Posted by Yak_Fighter on Wed Dec 1st at 11:34pm 2004
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Posted by ReNo on Wed Dec 1st at 11:36pm 2004
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Posted by Yak_Fighter on Wed Dec 1st at 11:41pm 2004
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Posted by Neural Scan on Wed Dec 1st at 11:45pm 2004
I agree, Lockdown is much better. It also seems to run better for me
Not as many objects in Lockdown, it's much more tactical (best with about 4 people). I found I had a lot more fun in Lockdown than Overwatch. Overwatch is full of large objects and it looks a lot more rushed. Overwatch is good for a bit of insane fun but I see it getting old, fast... I haven't yet tried it with fewer players yet though so I may be wrong ![]()
I'm sure there's gonna be some nice classic style DM maps though. There's a bit in hl2 where you move along platforms and walkways and up ladders to reach the surface or something, there's Combine almost every step of the way and the first part is done by a horizontally moving platform thing with loads of barrels on it (it's a particularly memorable part for me, I think it was in Follow Freeman, I'm not sure). I think that something in that style would make a brilliant DM map ![]()
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Posted by ReNo on Wed Dec 1st at 11:47pm 2004
Yeah, the point of the game is a physics spam fest, and I don't think thats quite awesome. Its fun and all, but I'd prefer it to be less reliant on the novelty of the gravity gun. I would at LEAST like to see it as a server variable rather than forcing it always on, it would be nice to see how it plays with only the other guns being used.
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Posted by Neural Scan on Wed Dec 1st at 11:51pm 2004
I think at the moment that's what it seems like, it's just people having a laugh really. In time people will swing more towards using weapons and gaining advantages over gravgun users (or vice-versa), that's when I think we'll see a distinct division between weapon pros and gravgun pros ![]()
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Posted by Nickelplate on Thu Dec 2nd at 12:23am 2004
Yeah, the point of the game is a physics spam fest, and I don't think thats quite awesome. Its fun and all, but I'd prefer it to be less reliant on the novelty of the gravity gun. I would at LEAST like to see it as a server variable rather than forcing it always on, it would be nice to see how it plays with only the other guns being used.
Do we still get a Crowbar? in MP?
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Posted by Yak_Fighter on Thu Dec 2nd at 12:32am 2004
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Posted by Nickelplate on Thu Dec 2nd at 12:34am 2004
Dang, that's too bad. Isn't there a setting when you make a map that lets you dictate what players start out with?
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Posted by Yak_Fighter on Thu Dec 2nd at 12:48am 2004
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Posted by Leperous on Thu Dec 2nd at 12:54am 2004
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Posted by Nickelplate on Thu Dec 2nd at 12:54am 2004
Also, I was REALLY surprised that there wasn't a GORDON model! What's up with that?
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Posted by Campaignjunkie on Thu Dec 2nd at 1:00am 2004
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Posted by Yak_Fighter on Thu Dec 2nd at 1:13am 2004
The weapons seemed underpowered (or perfectly fine) to me (except for that awesome magnum), as it takes about 3 direct hits with the shotgun to kill you and the SMG takes a whole f**king clip. But I'm not complaining...

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Posted by Thylacine on Thu Dec 2nd at 5:37am 2004
Well seeing as both maps are just HL2 single player levels converted into DM style, I really wouldn't expect much in the way of fantastic Deathmatch level design, seeing as converting HL2 SP levels was obviously just a rough, quick and easy measure to get it out to people quickly.
Also that there is no 3rd Person Gordon model, and the weapon balance doesn't seem to have been changed much from single player, seems awfully cobbled together to me. Like they've just got the basics of the game mode working and then ported the single player stuff into it without much change.
Still tonnes of fun for some reason... ![]()
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Posted by Finger on Thu Dec 2nd at 6:09am 2004
Honestly, I'm looking forward to AG2. If that crew can incorporate the grav gun, properly, it will be the pro experience, IMO....an evolution of HLDM, which this game is not.
I agree with alot of points here....
-Overwatch map wasn't as fun.
-magnum too powerful
-shotty too weak
-spawning with Grav-Gun is BAD.
I do really like the bouncy-combine-incineration-ball thingy. I can tell you one thing, If I do any mapping for this, I will certainly be trying to balance things a little more than these 2 maps did....and almost certainly not giving Grav-gun at spawn. Giving it to everyone cheapens it, IMO. With a little creativity it is a great tool and should be an item to control; making it more valuable.
Posted by Kage_Prototype on Thu Dec 2nd at 8:19am 2004
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Posted by Finger on Thu Dec 2nd at 8:48am 2004
I just like such powerful items to be things you have to seek/control/fight-over...it gives the game a little more depth. Don't get me wrong, it can be fun both ways. I have made maps before (that were very fun) where players spawned with xbow, shotty, longjump. I just don't really like the idea of players ALWAYS spawning with them.
Also, I don't know about anybody else, but all the objects being tossed around constantly seems to kill my modem... choke reaching the hundreds. At that point the game becomes a slideshow. Limiting the grav gun might also help reduce all the physics calculations.
Then again, I guess you could always control the phys-spam, by limiting the amount of tossable objects.
Posted by scary_jeff on Thu Dec 2nd at 10:04am 2004

Posted by Yak_Fighter on Thu Dec 2nd at 4:19pm 2004
I think starting with the grav gun and the smg is genius, and adds a whole new layer to the deathmatch experience. It basically gives you two dominant strategies with no clear victor in any situation and gives the game a nice variety. You've got the traditional weaponry with the ability to reliably hit people from a distance and can destroy grav gunners due to accuracy, more ammo, and explosives that can't be blocked, but with the disadvantage of having to hit players multiple times to kill them. On the other hand you've got a grav gun that allows for players to shield themselves or create obstacles for other players while still retaining a virtual one shot kill ability from medium distance with disadvantages of limited ammo that's not necessarily easy to come by, a lack of accuracy at a distance, and its tough to use at close combat range. You can use either strategy the whole time or choose the one that best fits your style or the situation at hand.
Even better is that there are no unbalancing weaponry or items that make the playing field really uneven. There's no s**tty LJ that allows low ping people to dodge all the laggers, there's no gauss that allows for people to camp rooms and blow the crap out of everybody (ala crossfire), and there's no 1 hit kill contact grenades. To me there's much more skill and strategy involved now instead of who has the best reaction time, fires first with the biggest gun, or knows the level best.
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