask: Is this just Adrenaline Gamer: Source?<br />
<blockquote><b>Precizion:</b> No. Something we have been keen to state from the start<br />
  is that AG2 will be a new game with new things to learn. None of the design<br />
  team really have any interest in just remaking AG with better graphics. After<br />
  all, some of us have been playing that game for around six years now, and it<br />
  really is time for something different.<br><br />
  <br><br />
  We will take advantage of some of the great features AG had to offer though,<br />
  such as the comprehensive set of match options which will be used and improved<br />
  upon in AG2.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Would you say you’re happy with Valve’s take on<br />
Deathmatch?<br />
<blockquote><b>Precizion:</b> Even though I am not that keen on it myself, I would say<br />
  such games certainly have their place. They can be especially good for anyone<br />
  who is just looking for a quick bit of fun and who is not that interested<br />
  expending all that much effort on it. However if a player is looking for<br />
  something with a bit more to it, HL2DM does fall quite a bit short in many<br />
  areas. Hopefully AG2 will be able to satisfy those gamers though.</blockquote><b>Halflife2.net:</b> Will AG2 be to HL2 DM what AG was to HL DM i.e. more<br />
speed, voting system, more user control over servers. Or will it be closer to<br />
the old-school HL DM?<br />
<blockquote><b>Precizion:</b> In some ways yes, as it will certainly be faster and have<br />
  many features that cater to the more competitive gamers. But in other ways no,<br />
  as AG2 will not just be a match mod like the first AG was. Instead it will be<br />
  a game that, whilst taking its base from HL2, will be designed almost from the<br />
  ground up. We will be looking at every aspect of the gameplay and changing<br />
  whatever is needed to make the game as fun and rewarding as possible.<br><br />
  <br><br />
  For more information on just what we hope to achieve, please check out the<br />
  <a href="http://www.adrenaline-gamer.com/index.php?page=about" target="_blank" class="externalLink" rel="nofollow">about</a> page<br />
  on our website.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> What led to the removal of wall-gaussing from AG2?<br />
<blockquote><b>Precizion:</b> A lot of reasons. But as it would take quite a while to<br />
  go through them all, I will instead just say that, having looked at many<br />
  different factors, a decision was made that the game and scene would benefit<br />
  overall from its removal.</blockquote><b>Halflife2.net:</b> How do you propose to get new people interested in AG2?<br />
<blockquote><b>Precizion:</b> Mainly through a lot of good PR work and word of mouth<br />
  from the players. There are a lot of players out there who probably started<br />
  out their FPS careers with games such as CS and who have never really played a<br />
  deathmatch game properly. It would be great to get some of those to try the<br />
  mod. The problem though is not so much getting them to play the game, it is<br />
  getting them to stay. Like I mentioned in a previous answer, having new<br />
  players come up against those who have years of experience over them is not<br />
  the best situation to have. There is only so much a player can take of being<br />
  totally outplayed before they begin to get a bit tired of it. And that really<br />
  is a shame, because there is so much depth and richness of gameplay in<br />
  deathmatch games which only becomes apparent after many months of playing.</blockquote><b>Halflife2.net:</b> Would you say you are aiming to get AG2 included in<br />
pro-gaming tourneys?<br />
<blockquote><b>Precizion:</b> Well AG2 certainly caters to the more competitive players<br />
  and should have the depth needed to be used in such tournaments, but I would<br />
  not say it is really an aim.<br><br />
  <br><br />
  The thing about pro-gaming is that, even though it offers benefits to the<br />
  game/scene used (increased publicity and perhaps an influx of new players), it<br />
  does also tend to do a bit of damage as well (player's attitudes for one). If<br />
  such a thing were to come about though, I expect we would most likely help it<br />
  along. We will just have to wait and see.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> How many maps do you plan on releasing with AG2?<br />
<blockquote><b>Precizion:</b> That is a hard question to answer at the moment. All I<br />
  can really say is we will try to get as many maps as possible in to the first<br />
  release so that players have plenty of variety.</blockquote><b>Halflife2.net:</b> Will there be any remakes or will they be all new?<br />
<blockquote><b>Precizion:</b> We are trying to stay away from remakes, especially of<br />
  the more popular maps. You may see one of two updated levels from some of our<br />
  mapper's back catalogues, but only if they are not that well known and can be<br />
  adapted to play well. We really want AG2 to be as fresh as possible.</blockquote><b>Halflife2.net:</b> I recall you’ve said before the long jump module will<br />
return, but, in what form?<br />
<blockquote><b>Precizion:</b> This is something we have given a lot of thought to,<br />
  especially since it is not present in HL2. We do have a couple of ideas for<br />
  different types of long jump (neither of which are the same as they were in<br />
  the first game), but whether they will be used or not has yet to be decided.<br />
  One of the reasons for this is that, due to the increased speed and a couple<br />
  of new moves, it may not be even needed. I think though that this will be<br />
  something that will be decided once we begin proper play testing. We may even<br />
  bring in some outside players for a closed beta and give them a chance to have<br />
  their say after testing it.</blockquote><b>Halflife2.net:</b> Can you give any juicy details about the proposed new<br />
movement tricks planned?<br />
<blockquote><b>Precizion:</b> Not right now. Perhaps once we get closer to completion<br />
  and move into beta testing we will release more information on them, but not<br />
  before. All I will say is that they should help to make the game a lot more<br />
  fluid.</blockquote>]]></description>
      <pubDate>Sun, 24 May 2009 21:36:34 +0000</pubDate>
      <link>http://www.valvetime.net/threads/adrenaline-gamer.155893/</link>
      <guid>http://www.valvetime.net/threads/adrenaline-gamer.155893/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Fortress Forever</title>
      <description><![CDATA[<b>Halflife2.net:</b> How long has your team been working on Fortress Forever?<br />
<blockquote><b>Schtoofa:</b> The original team was assembled about November 2003... it pretty<br />
  much had billdoor, mirv, defrag and rebo at the time. Sev and eat joined around<br />
  the same time but they were all waiting for HL2 to come out, and then later the<br />
  SDK so they could mainly just work on ironing down concepts.</blockquote>&lt;p&gt;<br />
<b>Halflife2.net:</b> In the event that Valve releases Team Fortress 2, does your<br />
team plan to continue supporting Fortress Forever? &lt;/p&gt;<br />
<blockquote><b>Schtoofa:</b> As of now, you bet. We're all having a blast working on it and<br />
  feel we can make a great Team Fortress style MOD. On top of that, we figure it'll<br />
  be valuable experience and maybe even something to add to a resume at some point.</blockquote><b>Halflife2.net:</b> The screenshots for Openfire made for CS:S and 2fort for HL2<img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie8" alt=":D" title="Big Grin    :D" />M<br />
look great! What maps should we expect at the initial launch date?<br />
<blockquote><b>Schtoofa:</b> Just to clarify, the screenshots you saw were taken of a map<br />
  not made by our mappers... however you can definitely expect the favorites and<br />
  classics to return. At least as many of the classics we can manage, as well as<br />
  some entirely new maps.</blockquote><b>Halflife2.net:</b> As far as physics are concerned, how does Fortress Forever<br />
plan on utilizing the Valve's powerful Source engine?<br />
<blockquote><b>Schtoofa:</b> JI believe the programmers decided to not overuse the physics,<br />
  as it would likely slow down the game a lot... but it will be used for some things<br />
  (just not as intensely as in HL2DM for instance). For instance, when something<br />
  blows up (say, a dispenser) you can expect there to be some dispenser chunks flying<br />
  around.</blockquote><b>Halflife2.net:</b> In regards to the 10 main classes in Team Fortress Classic,<br />
will all 10 classes make the transition into Fortress Forever? (Scout, Sniper, Soldier,<br />
Demoman, Heavy Weapons Guy, Pyro, Spy, Medic, Engineer, and Civilian)<br />
<blockquote><b>Schtoofa:</b> There aren't any plans to cut classes from FF, so you can expect<br />
  them to be there on release.</blockquote><b>Halflife2.net:</b> There are so many great ideas that come to mind when thinking<br />
about the classes in TFC and what could be done with the new engine, but are there<br />
any specific ideas that your team is excited about making a reality?<br />
<blockquote><b>Schtoofa:</b> As much as I'd like to toss a feature your way, we're still finalizing<br />
  a lot of the characteristics of classes. I'll probably be able to have more to<br />
  say about that as time passes.</blockquote><b>Halflife2.net:</b> Will the Fortress Forever team carry the previous banlist<br />
from Team Fortress?<br />
<blockquote><b>Schtoofa:</b> Good question, but we figure that should be left up to the leagues<br />
  themselves.</blockquote><b>Halflife2.net:</b> As far as overall progress, about how far along is Fortress<br />
Forever? What's left to be done?<br />
<blockquote><b>Schtoofa:</b> We've got a handful of maps already in the works, most of the<br />
  sounds completed, many models underway, and some in-game mechanics worked out.<br />
  We still have a long way to go though.</blockquote><b>Halflife2.net:</b> Any Final Thoughts?<br />
<blockquote><b>Schtoofa:</b> We'll try and give updates frequently, and appreciate any support<br />
  folks have to offer. Including this interview!</blockquote><b>Halflife2.net:</b> Thanks for taking the time to talk, Halflife2.net thanks you!]]></description>
      <pubDate>Sun, 24 May 2009 21:36:13 +0000</pubDate>
      <link>http://www.valvetime.net/threads/fortress-forever.155892/</link>
      <guid>http://www.valvetime.net/threads/fortress-forever.155892/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Havok</title>
      <description><![CDATA[Havok physics is at the heart of the eagerly awaited Half Life 2 from Valve Software.<br />
Physics gameplay is considered one of the key new departures in the sequel and is<br />
an integral part of the game experience.<br><br />
<br><br />
<b>Halflife2.net</b>: How was your relationship with Valve during the development<br />
of Half-Life 2? Do you plan on working with them in the future?<br />
<blockquote><b>Havok</b>: Valve were one of the earliest users of our technology, and were<br />
  able to give us great feedback throughout their development of Half-Life2. They<br />
  really understood what it could do, and its limitations. With Valve’s input, for<br />
  example, we completely re-implemented our constraints system. We certainly hope<br />
  to continue working with Valve.</blockquote><b>Halflife2.net</b>: How long did it take to develop the Havok 2 Engine?<br />
<blockquote><b>Havok</b>: The Havok 2 engine is simply the latest iteration of our physics<br />
  engine. Development started on our physics as early as 1999, and we have been<br />
  refining / rewriting parts of it ever since based on the feedback from our customers.<br />
  Our product development team has had approximately 10 engineers working on the<br />
  core physics for the last 4 years.</blockquote><b>Halflife2.net</b>: Was Havok 2 developed primarily for games? Or did you have<br />
other purposes in mind?<br />
<blockquote><b>Havok</b>: Havok 2 was developed as a games solution from the start. The design<br />
  decisions we took during its development were all based on this assumption. For<br />
  example, wherever we can get away with it we will happily sacrifice accuracy for<br />
  speed. Havok is used outside of games though – for example the team responsible<br />
  for the Burly Brawl scene in Matrix Reloaded used Havok to pre-visualize and simulate<br />
  the motion of the Agent Smiths.</blockquote><b>Halflife2.net</b>: Did you have to change/add anything in the engine specifically<br />
for Valve?<br />
<blockquote><b>Havok</b>: Sure. We listen carefully to what our customers tell us because<br />
  ultimately it’s about the game and how fun / cool it is. For Valve, for example,<br />
  we did extra work on constraints (improved the ragdoll simulation).</blockquote><b>Halflife2.net</b>: Is there any truth to the rumours of legal issues between<br />
yourself and Valve?<br />
<blockquote><b>Havok</b>: I don’t know what the rumours are, but our relationship with Valve<br />
  has always been a good one.</blockquote><b>Halflife2.net</b>: What makes the Havok engine itself unique (other than the<br />
games that use it)?<br />
<blockquote><b>Havok</b>: Well, the games that use it are the key to why the engine is unique.<br />
  Every time we’re used in a game by one of our clients the engine improves further<br />
  based on the feedback from the client. We’re now in over 100 games – that’s a<br />
  lot of games experience that’s built into the engine. Sure, we could talk about<br />
  features and performance and all that but ultimately the most important thing<br />
  is: does Havok understand what it takes to make game physics work? We’re still<br />
  learning but we’ve more experience of this than any other provider out there.</blockquote><b>Halflife2.net</b>: How many full time engineers work for Havok? What is the breakdown<br />
in terms of education, e.g., how many have Bachelors degrees, how many have advanced<br />
degrees? What would you look for in a programmer if they applied for a job?<br />
<blockquote><b>Havok</b>: There are currently 26 full time engineers working for Havok all<br />
  with Bachelor Degrees, mostly in computer science, computer engineering, or mathematics.<br />
  We have PhDs and Masters degrees too (but none of these were in physics). You<br />
  don’t need to have a higher degree in physics to work on a physics engine. We<br />
  look for people with a love of programming, who get stuff done, and get as excited<br />
  as we get about what we do.</blockquote><b>Halflife2.net</b>: Did the release of the stolen files from Valve have any effect<br />
on Havok (the company and/or the engine)<br />
<blockquote><b>Havok</b>: Like everyone else, we double and triple checked all our own security<br />
  measures – that’s about it.</blockquote><b>Halflife2.net</b>: What are your plans to advance your character animation technology<br />
in the future? Do you plan to move beyond ragdoll physics and support full physics<br />
based character simulation?<br />
<blockquote><b>Havok</b>: I think ragdoll physics are starting to become quite commonplace,<br />
  especially in first person shooters. With our help, our clients are starting to<br />
  go beyond the common ragdoll effects you see in games today. We’re looking at<br />
  more realistic ragdoll modelling, and also how to expose the power of the ragdoll<br />
  simulation to the character animators to give them much more control over the<br />
  dynamics.</blockquote><b>Halflife2.net</b>: Have your engineers been working on real-time fluid dynamics<br />
for smoke/gaseous effects, and/or water? If so, how can these effects can enhance<br />
gameplay for both casual and hardcore gamers? If not, are fluids on the agenda for<br />
future versions? Is there any chance we'll see them in the near future?<br />
<blockquote><b>Havok</b>: We have looked at these in the past, but nobody we have worked with<br />
  has really come up with a good way to incorporate these into gameplay, with the<br />
  possible exception of the use of a simple buoyancy effect.<br><br />
  We are only just coming into a time where physics is being used generally by games<br />
  to enhance gameplay. I think in the near future we will see this become more prevalent,<br />
  as game designers start to explore the possibilities physics presents more.<br />
</blockquote><br><br />
<b>Halflife2.net</b>: Does the Havok engine have any sort of support for sound simulation,<br />
i.e supporting sound dynamics and interaction, superposition, etc. of sound waves<br />
with other objects? And if not, how easily it would be to implement into the Havok<br />
engine?<br />
<blockquote><b>Havok</b>: We don’t simulate anywhere near the frequency needed to synthesise<br />
  sound, so we don’t do wave superposition etc. For details of what you can achieve,<br />
  you should see Brian Sharpe’s (from Ion Storm) talk at GDC this year. They have<br />
  been using the Havok engine as the basis for physically based sound effects.</blockquote><b>Halflife2.net</b>: How many lines of code is the engine?<br />
<blockquote><b>Havok</b>: That depends – on what platform? Do you count assembly / microcode?<br />
  Do you count the tools used to create content, or the debuggers…? Lines of code<br />
  are somewhat meaningless as a metric – remember that on consoles in particular<br />
  we try to keep the engine as small as possible because of the limited memory of<br />
  those systems. We’re an embedded software component, so we have to be fast, tight,<br />
  efficient and robust.</blockquote><b>Halflife2.net</b>: Do you plan on supporting the Independent Game Developers<br />
in some way? Offering the Havok 1 engine for a low price or by designing a separate<br />
engine for Indy developers possibly?<br />
<blockquote><b>Havok</b>: Hey, we’d love to. We’re all indy developers at heart!! But, all<br />
  our resources are focussed on delivering good software and fantastic support to<br />
  our clients to help them deliver games. So right now we’ve no plans this.</blockquote><b>Halflife2.net</b>: To what extent can mod developers change or modify the Havok<br />
settings/engine?<br />
<blockquote><b>Havok</b>: This is up to Valve, They choose what level of functionality to<br />
  expose. The physics will of course be customizable and tweakable but Valve have<br />
  worked hard to make sure it is as easy as possible to harness the creative potential<br />
  of the physics. We’re incredibly excited to see what the mod guys are going to<br />
  create with the Half Life 2 engine.</blockquote>Thank you to those at Havok for spending the time to answer these questions.]]></description>
      <pubDate>Sun, 24 May 2009 21:35:17 +0000</pubDate>
      <link>http://www.valvetime.net/threads/havok.155891/</link>
      <guid>http://www.valvetime.net/threads/havok.155891/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>The Last Great War</title>
      <description><![CDATA[<b>Halflife2.net:</b> The Last Great War is written on your website as &amp;quot;a realistic<br />
first person shooter based the most anticipated game of 2004, Half-Life II.&amp;quot; Judging<br />
from this statement, will The Last Great War be set in the Half-Life universe or<br />
will it just be run on the Source engine?<br />
<blockquote><b>Mith:</b> It'll be powered by the source engine technology, the same technology<br />
  that powers Counter-Strike: Source and Half-Life 2. Essentially though, LGW will<br />
  be a Half-Life 2 Modification the same way Day of Defeat is to Half-Life 1. LGW<br />
  won't draw any story elements or characters from the Half-Life universe. There<br />
  will be no gravity guns or combine.</blockquote><b>Halflife2.net:</b> The first release your team has coming is the Pacific Theatre<br />
of Operations. What can you tell us about that concept?<br />
<blockquote><b>Mith:</b> The Pacific Theatre of Operations in World War II involved Allied<br />
  forces pitted against the Empire of Japan. Hollywood only tells us the story of<br />
  the US Marines island hopping throughout the pacific, and while LGW will cover<br />
  some of the island hopping campaign, we'll also tell more of the untold stories<br />
  in the pacific. Japan's goal was to push western influence and western colonies<br />
  out of the Pacific. This also brought the Russians, Australians, Canadians, and<br />
  British into conflict with Japan. You'll be seeing some of the battles they fought<br />
  against the Japanese as well. The pacific will be a welcome change from the European<br />
  feel of Half-Life 2. You'll be fighting in the jungles of the pacific, on the<br />
  islands of the Philippines, or even in the ocean with the possibilities of naval<br />
  battles.</blockquote><b>Halflife2.net:</b> According to your website, The Last Great War has three game<br />
modes planned. What can you tell us about them?<br />
<blockquote><b>Mith:</b> We will have a simple mode of TDM and Capture the Flag, but the heart<br />
  of LGW is going to be found in one game type: Attrition. Attrition is built to<br />
  offer a more realistic depiction of the combat experience with frontlines, a rear<br />
  zone, and supply lines. The team's objectives are clear-cut, but your options<br />
  become more dynamic when you get down to the squad level.</blockquote><b>Halflife2.net:</b> In a time where war mods are so commonplace, what do you think<br />
will make The Last Great War stand out?<br />
<blockquote><b>Mith:</b> The Last Great War started just at the start of the wave of these<br />
  war games, so we're stuck with the ongoing clichÃ© that war games are getting old.<br />
  On top of the game type, Attrition, which we feel to have a lot of potential,<br />
  we also hope that our content area and focus can also draw in some new interest.<br />
  In the pacific, there are many elements we'll be including that have never been<br />
  covered before, such as British, Canadian, and Australian ground forces in the<br />
  Pacific with maps like Kokoda Trail, Singapore, and Hong Kong. We wont promise<br />
  anything for later theatres yet, other than we hope to fulfil our original goals<br />
  and perhaps cover every theatre, from the beginning.</blockquote><b>Halflife2.net:</b> The three classes, Assault Infantry, Support Infantry, and<br />
Armour Crew, all sound interesting. What can you tell us about those classes and<br />
will there be vehicles in the mod?<br />
<blockquote><b>B0B:</b> Assault infantry are the backbone of any army. They are flexible enough<br />
  to be assigned any task so long as there are enough of them with appropriate support.<br />
  They are the first into an area and often the last out, responsible for anything<br />
  from assault to occupation. They're armed with a wide variety of weapons well<br />
  suited to mobility while possessing a fair amount of firepower. They rely heavily<br />
  on each other in combat, making use of suppress and move tactics. Players can<br />
  select to play as a number of assault infantry specialists, such as medics, field<br />
  recon, or combat engineers.<br><br />
  <br><br />
  While the medic is expected to do his part as a rifleman, he is primarily responsible<br />
  for treating those injured in combat. Medics can not fully restore an injured<br />
  soldier to perfect health, but they can keep injured soldiers alive on the battlefield<br />
  and possibly bring them back to combat ready status. Medics can also heal small<br />
  wounds on themselves, however extensive injuries require the assistance of another<br />
  medic to treat. You can read up on the stamina system to get a feel for what it<br />
  is exactly the medic can do. Healing other players will also involve a VGUI mini-game.<br><br />
  <br><br />
  Combat engineers are highly trained specialists. They're also some of the only<br />
  people whose job isn't primarily to shoot at you on the battlefield. Very useful<br />
  for precise demolitions work and laying mines, as well as constructing fortifications<br />
  and disabling enemy mines. Not heavily armed, but loaded down with a lot of equipment<br />
  regardless. We'll be making a lot of use of the VGUI system to make laying and<br />
  disabling mines as well as setting and disabling explosives either 2D or 3D mini-games,<br />
  adding a nice change from the traditional &amp;quot;hold the button to set the bomb&amp;quot;.<br><br />
  <br><br />
  Everywhere and nowhere at the same time, recon specialists are an army's eyes<br />
  and assassins. Armed with long range rifles or short range personal defence weapons<br />
  as well as binoculars and field radios, recon specialists are responsible for<br />
  providing an overview of the battle for everyone else. They are capable of directing<br />
  artillery fire, calling in reinforcements, directing bodies of troops, scouting<br />
  enemy movement, and eliminating specific individuals from a distance as well as<br />
  providing sniper support for a body of troops. Possibly the most training intensive<br />
  and demanding of all specialties.<br><br />
  <br><br />
  Support infantry provide heavy weapons support for assault infantry. They're not<br />
  particularly mobile, but once they get themselves set up they can lay a formidable<br />
  base of fire. They excel in both offensive support and defence. They consist of<br />
  heavy machine gunners, flamethrower infantry, and mortar infantry. Although not<br />
  infantrymen by nature or particularly threatening alone on the battlefield, armour<br />
  crewmen operate the tanks combat vehicles that can turn the direction of a battle.<br />
  While anyone can operate trucks or jeeps, only armour crewmen make up the crews<br />
  of the more deadly combat vehicles.<br><br />
  <br><br />
  We'll be seeing a pretty wide variety of light and heavy armour; in fact just<br />
  about every armoured vehicle seen in the theatre of operations. Vehicles will<br />
  be operated by multiple players and can have players riding on top also. Armoured<br />
  vehicles won't be invulnerable, but on the same note they won't be taken out by<br />
  only one or two anti-tank weapons. Aside from armour, we'll be seeing jeeps, motorcycles,<br />
  and trucks. These basic vehicles can be operated by any player class.<br />
</blockquote><br><br><br><br><br><br><br><br><br><br><br />
<b>Halflife2.net:</b> Since this is a war-based mod that focuses on realism, from<br />
what sources does your team get their inspiration?<br />
<blockquote><b>Mith:</b> We have a full department of researchers and historians to find what<br />
  the artists need to make the content, but most LGW Staff Members work on the mod<br />
  because they like the time era &amp;amp; online games. Inspiration comes from many sources,<br />
  from films to books to other games.</blockquote><b>Halflife2.net:</b> Tell us a little bit about where your team's background comes<br />
from. What communities where your team members apart of previously (or currently)?<br />
<blockquote><b>Mith:</b> The Last Great War started out very small with a team of less than<br />
  five, as a simple weapons mod for Jedi Knight II: Jedi Outcast. The team as it<br />
  stands now consists of roughly thirty talented artists, coders, and mappers who<br />
  come from all over the world, and from many former mod projects.</blockquote><b>Halflife2.net:</b>On your website, you describe the combat system being planned<br />
for The Last Great War. How will you make that transition of realism to arcade-like<br />
gameplay?<br />
<blockquote><b>B0B:</b> We actually plan on featuring as much realism in LGW as possible,<br />
  but it won't compromise gameplay. We'll be keeping crosshairs in game, but they'll<br />
  only serve as a reference to the centre of the screen. In fact, we'll be keeping<br />
  a minimal graphic interface, but the interface we provide will give the player<br />
  most of the information available to soldiers in combat. One of the few exceptions<br />
  we'll make to this rule is rally points for fire teams; they'll be visible in<br />
  game in order to make the player really feel like they're part of a fire team<br />
  as opposed to &amp;quot;just another player tagging along&amp;quot;.<br><br />
  <br><br />
  We plan on throwing a lot of visual distractions at the player as well. There'll<br />
  be a lot of shrapnel, kicked up dust and dirt, and smoke to obscure the playing<br />
  field. On the same note, we'll be knocking the player around a lot in game too;<br />
  concussive force will knock a player a good distance away flat on his back and<br />
  getting hit could take a player to the ground (without killing him). Of course<br />
  we'll be featuring realistic recoil and aiming and realistic bullet and shrapnel<br />
  ballistics.<br><br />
  <br><br />
  One of the biggest changes we'll see is the formidability of fighting an enemy<br />
  that's &amp;quot;dug in&amp;quot;. LGW will be one of the first games to prove that a disorganized<br />
  frontal assault can't rout an enemy out of a fortified position. Fire team leaders<br />
  will have to work with their teams to suppress enemy positions, move their teams<br />
  under cover fire, and bound on positions with reliance on fire support.<br><br />
  <br><br />
  Aside from simply the class system, the team will be broken down into squads and<br />
  fire teams. There will be a server set number of squads, which will be divided<br />
  into fire teams. Squad leaders will be responsible for coordinating the overall<br />
  assault using their fire teams, and fire team leaders will be responsible for<br />
  coordinating movement of individual players. There will be typically three to<br />
  six players per fire team, and two to four fire teams per squad. Squads and fire<br />
  teams will consist of a mixture of classes.<br />
</blockquote><br><br><br><br><br><br><br />
<b>Halflife2.net:</b> One aspect that I found particularly interesting is Smart<br />
Voice Command (SVC), tell us about that please.<br />
<blockquote><b>Mith:</b> SVC was a pretty nifty &amp;amp; simple concept brought about in the very<br />
  early days of development. Most games at the moment have a series of root keys<br />
  and command menus. While LGW will still have those, we're presenting another possible<br />
  option to increase communications and teamwork between players. Just like the<br />
  site says &amp;quot;We plan on making a hotkey you can press that shouts out a voice command<br />
  by pointing your crosshair towards a target. For the example, let's say the hotkey<br />
  is X. You see a Canadian Bren Gun position in a balcony down the street. You press<br />
  X and a voice command will play based on what the SVC script picks up.&amp;quot;</blockquote><b>Halflife2.net:</b> In conclusion, where do you foresee the future of The Last<br />
Great War and what do you think your team needs to accomplish to meet that eventuality?<br />
<blockquote><b>Mith:</b> We've got a great team full of talented individuals. We're still<br />
  looking for some more talented &amp;amp; willing staff members to contribute to the progress.<br />
  We're well on our way of planning out and building up to our first public release,<br />
  beta 1.0. I see a great future ahead for this mod, and am very proud at how far<br />
  it has come since it began.</blockquote>]]></description>
      <pubDate>Sun, 24 May 2009 21:34:54 +0000</pubDate>
      <link>http://www.valvetime.net/threads/the-last-great-war.155890/</link>
      <guid>http://www.valvetime.net/threads/the-last-great-war.155890/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Mist</title>
      <description><![CDATA[We do some pirate talk with Mist leader kathunx.<br><b>Halflife2.net:</b> Your website describes Mist as a total conversion of Half-Life<br />
2 based on the world of Pirates. From what sources does your team get its inspiration?<br />
<blockquote><b>kathunx:</b> We all know that everyone reading this interview used to dream<br />
  of being a pirate when they were young, who didn't? The creators of Battlefield<br />
  Pirates captured that dream and converted it into a solid, pirate-based modification<br />
  for Battlefield 1942. I can easily say that was probably our biggest source of<br />
  inspiration towards beginning development for Mist.</blockquote><b>Halflife2.net:</b> As far as the world of Mist, the Mist Isles, is concerned,<br />
what sort of landscapes (jungles, waterfalls, wildlife, villages, cities, etc) should<br />
we expect?<br />
<blockquote><b>kathunx:</b> One of my favorite parts of Mist is where the game takes place.<br />
  The Mist isles is an array of various islands, each island having it's own environmental<br />
  diversity. For example, one island is a former Spanish settlement named El Rico<br />
  (The Rich). El Rico is ideal for urban warfare, as well as ship-to-coast and fort-to-ship<br />
  combat. More islands including The Waterhole (containing tropical jungle-based<br />
  setting) and The Ruins (containing barren, desert-based setting) are also available<br />
  for an enjoyable, diverse game-play experience.</blockquote><b>Halflife2.net:</b> What I feel makes Mist so special is that it is NOT a shooter<br />
in a time when virtually every mod out there is. Why does your team feel that this<br />
game will be so appealing?<br />
<blockquote><b>kathunx:</b> In my own opinion, I think most videogames based in the 20th or<br />
  21st century have already been structured to set examples for the rest, and all<br />
  they can do is slowly improve. However, not many video games based before the<br />
  20th century have been enjoyable to a wide variety of people. I think that Mist<br />
  will appeal to a large, diverse crowd because of the various features that we<br />
  implement into the game. The variety of environments, the diversity of classes<br />
  and the importance of team-based game-play is something that we hope will turn<br />
  into a solid, enjoyable experience for all types of gamers.</blockquote><b>Halflife2.net:</b> Mist features three playable sides, the Cursed Pirates, the<br />
Black Buccaneers, and the Cut-Throats. What can you tell us about each of these?<br />
<blockquote><b>kathunx:</b> The Cursed Pirates are undead scavengers who are solely trying<br />
  to conquer the Mist Isles for one reason; they want them back. Long before the<br />
  Cut-Throats and Black Buccaneers found out about the Mist Isles, the Cursed Pirates<br />
  had taken over the Mist Isles and treated them poorly. As a result, the spirits<br />
  of Mist placed a curse on them, stating that if they want to return to life, they<br />
  must keep the Mist Isles from being taken by anyone else.<br><br />
  <br><br />
  The Black Buccaneers are greedy, rich and pampered seadogs that want ownership<br />
  of the Mist Isles only for the luxuries it offers. Their state-of-the-art equipment<br />
  gives them an obvious advantage to taking whatever they wish.<br><br />
  <br><br />
  The Cut-Throats are men of honor and nobility. They wish to succeed in taking<br />
  over the Mist Isles only to restore the honor it once had. Being experienced in<br />
  piracy and having a history of being a just yet rebellious group of pirates, will<br />
  give them a great advantage towards the other two teams.<br />
</blockquote><br><br><br><br><br />
<b>Halflife2.net:</b> Tell us a little bit about where your team's background comes<br />
from. What communities were your team members a part of previously?<br />
<blockquote><b>kathunx:</b> Sean (anonymousity) is from the Battlefield Pirates staff. I've<br />
  been on several mod teams, most of them for Battlefield 1942 and Unreal Tournament<br />
  2003. A lot of our staff is oriented around the Battlefield Pirates community;<br />
  Sean leads a clan called CT (you guessed it, Cut-Throats), and our lead Public<br />
  Relations man Chris leads his own clan, the BB (just guess). The rest of our staff<br />
  members are fresh from college or already have a wife and kids. I guess you can<br />
  say we're pretty diverse.</blockquote><b>Halflife2.net:</b> As far as your plans for the game-play, will Mist go for a<br />
more fast and furious arcade approach, or will it go for a more subtle and gratifying<br />
(to some) realistic approach?<br />
<blockquote><b>kathunx:</b> Mist's game-play is actually a healthy mix of both genres. The<br />
  life of piracy itself was often fast and furious, but depicting it correctly while<br />
  still making the game enjoyable and fast-paced is something we want to be sure<br />
  to accomplish. The game will have it's ominous, yet subtle moments, but it will<br />
  also feature the edge-of-your-seat game-play that most gamers thirst for.</blockquote><b>Halflife2.net:</b> As far as the eight islands of Mist go, will all eight be<br />
featured in one large map? From a technical standpoint, will the players have to<br />
have a certain hardware minimum?<br />
<blockquote><b>kathunx:</b> There are currently 24 levels scheduled for development at the<br />
  moment. There are usually more than one map per island, but some islands are too<br />
  small to have more than one. As hardware requirements go, our models are easily<br />
  making par with polycounts and still look great (for example look at our CP characters).<br />
  I believe that if you can run Half-Life 2 on your computer without any worries,<br />
  Mist should run on your computer just as easily.</blockquote><b>Halflife2.net:</b> Does Mist have an existing fanbase?<br />
<blockquote><b>kathunx:</b> Most of the community from Battlefield Pirates has also shifted<br />
  to the Mist Mod community. Mist is also a part of the Pirated Studios community<br />
  (<a href="http://www.halflife2.net/www.piratedstudios.com" target="_blank" class="externalLink" rel="nofollow">www.piratedstudios.com</a>).</blockquote><b>Halflife2.net:</b> According to the Mist website, there are 5 to 6 different<br />
ships being planned. What can you tell us about the vehicles of Mist and does the<br />
team know how vehicular combat will be done?<br />
<blockquote><b>kathunx:</b> Vehicles and Vehicular Combat have already been planned out thoroughly.<br />
  The ships in development range from a small rowboat to a large galleon. The larger<br />
  ships require a crew to control. For example, to control a galleon, people need<br />
  to be on the ropes to control throttle, people need to be on separate cannons<br />
  to control the ship's arsenal, and a captain needs to be on the wheel, controlling<br />
  the ships movement. People may have heard of a body-spot damage system, in which<br />
  a shot to the head causes massive damage, where as a shot to the hand or foot<br />
  does not. We are trying to accomplish a vehicular-spot damage system, in which<br />
  a cannon ball to the mast disturbs control, or impact near the bottom of the ship<br />
  causes leaking and a chance of sinking (depending on the amount of damage). Hopefully<br />
  this will encourage team-based game-play and almost a sense of camaraderie between<br />
  players.</blockquote>]]></description>
      <pubDate>Sun, 24 May 2009 21:34:36 +0000</pubDate>
      <link>http://www.valvetime.net/threads/mist.155889/</link>
      <guid>http://www.valvetime.net/threads/mist.155889/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Periculum</title>
      <description><![CDATA[We talk with Brad from Periculum, who does everything.<br><b>Halflife2.net:</b> Thank you Brad for taking the time to chat with us. Before<br />
we start, please describe to everyone what your role is in the making of Periculum.<br />
<blockquote><b>Brad:</b> My name is Brad Newsom, and my role in Periculum is to keep everything<br />
  in order. Although this is a very complicated task, this isn’t my only role in<br />
  the making of Periculum. I am the heart of the ideas that are created into the<br />
  Periculum you see today. Most of the ideas for monsters are thought up by myself<br />
  and a select group who are specifically used for monster design. I also am the<br />
  one who created a base for the story of the novel for Periculum.</blockquote><b>Halflife2.net:</b> The word Periculum means nothing to the average man. Why did<br />
you chose Periculum as this MOD's title? Does it have a special meaning?<br />
<blockquote><b>Brad:</b> To me, Periculum is a sacred yet powerful word. Periculum is basically<br />
  Latin for &amp;quot;Fear, Danger, Experiments&amp;quot;. As you can see, this meaning says a lot<br />
  about the mod. Since the subtitle for Periculum is &amp;quot;A Science of Horror&amp;quot;, I can<br />
  see that Fear and Experiment would fit ever so well. Games such as Silent Hill<br />
  are nothing more than just play on your fears - no intense battles or action.<br />
  So that’s where the word Danger fits in. In Periculum, we LOVE playing on your<br />
  fears, not with in your face type of scares, but more of some ingenious actions<br />
  the Creatures/Monsters may perform. With some great AI improvements for the creatures,<br />
  they can create some intense scenes later in the game. There's your in-depth view<br />
  of the meaning of Periculum!</blockquote><b>Halflife2.net:</b> Not a lot of information has been released to elaborate on<br />
the story line besides the document written on Periculum's site. What type of characters<br />
can we expect? How will the main character make his way through the story? What<br />
type of adventures will the player experience?<br />
<blockquote><b>Brad:</b> I'm sorry for such lack of info we have released as for the background<br />
  of Periculum. The reason is because most of the elements of the game can really<br />
  dull down if we release too much information. If we released an excess of information,<br />
  players wouldn’t be surprised with the game, and we care a lot about our loyal<br />
  fans. Anyways, the characters other than Rolfe Harkom, the main character, Elizabeth<br />
  Harkom, Rolf's wife, and Lucy, their daughter. There is Peter Grendel, Rolfe's<br />
  childhood friend. We never publicly told anyone about this character yet because<br />
  he is one of the MOST crucial characters behind the whole mystery behind Periculum.<br />
  Without ruining the plot and story, I won't say anything more. I think in the<br />
  near future we will be releasing a teaser which actually will be a cut scene of<br />
  chapter 1 of the mod. So you can look forward to that. <br><br />
  <br><br />
  As I said before, the character will go through the story without knowing the<br />
  whole plot itself. One thing I never discussed yet is that the player will have<br />
  the ability to stray off the main story to find alternative paths and alternative<br />
  outcomes of the story. Basically it’s a choose your own adventure type of mod.<br />
  Heh, I hope no one will complain about linear mods and games anymore when they<br />
  play Periculum! <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie8" alt=":D" title="Big Grin    :D" /><br />
  <br><br />
  <br><br />
  Gameplay wise, players will have the ability to choose what they wish to do, but<br />
  also will be able to go through different gameplay modes such as Typical First<br />
  Person Exploration, to Intense Battles between mobs of Genetically Engineered<br />
  Monsters against Soldiers, to various vehicle use, to mini games. So basically<br />
  there is a vast variety of experiences.<br />
</blockquote><br><br><br><br><br />
<b>Halflife2.net:</b> As the site states there will be a multiplayer component included.<br />
Honestly, Periculum's story sounds like a Single Player Exclusive. In what ways<br />
will the multiplayer portion differ from the singe player experience?<br />
<blockquote><b>Brad:</b> Yes I know, Periculum's heart lies within a Singe-player state. We<br />
  still want to stick with a special Cooperative Version of the main game, though<br />
  we do have some Deathmatch gaming capabilities and other spectacular game types<br />
  such as Infection and Swarm. More information on these game plays can be described<br />
  at this <a href="http://periculum.vigilantgamer.com/press/mp.htm" target="_blank" class="externalLink" rel="nofollow">webpage</a>.</blockquote><b>Halflife2.net:</b> While there aren't any monsters mentioned in the story outline<br />
on the website, there are a couple concept art pictures showing off some creative<br />
monsters. Without spoiling the story too much, how will these creatures tie in with<br />
the story?<br />
<blockquote><b>Brad:</b> Without spoiling to much? Wow, that’s a hard one. I'll try my best.<br />
  These creatures have been created by a sick man or a vast team of research. There<br />
  ya go, hope that doesn't spoil anything!</blockquote><b>Halflife2.net:</b> Not only does a great game --- or mod in this case-- have<br />
to tantalize players with creative game play, but the MOD has to feature other things<br />
such as a great album. Who are you planning to include in Periculum's soundtrack<br />
and why did you make this decision to include them?<br />
<blockquote><b>Brad:</b> Wow, great question! I really want to answer this. I love music and<br />
  I know almost every gamer has there favourite genre of music, though I can't guarantee<br />
  all the genres will be included in the soundtrack. However, I can guarantee there<br />
  the music will be based around scaring the crap out of you. Since Soundtracks<br />
  are suppose to capture the mood of the game/mod, I feel that I am very user-friendly<br />
  with a list of good bands who would greatly dedicate there time for exclusive<br />
  music for us. Though since Periculum is so early in development, we can't guarantee<br />
  certain bands in the final soundtrack. At the moment we have decided to include,<br />
  Slipknot, Cradle of Filth, Angels of Silence, Marilyn Manson, Nightwish, Korn,<br />
  and Linkin Park. When the time calls to get the soundtrack created I will be putting<br />
  my best to getting all these bands in the Soundtrack. I can guarantee that Periculum<br />
  will be completely different by the time we ever get to that status.</blockquote><b>Halflife2.net:</b> The visuals play a major role in truly capturing the audience's<br />
attention in a horror game. What type of environments can we expect to set the frightening<br />
ambience?<br />
<blockquote><b>Brad:</b> We plan to have many types of environments. Some such as your house,<br />
  Snow Storm in the Colorado Springs, Garden of the Gods, Cheyenne Mountain Complex,<br />
  and others. I've been to Colorado Springs, Colorado USA many times and I feel<br />
  that if we can make locations as accurate as possible, we can truly make environments<br />
  believable. What I think would be the scariest environment is the Cheyenne Mountain<br />
  Complex, just because that’s the heart of the creation of these beings the player<br />
  will meet.</blockquote><b>Halflife2.net:</b> The Source Engine is a relatively new game engine and many<br />
MOD developers have chosen for various reasons. Now with this said, how will the<br />
development team keep their promise that Periculum will be superior to others?<br />
<blockquote><b>Brad: </b>I'll plainly say this: Periculum is not a horror game you will just<br />
  play and forget. With the source engine, we will capture the players emotions<br />
  by using the emotions of another character to interact with the player. We also<br />
  have tried our best to make events and game play elements as memorable as possible.<br />
  Though to be specific, the thing that will make Periculum superior to others is<br />
  the vast choices you can make in the mod, though that’s on the outside. On the<br />
  inside we have planned to make all monsters and creatures act on a 6 level AI<br />
  system. Basically each creature will be assigned to a certain level. For example:<br />
  Level 1 of the system is Super Intelligent, which gives the creature the abilities<br />
  to avoid combat if not offended, taunt player, hides when needed, learn from past<br />
  mistakes, telekinesis, observes players actions, etc. There are many variables<br />
  to pass which will create a very realistic behaviour simulation in all situations<br />
  of the game. Imagine a very odd creature stuck to the ceiling staring out you,<br />
  as if it’s learning your every move. Even if the creature doesn't feel threatened,<br />
  it may just ignore you, however, if its health is like 75%, It will need to feed,<br />
  then it will try to attack you when you least expect it. Say goodbye to Doom 3<br />
  and all other horror games you have ever played. Say hello to Source.</blockquote><b>Halflife2.net:</b> On the website it states that a future novel is planned to<br />
be released. When will this novel be released and how will it follow the game?<br />
<blockquote><b>Brad:</b> At the moment we see a February release. The novel has been a base<br />
  for what will be in the game. Basically, it’s a more reader friendly than gamer<br />
  friendly. Most of the settings will be the same and the plot will stick in the<br />
  same way, though most of the transitions between events will be completely different<br />
  to create the effects we need for Periculum.</blockquote><b>Halflife2.net:</b> Any more comments additional information you'd like to add<br />
that I have not covered?<br />
<blockquote><b>Brad:</b> We are still looking for 3d modellers and Model Skinners/UVW Mappers.<br />
  Other than that we also still need Model Animators and Model Riggers. With that<br />
  said, I would like to thank you for interviewing me. Thank you, Gothax.</blockquote><b>Halflife2.net: </b>For more background information on Periculum, visit their<br />
website <a href="http://periculum.vigilantgamer.com" target="_blank" class="externalLink" rel="nofollow">here</a>.]]></description>
      <pubDate>Sun, 24 May 2009 21:33:14 +0000</pubDate>
      <link>http://www.valvetime.net/threads/periculum.155888/</link>
      <guid>http://www.valvetime.net/threads/periculum.155888/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Spatial Fear</title>
      <description><![CDATA[We talk with Spatial Fear mod.<br><b>Halflife2.net:</b> First off, could you give a brief description of Spatial Fear<br />
for those who aren't familiar with the mod?<br />
<blockquote><b>Ryan Daly:</b> Spatial Fear is a first-person game that takes players to all<br />
  sorts of outlandish sci-fi environments, all the while weaving an entertaining<br />
  story that will suck players in and spit them back out breathless.</blockquote><b>Halflife2.net:</b> Since Half-Life 2's announcement, there have been countless<br />
mods announced, as well as those that have died off due to various reasons. What<br />
makes your mod special? Why should players choose your mod over others?<br />
<blockquote><b>Ryan Daly:</b> Well, people know us and have recognized how well the original<br />
  Spatial Fear: Prologue was produced. We've got some of the best art around and<br />
  we want to maintain that level of quality throughout the mod's production. <br><br />
  <br><br />
  Mod-making isn't our hobby, it's our life; we're serious about this work, like<br />
  every other modder should be. I'm confident this team can produce a quality gaming<br />
  experience by the time this is all said and done.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> You seem to already have some experience with the Unreal engine<br />
when you created Spatial Fear: Prologue. Why did you choose to use the Source engine<br />
instead for the sequel?<br />
<blockquote><b>Ryan Daly:</b> The latest rendition of the Unreal engine was great for multiplayer<br />
  gameplay, where story-telling wasn't the goal/focus of the developers making the<br />
  engine. We're not here to deliver multiplayer gameplay, (although we will have<br />
  a small multiplayer component), we're here to tell a story. I think we can all<br />
  agree that Gabe Newell and the guys over at Valve have created an entertaining,<br />
  intelligent, and outright beautiful game for the public to play and enjoy, and<br />
  that has a lot to do with how they run their studio. The same principles are in<br />
  place on our development team, and we're lucky to have the people and art that<br />
  we have. <br><br />
  <br><br />
  I think when any developer is deciding on an engine to create their game with,<br />
  there's a bit of thought put into the technological resources and restrictions<br />
  that come with this decision. But there's also something else, something not quite<br />
  so definable. I think the closest analogy I can make is when a movie director<br />
  is trying to find the right cinematographer. <br><br />
  <br><br />
  What I'm trying to get at is there's a certain style to every engine. The Crytek<br />
  engine has that cheesy yet entertaining popcorn-movie-esque style, the Unreal<br />
  engine has a cartoonish sci-fi feel to it, and Source has a realistic sci-fi feel,<br />
  while still managing to maintain a level of out of this world flavour. That's<br />
  the concept we're aiming for here, a believable space drama.<br />
</blockquote><br><br><br><br><br />
<b>Halflife2.net:</b> Speaking of which, what was Spatial Fear: Prologue? Is it<br />
necessary to play to understand the story or game-world of the sequel?<br />
<blockquote><b>Ryan Daly:</b> The prologue released for the Unreal engine is a great example<br />
  of a successful mod, in terms of design and execution. In our first release, we<br />
  intend to do a sort of &amp;quot;re-envisioning&amp;quot; of the prologue, and label it the first<br />
  chapter in a series of releases to the community. This way we won't have to tell<br />
  our audience to go dig up an old copy of Unreal Tournament in order to understand<br />
  just what's going on in a second chapter.</blockquote><b>Halflife2.net:</b> From reading the information on your mod's website, you seem<br />
to have created quite an involving universe. Could you shed some light on the game-world<br />
you have created?<br />
<blockquote><b>Ryan Daly:</b> It's really not that complicated fortunately. Mankind has made<br />
  its way into space and has found and inhabited many planets in different galaxies.<br />
  However, a rebellion has broken out on several planets, and Jael is headed towards<br />
  one of those wayward planets on a military ship when an alien species boards her<br />
  ship, kills the crew and thus, the start of the player's journey. The player will<br />
  subsequently travel down to the planet to rescue the survivors of the <i>AD</i><br />
  who actually made it off the ship and are now running from the alien hunters.<br />
  There's a lot more to the story, and soon Jael and the survivors find themselves<br />
  embroiled in a war between alien species and are forced to settle a millennia<br />
  old vendetta. <br><br />
  <br><br />
  Other than this simple explanation of where things are at, the player isn't bombarded<br />
  with information concerning the Spatial Fear universe's current events.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> One of Half-Life 2's (and by extension the Source engine's)<br />
best capabilities, is its ability to create not only diverse and believable worlds,<br />
but also characters. We already know that the player plays Deployment Officer Jael<br />
Kenos, a newly graduated &amp;quot;deployment technician&amp;quot;. What other characters can the<br />
player expect to encounter during the game?<br />
<blockquote><b>Ryan Daly:</b> There's a cast of human supporting roles that ranges from an<br />
  uppity (yet comedic) British A.I., to Tarth Hollens, another deployment officer<br />
  aboard the Antimatter Discharge. The first chapter will keep it quite simple when<br />
  it comes to human contact. That being said, most of the NPC contact is limited<br />
  to killing aliens, and rescuing the survivors of the Antimatter Discharge. <br><br />
  <br><br />
  However, the first scene constitutes Jael actually boarding the AD. She meets<br />
  Tarth and they travel through a large Star port, where many people can be found<br />
  browsing items and ordering fast-food. All the while Tarth talks about life aboard<br />
  the AD. We have voice actors lined up (theatre majors.) We intend to fully use<br />
  the lip-synching technology Valve has created, and the FacePoser application used<br />
  to construct and choreograph intense scenes. <br><br />
  <br><br />
  I would tell you more about later chapters, but perhaps that info is best left<br />
  for later interviews.<br />
</blockquote><br><br><br><br><br />
<br />
<b>Halflife2.net:</b> From the description on your website, the mod seems to share<br />
a similar atmosphere to games like the original Unreal and System Shock 2. Are these<br />
possible influences during the creation process? What other influences would you<br />
cite?<br />
<blockquote><b>Ryan Daly:</b> Actually, the influences come more from Half-Life 2 and Bungie's<br />
  Halo 2 than anything. We've constructed an epic story where eventually Jael will<br />
  end up saving humankind from two alien races, the Kreen and the Skav. Atmospherically,<br />
  in the first chapter you'll be scared a couple of times, but afterwards the ball<br />
  is in Jael's court in terms of the story. She's the one that's chasing the aliens.<br />
  That's not to say that there won't be other frightening scenarios in the game,<br />
  but the majority will be spent in highly intensive combat scenes.</blockquote><b>Halflife2.net:</b> In terms of new specific gameplay features, not much has been<br />
revealed. Are you willing to comment on any of these, or will the gameplay stay<br />
similar to Half-Life 2?<br />
<blockquote><b>Ryan Daly:</b> The gameplay will remain vastly similar to Half-Life 2, though<br />
  we do intend on changing the way combat situations play out. Squads will be more<br />
  effective in Spatial Fear than they were in HL2, and there will also be other<br />
  changes relating to the way aiming plays out, though we can't talk about that<br />
  just yet. <br><br />
  <br><br />
  The environment will have plenty of physics objects and such for the player to<br />
  interact with, as well as smart screens a la Prologue.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Finally, are there any final comments you'd wish to say before<br />
we end this interview?<br />
<blockquote><b>Ryan Daly:</b> We'd just like to thank Valve for giving us the best mod-making<br />
  support a company has given, regardless of what a lot of people have been saying.<br />
  We are always on the lookout for new team members, specifically character modellers/animators<br />
  and texture artists, so post on our forums at<br />
  <a href="http://www.spatial-fear.com" target="_blank" class="externalLink" rel="nofollow">www.spatial-fear.com</a> if you want in,<br />
  pending a portfolio review.</blockquote>]]></description>
      <pubDate>Sun, 24 May 2009 21:32:26 +0000</pubDate>
      <link>http://www.valvetime.net/threads/spatial-fear.155887/</link>
      <guid>http://www.valvetime.net/threads/spatial-fear.155887/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Jurassic Rage</title>
      <description><![CDATA[One of the most interesting of the coming horde of Half-Life 2 mods is undoubtedly<br />
the Jurassic Rage mod. It pits two teams of human commandos against each other in<br />
various tropical paradises, competing for command points and completing objectives.<br />
But the big twist is that these maps are populated by an entire zoo’s-worth of prehistoric<br />
monsters. Various dinosaurs, predatory or otherwise, will prowl the maps, causing<br />
the best-laid plans of both teams to go very wrong, very quickly. <br><br />
<br><br />
On a remote island somewhere in the Pacific Ocean, scientists have ignored the numerous<br />
films, books and games that warn against meddling with weird science and have done<br />
it anyway, creating and cloning dinosaurs. Another team, the mysterious Cell, deploy<br />
to the island with all manner of military equipment in order to capture research<br />
materials and grab the secret of dinosaur creation for their own gains. The battles<br />
between the Cell and the island’s security forces will form the backbone of a wide<br />
array of multiplayer maps. <br><br />
<br><br />
Taking the powerful and versatile Source engine and using it to shape a dinosaur-infested<br />
labyrinth of verdant jungles and high-tech facilities is no easy task, which was<br />
why I dodged the patrols around the team’s IRC channel to sneak an interview with<br />
several members of the mod team... <br><br />
<br><br />
<b>Halflife2.net:</b> So, who is everybody, and what are your jobs on the mod?<br />
<blockquote><b>Splaty: </b>I'm Splaty and I'm the lead mapper. <br><br />
  <br><br />
  <b>Mitlancer: </b>I'm Mitlancer, I am a modeller. <br><br />
  <br><br />
  <b>d0cd: </b>I'm d0cd, modeller and I'm the project leader.<br />
</blockquote><br><br><br><br><br />
<b>Halflife2.net:</b> Nice to meet you all. Okay, describe your mod in a nutshell.<br />
<blockquote><b>d0cd: </b>Well basically 3 way Team Co-op. Two human controlled teams playing<br />
  against each other to complete objectives, whilst a third team of AI controlled<br />
  dinosaurs &amp;quot;hinder&amp;quot; the teams. There are also plans of a deathmatch mode being<br />
  produced as well.</blockquote><b>Halflife2.net:</b> So describe to me the team-based dynamic. You're going for<br />
complex objective-based assault-style games?<br />
<blockquote><b>Splaty: </b>That's right. The two teams each have individual objectives which<br />
  they will attempt to complete, whilst simultaneously stopping the enemy team from<br />
  completing their objectives.</blockquote><b>Halflife2.net:</b> What kind of objectives?<br />
<blockquote><b>Splaty: </b>There'll be a reasonable variety, ranging from the standard 'reach<br />
  this point' to the more complex 'destroy this, and then weld this entrance shut',<br />
  etc.</blockquote><b>Halflife2.net:</b> How are you going about character classes, weapons and equipment,<br />
that kind of thing?<br />
<blockquote><b>Splaty:</b> The character classes will be pretty standard, such as marksman,<br />
  scout, etc, though they'll be a few classes relevant to the JR style. We're still<br />
  considering the best way to implement weapons and equipment, although we'll most<br />
  likely be going with a normal approach where the class is given relevant weapons,<br />
  and can then swap them with those they find on the battlefield. <br><br />
  <br><br />
  <b>d0cd: </b>The systems side to JR is still under decision. As we are not too<br />
  sure how the best system would work to provide the best experience possible. More<br />
  recently we have been discussing things and have decided to base the weapons selection<br />
  as being able to choose any weapon for that given slot, ie. The primary slot will<br />
  hold the main weapons, rifles, sub-machine guns etc…, secondary slot for pistols<br />
  and so forth, and then there is a 3rd slot for the melee weapons and what not.<br />
  However these weapons will severely hinder certain classes and others will help<br />
  them. It will be complicated, there is no purchase system planned. No CS here<br />
  I am afraid. We are looking for realism. We may make it so that there are only<br />
  a certain number of weapons of available for the whole team, and its down to the<br />
  team to decide what weapons that each class chooses, so team co-operation will<br />
  play a very important role. <br><br />
  <br><br />
  <b>Mitlancer: </b>The weapons themselves will range from the common modern day<br />
  arsenals from around the globe. They all fit in with the modern time period and<br />
  each have a great functionality towards the gameplay.<br />
</blockquote><br><br><br><br><br />
<b>Halflife2.net:</b> Tell me about vehicles…<br />
<blockquote><b>d0cd:</b> Well vehicles, we will be adding different vehicles to different<br />
  maps depending on whether the objectives require so. The vehicles will be as balanced<br />
  as possible so that if you do have a vehicle you don't have a massive advantage<br />
  over everyone else out there. <br><br />
  <br><br />
  <b>Splaty: </b>The vehicles will range from the usual assortment of Jeeps and<br />
  trucks to, hopefully at least, boats and maybe even hovercraft.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> I’m imagining a load of gamers jam-packed into a speeding<br />
jeep just ignoring the game objectives and tearing around the place, hunting dinosaurs<br />
like high-tech cowboys. <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie8" alt=":D" title="Big Grin    :D" /> Anyway, what really interests me is the idea of this<br />
enormous living ecosystem that will affect how both teams play. Tell me more about<br />
this ecosystem... i.e. the third AI dinosaur team.<br />
<blockquote><b>d0cd:</b> This is our MAJOR goal with JR, to produce as real an environment<br />
  as possible. Dinosaurs that feel like they're actually other players on the Internet,<br />
  counter-acting your moves. Using intelligence to navigate to the weakest prey,<br />
  etc... We will spend an enormous amount of time playtesting the dinosaur AI and<br />
  behaviour to ensure as realistic as experience as possible. <br><br />
  <br><br />
  <b>Splaty: </b>Obviously the network requirements to throw down a full-scale Dinosaur<br />
  AI that walks around and decides who to hunt, where and when would be unrealistic.<br />
  But Dinosaurs will react to human presence [realistically] and will decide what<br />
  to do, be it ignore them or take them down. <br><br />
  <br><br />
  <b>d0cd: </b>Yes, depending on their species. This is down to a mixture of behaviour<br />
  and resource limitations. Even on a standalone machine to be able to calculate<br />
  an island full of creatures all fully interacting and making their own decisions<br />
  requires an immense amount of processing power.<br />
</blockquote><br><br><br><br><br />
<b>Halflife2.net:</b> Could provide some very interesting battles. About the dinosaurs<br />
themselves…you've got a very wide range of species in there, including some really<br />
obscure ones like Therizinosaurus - a dinosaur which no-one knows really much about.<br />
I’m a dinosaur nut so I’m interested to know whether it'll be a carnivore or herbivore<br />
seeing as there is some debate over the matter.<br />
<blockquote><b>Splaty: </b>We do have quite a few dinosaur 'experts' on the team, including<br />
  at least one who studies palaeontology at university. I myself don't know much<br />
  about it, so I can't answer your question. <br><br />
  <br><br />
  <b>d0cd: </b>Hmm there are many theories surrounding this dinosaur. I only know<br />
  about the thoughts behind this dinosaur because of a Walking with Dinosaurs special<br />
  on it. Though I can’t remember what the conclusion was as to whether it was herbivore<br />
  or carnivore. I’m sure it was herbivore that it used its enormous claws for grabbing<br />
  at branches.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> I always thought it probably used the claws to open termite<br />
mounds and eat all the termites. Anyway...for the benefit of people who haven't<br />
looked on your website, could you tell me about some of the dinosaurs’ species that<br />
you're putting in and what are your individual favourite dinosaurs in there?<br />
<blockquote><b>d0cd: </b>Hmm species names I'm not too good on. But I can give you dinosaur<br />
  names, hell I've modelled pretty much all them. We have the well know herbivores<br />
  like Brachiosaurus, Gallimimus, Triceratops, and the carnivores, Velociraptor,<br />
  T-Rex, Compsognathus. We have a few obscure ones like Elasmosaurus, which is a<br />
  water creature, and Carnotaurus.</blockquote><b>Halflife2.net:</b> Can you tell me about the kind of maps you’ve got? Just how<br />
free roaming will it be? Will there be secret or hidden areas? It’d be cool to find<br />
some abandoned building you never knew was there…also, how many players per map?<br />
<blockquote><b>Splaty: </b>We'll be taking the large map size limits into consideration as<br />
  we design them. We're planning on having a variety, including outside and internal<br />
  areas. For the most part, the outside areas will be pretty free roaming. You could<br />
  easily wander off from your squad, get lost in the jungle and fog and end up getting<br />
  munched on by a pack of dinosaurs. As for hidden areas, you'll have to wait and<br />
  see!</blockquote><b>Halflife2.net:</b> How do you go about doing jungles in Valve's Hammer editor?<br />
<blockquote><b>Splaty: </b>Our modellers create the bulk of the jungle, and an intuitive use<br />
  of fog and model-fadeouts mean that we can create a realistic jungle without having<br />
  to render too much at one time.</blockquote><b>Halflife2.net:</b> Many people would ask you why you chose the HL2 engine. UT<br />
is more multiplayer orientated, and Far Cry has better jungles, so why the choice<br />
of engine?<br />
<blockquote><b>Splaty: </b>Yes, we were at a time going to create the mod for both the CryTek<br />
  and Source engine, but decided to stick with HL2. While Far Cry does have large,<br />
  immense jungles, we felt that if we used Far Cry, our mod would just look the<br />
  same as any other mod on that engine. I haven't used the Far Cry editor myself,<br />
  but I've heard that it's not particularly difficult to create realistic jungles.<br />
  While in HL2 it's more difficult, it will also be more diverse and look unique<br />
  to JR.</blockquote><b>Halflife2.net:</b> Good point. How do you plan to exploit HL2’s incredible physics<br />
engine?<br />
<blockquote><b>Mitlancer: </b>I've answered this question a thousand times from a modellers<br />
  point of view, the engine is far superior to any other engine currently available<br />
  because of the sheer power it holds, the engine itself is capable of doing a lot<br />
  more than people give it credit for. <br><br />
  <br><br />
  <b>Splaty: </b>Oh yes indeed. We plan on having a variety of natural and man-made<br />
  traps littered about the maps<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Rolling boulders! <br><br />
<br><br />
Anyway, I gather your mod was originally a Jurassic Park one. Did you change to<br />
Rage because it gave you more creative freedom or because legal action was threatened<br />
- or because you thought it might be threatened?<br />
<blockquote><b>Splaty: </b>The former. <br><br />
  <br><br />
  <b>d0cd: </b>Basically because of possible legal action. We didn't love the idea<br />
  of getting half way through production and then being told to shut down. <br><br />
  <br><br />
  <b>Splaty: </b>We were never threatened with legal action, but we never received<br />
  any form of written reply from them either. So we just played it safe. <br><br />
  <br><br />
  <b>d0cd: </b>Plus our own design provides us with a lot more creative freedom<br />
  <b>Mitlancer: </b>When a modification is restricted to a license, it can be held<br />
  back at every point. Not to mention the problems with actually obtaining the rights<br />
  to work from that base.<br />
</blockquote><br><br><br><br><br><br><br />
<b>Halflife2.net:</b> One last question: Fast-paced arcade antics or more stealthy<br />
realistic style gameplay?<br />
<blockquote><b>Mitlancer: </b>A little from column A, a little from column B. <br><br />
  <br><br />
  <b>Splaty: </b>We're catering for both styles. If you want to run in without your<br />
  team you can, although you might get jumped on by a dinosaur. Alternatively you<br />
  can take it slow, watch your squad-members backs, etc.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Sounds good. Well, it’s been very nice talking to you guys<br />
and good luck with your mod.<br />
<blockquote><b>Splaty: </b>Thanks very much and thanks for the interview!</blockquote><b>Halflife2.net:</b> Thank <i>you</i>. Currently the<br />
<a href="http://www.jurassic-rage.net/" target="_blank" class="externalLink" rel="nofollow">Jurassic Rage</a> team are looking for programmers,<br />
mappers and positions in other areas, so if you're interested in working for them<br />
then get yourself to their website and<br />
<a href="http://www.jurassic-rage.net/?s=join" target="_blank" class="externalLink" rel="nofollow">sign up</a>!]]></description>
      <pubDate>Sun, 24 May 2009 21:31:40 +0000</pubDate>
      <link>http://www.valvetime.net/threads/jurassic-rage.155886/</link>
      <guid>http://www.valvetime.net/threads/jurassic-rage.155886/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>E-Force</title>
      <description><![CDATA[We talk to E-Force's 'public relations' department, Adrien.<br><b>Halflife2.net:</b> Ok first, what is your name and what do you do?<br />
<blockquote><b>Adrien C:</b> My name is Adrien Chatillon; I work Public Relations for<br />
  the E-Force mod.</blockquote><b>Halflife2.net:</b> What exactly is the story behind E-Force and how did it<br />
come about?<br />
<blockquote><b>Adrien C:</b> The European Union goes head to head against the Chinese,<br />
  fighting for oil supremacy in the ice-cold lands of Siberia. The year is 2015;<br />
  the world has suffered its greatest oil crisis, it now finds itself submerged<br />
  in a world of turmoil, disaster and confusion. Few countries have managed to<br />
  survive, the European Union only by finally uniting 15 countries under one<br />
  nation, and the Chinese by their harsh laws of fuel economy. In what appears<br />
  to be dark times, a solution has been found. Deep in the virgin lands of<br />
  Siberia 4 major oil deposits capable of moving a country for 1 decade have<br />
  been discovered. This, however, could be enough power for an army to travel<br />
  around the world. Without the fuel to move its once powerful mechanized<br />
  armies, the United States is left to homeland security, leaving the European<br />
  Union fighting for oil control against the powerful and determined Chinese.</blockquote><b>Halflife2.net:</b> It sounds like a great and fresh concept, unlike<br />
another Counter-Strike clone. Now, what types of game play are we going to see?<br />
The classic death match and capture the flag? Or do you guys have something else<br />
planned?<br />
<blockquote><b>Adrien C:</b> E-Force will be mainly played in scenarios, which will<br />
  follow the Europeans fighting for oil in Siberia. This gives us the<br />
  possibility to make some wild and original concepts. <br><br />
  <br><br />
  The beauty of this is that each map/scenario has an alternate path; the next<br />
  map to be played depends on the outcome of the previous one. <br><br />
  <br><br />
  We also have some derivations of the most famous game modes. For example,<br />
  instead of having capture the flag, we have capture the tanker, where players<br />
  need to capture their adversaries oil tanker and bring it back to base,<br />
  instead of capturing a flag. <br><br />
  <br><br />
  We also have the City Deposit game type where armies must capture strategic<br />
  points in cities, oil storage (enables your gas-guzzling vehicles to work),<br />
  electric factories (enables your smaller electric vehicles to work), and<br />
  munitions factories (unlocks more equipment, acts as a re-supply depot).<br />
</blockquote><br><br><br><br><br><br><br />
<b>Halflife2.net:</b> What weapons and vehicles will we be seeing in E-Force?<br />
<br />
<blockquote><b>Adrien C:</b> For vehicles, we have now planned to include SUVs, Jeeps,<br />
  quad bikes, ATV’s, APC’s, dirt bikes, snowmobiles, hover boats and some minor<br />
  civilian vehicles. <br><br />
  <br><br />
  As for weapons, we are including most of today’s weaponry; anything that can<br />
  be found at an army base will be in the game. And while I can’t mention any<br />
  specific weapons, I can tell you that each weapon is perfectly rendered using<br />
  accurate recoil, weight, accuracy, range, caliber and damage.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> It all sounds good, but what are we going to see in<br />
this mod that we haven't seen in others?<br />
<blockquote><b>Adrien C:</b> For one, we have an original story. Secondly, we let the<br />
  player choose the outcome of the story, which is highly satisfying. Thirdly,<br />
  we have invented a never before seen game play mechanic which is 100% based on<br />
  team play.</blockquote><b>Halflife2.net:</b> Can you elaborate on this new team play mechanic?<br />
<blockquote><b>Adrien C:</b> Sure, what it means is that, instead of having the ever<br />
  boring one kill one point, players will get points depending on the class they<br />
  choose and on their objectives. For example, the medic gets 3 points for<br />
  healing, 4 for reviving and 1 for killing. A grunt, however, may get 4 points<br />
  for a kill. Another way to get points is to follow orders from your squad<br />
  leader and stick together with you teammates. Point will give you the<br />
  possibility to acquire better weapons, gear, skills and other treats. <br><br />
  <br><br />
  Also, apart from a main objective, players will get sub objectives, depending<br />
  on the class they choose, which are vital for the competition of the main<br />
  objective.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> How long has the team been working on E-Force and when<br />
do you think it will be completed?<br />
<blockquote><b>Adrien C:</b> We celebrated our first birthday a while ago as a matter<br />
  of fact. As for when we will go live, I will have to use the answer we gamers<br />
  all hate: &amp;quot;When it's done&amp;quot;.</blockquote><b>Halflife2.net:</b> Ok, thanks for your time and good luck with the mod.<br />
<br />
<blockquote><b>Adrien C:</b> Thanks.</blockquote>For more information on the E-Force mod, then please visit their website,<br />
<a href="http://www.eforcemod.net/" target="_blank" class="externalLink" rel="nofollow">here</a>.]]></description>
      <pubDate>Sun, 24 May 2009 21:30:53 +0000</pubDate>
      <link>http://www.valvetime.net/threads/e-force.155885/</link>
      <guid>http://www.valvetime.net/threads/e-force.155885/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Troy: Divine Playground</title>
      <description><![CDATA[We interview Francois, the team leader and game designer for Troy: Divine Playground.<br><b>Halflife2.net:</b> Hello, please introduce yourself and explain what your<br />
role is in the making of Troy: Divine Playground.<br />
<blockquote><b>Kiroke:</b> Hi, my name is Francois, a.k.a. Kiroke and I’m the team<br />
  leader / lead game designer for T: DP.</blockquote><b>Halflife2.net:</b> Most developers tend to stick to the traditional FPS<br />
when creating a MOD. What influenced the team to create such a unique game? How<br />
long did it take for you to realize that this would be a sure-fire hit?<br />
<blockquote><b>Kiroke:</b> We were looking for a software project that would be an<br />
  interesting challenge. Going for the same old Counter-Strike clone would not<br />
  represent any challenging job for coders; it would only be a job for mappers<br />
  and modellers. We didn’t realize at a certain point we would create a<br />
  sure-fire hit, but we did realize we had the potential to create a unique kind<br />
  of mod.</blockquote><b>Halflife2.net:</b> Following my previous question, properly creating a MOD<br />
such as Troy: Divine Playground is a hard thing to accomplish. How do you think<br />
the development team is handling the situation?<br />
<blockquote><b>Kiroke:</b> The coding part is a well understood part for the core team:<br />
  We are used to dealing with software projects such as this one. Managing a<br />
  project with external resources from around the world is quite a different<br />
  game though; you cannot make precise estimates as to when a particular task is<br />
  to be finished. We are thus looking for partnerships with art schools.<br />
  Students that are credited to work on a project have a deadline, plus they<br />
  have an additional motivation to do a great job (their final score).</blockquote><b>Halflife2.net:</b> The battle system in Troy: Divine Playground looks<br />
absolutely phenomenal, tell the readers more about the battle system.<br />
<blockquote><b>Kiroke:</b> The battle will oppose the Trojans against the Achaeans (the<br />
  Greeks). Players are the messengers of the gods; they influence the battle by<br />
  controlling one soldier at a time. Depending on the class a player chooses to<br />
  play, the kind of battle he will live will be very different. A shade will<br />
  prefer sneaking around, while an Olympian will be the main fighting figure.<br />
  The Hero class will lead other soldiers into the battle, buff them with auras,<br />
  and will try to defend his soldiers.</blockquote><b>Halflife2.net:</b> One of the more interesting aspects of the gameplay is<br />
that users will be able to assume the role of two playable forms; Human form and<br />
Spirit form. Tell us a little more about each class.<br />
<blockquote><b>Kiroke:</b> The two forms are not “classes” but rather two ways of<br />
  seeing the battlefield. There are three kinds of spirits: the Shade, the<br />
  Olympian and the Hero. While in spirit form, you cannot influence the<br />
  battlefield; your only goal is to choose the next soldier you will control.<br />
  This choice is based upon the soldier’s position, health, current weapon etc.<br />
  Once you’ve selected your soldier, you will possess him and gain control of<br />
  his body. This is the “human” form. It is also when the kind of spirit you’ve<br />
  selected will become important: you will be given different abilities<br />
  depending on the selected spirit. The Spirit form is third person, while the<br />
  Human form is First person.</blockquote><b>Halflife2.net:</b> Although this is a pretty self explanatory question due<br />
to the title, what type of weaponry will be available? Will it be a spawn-to-buy<br />
basis, such as CS: Source, or will the weaponry be available in the<br />
battleground?<br />
<blockquote><b>Kiroke:</b> The weapons will be as you would expect them to be in that<br />
  time period: swords, bows and arrows, slings, etc. They are described on our<br />
  website in the weapon section. The interesting part about the weapon system is<br />
  that players will get the weapon of the AI soldier they chose to possess.<br />
  Players will also be given a divine usage for each weapon; a secondary attack<br />
  if you want. This divine attack can be pretty deadly: a javelin can be thrown<br />
  with such strength that it will pin down an enemy to the wall.</blockquote><b>Halflife2.net:</b> The battlefield is home to hundreds, maybe thousands of<br />
soldiers. How many NPCs will be included on the battlefield at once?<br />
<blockquote><b>Kiroke:</b> At the risk of breaking some illusions about the mod: there<br />
  will not be thousands of NPCs running around. The Source engine focuses mainly<br />
  on details rather than on large scale battles. While we are trying to add as<br />
  many soldiers as possible, we want every AI soldier to be smart and to react<br />
  normally. Add the load of managing the AI to the load of computing the<br />
  ballistic weapons on the server and you’ve got a very concrete limit to the<br />
  possible number of AI soldiers. We do want to focus on players’ immersion<br />
  though, and we think we’ll be able to do this with appropriate sound effects<br />
  and map design.</blockquote><b>Halflife2.net:</b> I just <b>have</b> to ask: Will there be any vehicular<br />
combat?<br />
<blockquote><b>Kiroke:</b> There will be siege machinery, but no combats between<br />
  players in vehicles. Some maps will focus on advancing a battering ram up to a<br />
  certain point. We might also allow ourselves to differ a bit from historical<br />
  accuracy and add some catapults and ballista.</blockquote><b>Halflife2.net:</b> Since not every character will be used by a player, how<br />
will the abilities of an AI character and a Human differ? Which will be<br />
stronger?<br />
<blockquote><b>Kiroke:</b> The players will definitively be stronger. They’ve got a<br />
  divine usage of the weapons, have distinct skills, and we expect them to make<br />
  slightly better decisions than AI soldiers! <br><br />
  <br><br />
  AI soldiers will be really important though and are at the base of the<br />
  gameplay. They are your spawning points, so you obviously want them to be<br />
  alive. The more AI soldiers you’ve got helping you pushing a battering ram,<br />
  the faster it will move. Players will most often have to protect their AI<br />
  soldiers in order to make any progress at all on the maps.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Troy: Divine Playground's time period is so far down<br />
the timeline, creating a soundtrack to compliment the gameplay would only<br />
enhance the gameplay experience. Are there any plans to include a soundtrack? If<br />
so, who will be featured on the soundtrack?<br />
<blockquote><b>Kiroke:</b> We do plan to create a soundtrack for the game and currently<br />
  we have two active composers, and I must say their work is impressive up till<br />
  now.</blockquote><b>Halflife2.net:</b> As we all know, the Source engine is a very flexible<br />
engine. Are you proud that you have chosen to use the Source Engine?<br />
<blockquote><b>Kiroke:</b> We certainly are proud to have chosen that engine. The<br />
  physic is interesting, plus we’ve got constant engine updates coming from<br />
  Valve. We are especially looking forward to work with the graphic shaders<br />
  soon.</blockquote><b>Halflife2.net:</b> Although this may be a bit early; when does the<br />
development team anticipate a release date of Troy: Divine Playground?<br />
<blockquote><b>Kiroke:</b> The school project officially ends on December 2005. We<br />
  should be able to release a public version at that time, or else our<br />
  evaluation shall be in peril!</blockquote><b>Halflife2.net:</b> Is there anything I have left out that you would like<br />
to comment on?<br />
<blockquote><b>Kiroke:</b> Only that we do want to bring you guys an entertaining and<br />
  funny game - not just some school project technology demo!</blockquote><b>Halflife2.net:</b> Thank you for taking time of your busy schedule to<br />
answer these questions!<br />
<blockquote><b>Kiroke:</b> You’re more than welcome!</blockquote>For more information on Troy: Divine Playground, then please visit their<br />
website, <a href="http://www.troymod.com/" target="_blank" class="externalLink" rel="nofollow">here</a>.]]></description>
      <pubDate>Sun, 24 May 2009 21:29:05 +0000</pubDate>
      <link>http://www.valvetime.net/threads/troy-divine-playground.155884/</link>
      <guid>http://www.valvetime.net/threads/troy-divine-playground.155884/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Warriors of the Apocalypse</title>
      <description><![CDATA[Warriors of the Apocalypse is yet another Multiplayer mod that displays some<br />
very promising features. However, WOTA is shaping up to be one of the best<br />
looking Half-Life 2 mods both in a visual and gameplay aspect. Rather than just<br />
being a straight up shooter, WOTA incorporates teamwork through completing<br />
assigned objectives. These assigned objectives will require players to use their<br />
mind as well their trigger finger. Not only will there be challenging<br />
objectives, but there will also be several unique playable factions. Now that<br />
you have read what makes WOTA such a wonderful mod that everyone should be on<br />
the look out for, lets progress with the interview. <br><br />
<br><br />
<b>Halflife2.net:</b> First off, I would like to thank Morgan, the leader of<br />
WOTA mod for sitting down with me today to complete this interview.<br />
<blockquote><b>Morgan:</b> Thanks for interviewing me, I’m sure people will like what<br />
  we have to offer.</blockquote><b>Halflife2.net:</b> In a few short sentences, please describe the storyline<br />
to the readers who are new to Warriors of the Apocalypse.<br />
<blockquote><b>Morgan:</b> The storyline is pretty involved but leaves enough open to<br />
  prevent us from restricting ourselves. It is, however, an alternate reality,<br />
  so the events leading up to the war are a little different than you’d expect.<br />
  <br><br />
  <br><br />
  Basically, the world was for the most part at peace, the Soviet Union and the<br />
  rest of the world had found a way to keep the world economy in balance. The<br />
  United States government was corrupted and built a computer system to make<br />
  things right and restore liberty to the people without crippling the power of<br />
  the corporations that corrupted elected officials. The system gets confused<br />
  and believes that corporations are to blame for people’s unhappiness, so it<br />
  decides to destroy them, which would destroy the world economy. The Soviet<br />
  Union invades the American States of Canada and parts of the United States to<br />
  attempt to force them to stop the computer system, but even the US couldn’t<br />
  stop it. A massive attack was launched on the main part of the system and it<br />
  was apparently destroyed. The world was left shattered, torn by the war,<br />
  bombings, civil war, terrorism, and radioactive fallout. <br><br />
  <br><br />
  The game picks up a few decades after the war, in a fight for control of<br />
  resources, dominance in various areas, and most of all, survival.<br />
</blockquote><br><br><br><br><br />
<b>Halflife2.net:</b> Creativity held within a mod is a very important<br />
deciding factor that categorizes a mod as either noteworthy or yet another<br />
average game being developed. In what ways do you think WOTA expresses its<br />
creativity to the player?<br />
<blockquote><b>Morgan:</b> WOTAMOD is certainly going to be one of the more creative<br />
  mods out there; our weapons are not brand new shiny M4A1s and SOCOM pistols,<br />
  our firearms will be old, worn, rugged, abused weapons that will jam and need<br />
  to be maintained to ensure performance. Our melee weapons will be crude,<br />
  sadistic weapons made from whatever was at hand, such as our street sign<br />
  battleaxe and scythe, toaster mace, various baseball bats with sharp stuff<br />
  attached to them, Jagged pieces of aluminium siding on a stick, saw blade<br />
  battleaxes, assorted knives, etc. Some of these weapons you can make yourself<br />
  using tools. That’s another thing, allowing players to combine items in their<br />
  inventory to make various new items (whether they be explosives, equipment,<br />
  weapons, armour, accessories, ammo, etc.) will surely allow even the players<br />
  themselves to express creativity. <br><br />
  <br><br />
  Aside from that, our maps will not just be death match with rusty guns;<br />
  objectives will require teamwork and creative problem solving to accomplish<br />
  goals. Our characters will be customizable by the player, and will vary in<br />
  ethnicity. Our vehicles will be unique in their own ways (like our Luxury<br />
  Whaling Sedan, a Lincoln Towncar with a harpoon mounted on the roof) There may<br />
  very well be too many things to go into, there are some very creative people<br />
  working on this project and I believe you can see this through our work.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> WOTA sounds like it would be a perfect single player<br />
game as the storyline fits in perfectly. Why was the decision to make the mod<br />
multiplayer exclusive, rather than adding a single player portion?<br />
<blockquote><b>Morgan:</b> Adding single player would require a lot of AI coding and<br />
  such to make the game worthwhile, and even then it wouldn’t be as enjoyable as<br />
  playing against human players. People love to talk smack, often make mistakes,<br />
  and are generally very unpredictable. This makes for a very fun and rich game<br />
  play experience that doesn’t get boring as fast as single player.</blockquote><b>Halflife2.net:</b> Since there will be multiple factions to choose from to<br />
complete the assigned objectives, how will each faction differ from one another?<br />
Is there a dominant faction that will appeal to players more than other<br />
factions?<br />
<blockquote><b>Morgan:</b> Each faction will have its own weaknesses and strengths.<br />
  Depending on a map, a faction may be in better or worse shape. Also, there<br />
  will be sub-factions that may even be at war with each other. Raiders will be<br />
  known for their gang wars within their own ranks. <br><br />
  <br><br />
  I don’t believe there will be a dominant faction that will appeal to players,<br />
  although everyone will likely have their favourites, the factions will be<br />
  balanced. Not all factions will be on every map; generally, 2 or 3 factions<br />
  will be on the map, and they will be balanced in one way or another to make<br />
  game play interesting.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Speaking of factions, which is your favourite?<br />
<blockquote><b>Morgan:</b> Tough decision, they’ll all be so cool !Although one of the<br />
  maps will be a drug war map in which villager and raider drug gangs are<br />
  slitting each other’s throats in a town for control of the town. There will be<br />
  one leader randomly chosen for leadership of each of the small gangs, a few<br />
  chosen to be thugs, and the rest of the players will be drug addicts with no<br />
  predetermined loyalty to the dealers. If they don’t receive their fix, they’ll<br />
  die of withdrawal. To get their fix, the drug dealers will offer jobs to each<br />
  of the junkies, such as “Here’s a pistol with 2 shots. Go put 2 shots in the<br />
  head of that dealer over there. If you do it I’ll give you 2 hits of owl juice<br />
  and a dimebag of ook. And ya best bring that gun back or I’ll kill ya myself!”<br />
  Also, the UMA will be sending an anti drug trafficking task force to the area<br />
  to arrest people, so that may be one of the other playable teams. <br><br />
  <br><br />
  I’d love to be a junkie on that level; it would be both hilarious and fun.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Since WOTA isn't exactly far in development, can you<br />
shed light upon what type of scenery there will be included in the environments?<br />
Will the map's architecture be based more upon wide open spaces, or more<br />
tighter, confined areas?<br />
<blockquote><b>Morgan:</b> The maps will all be objective based involving a few<br />
  factions fighting to complete their objective. As so, the maps will vary in<br />
  their design. There will be some maps with open areas, but for the most part<br />
  the maps will be somewhat urban environments.</blockquote><b>Halflife2.net:</b> Vehicular transportation is mentioned on WOTA's<br />
official website, which can be found at<br />
<a href="http://www.wotamod.com" target="_blank" class="externalLink" rel="nofollow"><br />
Join us</a>! Whether as a development team member, or as a fan, we could always<br />
use more people! Sign up on the forums, I post updates of our progress about 5<br />
times a day, so you’ll get to see a lot of cool stuff that I don’t post on the<br />
front page.]]></description>
      <pubDate>Sun, 24 May 2009 21:28:18 +0000</pubDate>
      <link>http://www.valvetime.net/threads/warriors-of-the-apocalypse.155883/</link>
      <guid>http://www.valvetime.net/threads/warriors-of-the-apocalypse.155883/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
    <item>
      <title>Warriors of the Apocalypse</title>
      <description><![CDATA[Warriors of the Apocalypse is yet another Multiplayer mod that displays some<br />
very promising features. However, WOTA is shaping up to be one of the best<br />
looking Half-Life 2 mods both in a visual and gameplay aspect. Rather than just<br />
being a straight up shooter, WOTA incorporates teamwork through completing<br />
assigned objectives. These assigned objectives will require players to use their<br />
mind as well their trigger finger. Not only will there be challenging<br />
objectives, but there will also be several unique playable factions. Now that<br />
you have read what makes WOTA such a wonderful mod that everyone should be on<br />
the look out for, lets progress with the interview. <br><br />
<br><br />
<b>Halflife2.net:</b> First off, I would like to thank Morgan, the leader of<br />
WOTA mod for sitting down with me today to complete this interview.<br />
<blockquote><b>Morgan:</b> Thanks for interviewing me, I’m sure people will like what<br />
  we have to offer.</blockquote><b>Halflife2.net:</b> In a few short sentences, please describe the storyline<br />
to the readers who are new to Warriors of the Apocalypse.<br />
<blockquote><b>Morgan:</b> The storyline is pretty involved but leaves enough open to<br />
  prevent us from restricting ourselves. It is, however, an alternate reality,<br />
  so the events leading up to the war are a little different than you’d expect.<br />
  <br><br />
  <br><br />
  Basically, the world was for the most part at peace, the Soviet Union and the<br />
  rest of the world had found a way to keep the world economy in balance. The<br />
  United States government was corrupted and built a computer system to make<br />
  things right and restore liberty to the people without crippling the power of<br />
  the corporations that corrupted elected officials. The system gets confused<br />
  and believes that corporations are to blame for people’s unhappiness, so it<br />
  decides to destroy them, which would destroy the world economy. The Soviet<br />
  Union invades the American States of Canada and parts of the United States to<br />
  attempt to force them to stop the computer system, but even the US couldn’t<br />
  stop it. A massive attack was launched on the main part of the system and it<br />
  was apparently destroyed. The world was left shattered, torn by the war,<br />
  bombings, civil war, terrorism, and radioactive fallout. <br><br />
  <br><br />
  The game picks up a few decades after the war, in a fight for control of<br />
  resources, dominance in various areas, and most of all, survival.<br />
</blockquote><br><br><br><br><br />
<b>Halflife2.net:</b> Creativity held within a mod is a very important<br />
deciding factor that categorizes a mod as either noteworthy or yet another<br />
average game being developed. In what ways do you think WOTA expresses its<br />
creativity to the player?<br />
<blockquote><b>Morgan:</b> WOTAMOD is certainly going to be one of the more creative<br />
  mods out there; our weapons are not brand new shiny M4A1s and SOCOM pistols,<br />
  our firearms will be old, worn, rugged, abused weapons that will jam and need<br />
  to be maintained to ensure performance. Our melee weapons will be crude,<br />
  sadistic weapons made from whatever was at hand, such as our street sign<br />
  battleaxe and scythe, toaster mace, various baseball bats with sharp stuff<br />
  attached to them, Jagged pieces of aluminium siding on a stick, saw blade<br />
  battleaxes, assorted knives, etc. Some of these weapons you can make yourself<br />
  using tools. That’s another thing, allowing players to combine items in their<br />
  inventory to make various new items (whether they be explosives, equipment,<br />
  weapons, armour, accessories, ammo, etc.) will surely allow even the players<br />
  themselves to express creativity. <br><br />
  <br><br />
  Aside from that, our maps will not just be death match with rusty guns;<br />
  objectives will require teamwork and creative problem solving to accomplish<br />
  goals. Our characters will be customizable by the player, and will vary in<br />
  ethnicity. Our vehicles will be unique in their own ways (like our Luxury<br />
  Whaling Sedan, a Lincoln Towncar with a harpoon mounted on the roof) There may<br />
  very well be too many things to go into, there are some very creative people<br />
  working on this project and I believe you can see this through our work.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> WOTA sounds like it would be a perfect single player<br />
game as the storyline fits in perfectly. Why was the decision to make the mod<br />
multiplayer exclusive, rather than adding a single player portion?<br />
<blockquote><b>Morgan:</b> Adding single player would require a lot of AI coding and<br />
  such to make the game worthwhile, and even then it wouldn’t be as enjoyable as<br />
  playing against human players. People love to talk smack, often make mistakes,<br />
  and are generally very unpredictable. This makes for a very fun and rich game<br />
  play experience that doesn’t get boring as fast as single player.</blockquote><b>Halflife2.net:</b> Since there will be multiple factions to choose from to<br />
complete the assigned objectives, how will each faction differ from one another?<br />
Is there a dominant faction that will appeal to players more than other<br />
factions?<br />
<blockquote><b>Morgan:</b> Each faction will have its own weaknesses and strengths.<br />
  Depending on a map, a faction may be in better or worse shape. Also, there<br />
  will be sub-factions that may even be at war with each other. Raiders will be<br />
  known for their gang wars within their own ranks. <br><br />
  <br><br />
  I don’t believe there will be a dominant faction that will appeal to players,<br />
  although everyone will likely have their favourites, the factions will be<br />
  balanced. Not all factions will be on every map; generally, 2 or 3 factions<br />
  will be on the map, and they will be balanced in one way or another to make<br />
  game play interesting.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Speaking of factions, which is your favourite?<br />
<blockquote><b>Morgan:</b> Tough decision, they’ll all be so cool !Although one of the<br />
  maps will be a drug war map in which villager and raider drug gangs are<br />
  slitting each other’s throats in a town for control of the town. There will be<br />
  one leader randomly chosen for leadership of each of the small gangs, a few<br />
  chosen to be thugs, and the rest of the players will be drug addicts with no<br />
  predetermined loyalty to the dealers. If they don’t receive their fix, they’ll<br />
  die of withdrawal. To get their fix, the drug dealers will offer jobs to each<br />
  of the junkies, such as “Here’s a pistol with 2 shots. Go put 2 shots in the<br />
  head of that dealer over there. If you do it I’ll give you 2 hits of owl juice<br />
  and a dimebag of ook. And ya best bring that gun back or I’ll kill ya myself!”<br />
  Also, the UMA will be sending an anti drug trafficking task force to the area<br />
  to arrest people, so that may be one of the other playable teams. <br><br />
  <br><br />
  I’d love to be a junkie on that level; it would be both hilarious and fun.<br />
</blockquote><br><br><br />
<b>Halflife2.net:</b> Since WOTA isn't exactly far in development, can you<br />
shed light upon what type of scenery there will be included in the environments?<br />
Will the map's architecture be based more upon wide open spaces, or more<br />
tighter, confined areas?<br />
<blockquote><b>Morgan:</b> The maps will all be objective based involving a few<br />
  factions fighting to complete their objective. As so, the maps will vary in<br />
  their design. There will be some maps with open areas, but for the most part<br />
  the maps will be somewhat urban environments.</blockquote><b>Halflife2.net:</b> Vehicular transportation is mentioned on WOTA's<br />
official website, which can be found at<br />
<a href="http://www.wotamod.com" target="_blank" class="externalLink" rel="nofollow"><br />
Join us</a>! Whether as a development team member, or as a fan, we could always<br />
use more people! Sign up on the forums, I post updates of our progress about 5<br />
times a day, so you’ll get to see a lot of cool stuff that I don’t post on the<br />
front page.]]></description>
      <pubDate>Sun, 24 May 2009 21:28:18 +0000</pubDate>
      <link>http://www.valvetime.net/threads/warriors-of-the-apocalypse.155883/</link>
      <guid>http://www.valvetime.net/threads/warriors-of-the-apocalypse.155883/</guid>
      <author>Munro</author>
      <dc:creator>Munro</dc:creator>
    </item>
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