HL2DM Update today?
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Re: HL2DM Update today?
Posted by Yak_Fighter on Fri Feb 18th at 8:24am 2005


It may just be the crowbar is overpowered. It's impossible to defend against with the grav gun and unless you have good aim the SMG won't stop a determined crowbar user who has full health. Plus if the guy with the crowbar has more running energy than you you're toast.

What makes it even worse (or better ) is that when used in conjunction with a grav gun you are literally unstoppable. If you miss with your throw at medium-to-close range just whip out the crowbar and go to town. Throw in some grenade cooking and some fancy new tripmines and I don't see how anybody could lose.

PS I'm really not that good at anything else besides HL2DM. It just seems made for my skills since they took out all the things I was terrible at in HLDM (long jump, gauss, shotgun double-barreled blasts that killed in one hit). I was good with the crowbar and I was really good with the demoman grenade launcher in TFC, and well the grav gun is 10x more effective than the gl ever was.

[addsig]



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Re: HL2DM Update today?
Posted by $loth on Fri Feb 18th at 8:53am 2005


I don't usually play HL2DM. But I still have to have a play with the new weapons.
Darn, that means there's a SDK update aswell.
[addsig]




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Re: HL2DM Update today?
Posted by fishy on Fri Feb 18th at 1:16pm 2005


? quoting Edge3000
I also like that frag grenades have a secondary fire now to throw them short distances

that's not new, it's been there since the start.

[addsig]




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Re: HL2DM Update today?
Posted by Joe-Bob on Fri Feb 18th at 5:06pm 2005


Most of the template respawns have broken on my map. However, breakable props are now respawning on lockdown, I would guess that they're related. Maybe I'll just make a test map and see how that goes...




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Re: HL2DM Update today?
Posted by Andrei on Fri Feb 18th at 5:43pm 2005


Anyone else having problens accessing the sourceSDK after this update? It says copying files and crashes when it's about half-done.

[5 minutes later]

Oh, great: it screwed-up the game configs; again! Thank you, steam, you fat useless torture instrument!
[addsig]




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Re: HL2DM Update today?
Posted by habboi on Fri Feb 18th at 5:53pm 2005


I read others were having same problems but mine updated fine!

Perhaps it does it to those who copied the gameinfo.txt and accidently used the HL2 SP one instead :/

[addsig]




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Re: HL2DM Update today?
Posted by satchmo on Fri Feb 18th at 5:58pm 2005


You have to update the game config files after the update is complete. I did just that and everything works fine after the update.

However, I did find annoying little things in dm_steamlab. Valve mappers aren't too careful about adjusting the exact placement of models. Consequently, some textures from the models overlap with that of the adjacent brushes, causing the nasty-looking texture overlap effect that we all try to avoid.

An example of this is in the room with an upper deck that has a red valve. Look closely at the bottom of the white metal railing in the upper deck. The base of the railing overlaps with the ground brush, causing it to flicker when each player movement.

This also happened frequently in Ravenholm in the single player game. I figure if they had six years to build this game, they should be better about taking care of these details.
[addsig]




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Re: HL2DM Update today?
Posted by Yak_Fighter on Fri Feb 18th at 7:06pm 2005


If you took the time looking for little errors such as that or misaligned textures you'd find so many your head would spin. Does that make the game any less fun? No way. You hardly even notice them unless you are specifically looking for them. This was no different in HL1 either, as there are tons of misaligned textures and oddities if you look closely. Since the general player won't notice them or will be too busy actually playing the game there's little benefit to devoting time and energy on things that will not improve the levels beyond making it so amateur mappers such as yourself and I can't complain. That time would be better spent making additional levels or working on enemy placement or pacing or whatever.

The only mapping complaint I have with dm_steamlab is that they failed to clip off many of the little details which could easily catch players in the middle of a firefight. However, since speed is not the focus of HL2DM it probably doesn't matter much.

[addsig]




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Re: HL2DM Update today?
Posted by Gwil on Fri Feb 18th at 7:14pm 2005


The lab rooms seem like a bit of a damp squib - and it has lost a great deal with vertical connection between the top .357 room (as in datacore) being removed. Also the RPG room is too easy to lock down when you take into account you can get combine energy balls on tap.

SLAM's are a bit naff IMO, but the stun stick is great fun for catching the less able players unaware. Also Yak, I agree wholly with your analogy of better play since they got rid of long jump, and especially the gauss. Eeevil things that they were.

For all the moaning that has gone about HL2DM I agree with pretty much none of it, the whole thing is great fun provided you have a half decent connection. [addsig]




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Re: HL2DM Update today?
Posted by ReNo on Sat Feb 19th at 1:26am 2005


I enjoy HL2DM, but I don't think you could call the LJ or gauss evil things that were good to have removed. Each to their own and all, but I felt they added such a cool dynamic to the movement around levels, so much so that you could enjoy yourself even when you weren't in a fight. The gauss is the main reason why I'm mapping for AG2 as opposed to standard HL2DM.
[addsig]




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Re: HL2DM Update today?
Posted by ieatmonkeychow on Sat Feb 19th at 1:30am 2005


I think the stun stick is unfair. Especiallly for those (me) who have a crappy slow graphics card and get beaten every time the spawn.

And that update that messed up my gameinfo.txt made me so angry. I wanted to map for HL2 but they had me searching for a solution on how to fix the problem.

[addsig]




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Re: HL2DM Update today?
Posted by DrGlass on Sat Feb 19th at 1:38am 2005


I notice that valve seems to be very half ass with small details. Its strange for me becuase I nit pick my map to death. I will align textures that the player will almost never see. Then I play hl2 and start to see crazy texture problems.

But you never really see those problems untill you look for them.
[addsig]




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Re: HL2DM Update today?
Posted by Yak_Fighter on Sat Feb 19th at 6:48am 2005


? quoting ReNo
I enjoy HL2DM, but I don't think you could call the LJ or gauss evil things that were good to have removed. Each to their own and all, but I felt they added such a cool dynamic to the movement around levels, so much so that you could enjoy yourself even when you weren't in a fight. The gauss is the main reason why I'm mapping for AG2 as opposed to standard HL2DM.

I'm not saying they were evil and deserved to be removed, I was just saying that I was personally terrible at using both of them, especially in tandem the way the 'pros' do it, and their removal eliminates a huge weakness I had in my game. I miss the gauss rifle as I always felt that was a cool gun, but it's not a gamebreaker in my opinion when a weapon that was used for fast movement and skyhigh jumps was removed from a game that is obviously focused on some realism and slower more tactical movement.

The LJ, however, is a different story. I will go to the grave contending that it was distinctly biased towards low pingers and put high pingers at a decided disadvantage. Not only was it difficult to use it when your ping is causing you to jump into things and targets to skit about on the screen, but when someone else was using it they would be almost impossible to kill as the prediction wasn't good enough and they would basically vanish and reappear in different places, covering huge distances without actually showing the player's path between start and end points. You'd be lucky to see them mid-longjump. Once a low pinger gets the LJ they are basically unhittable by high pingers. Course this is all moot now that most people have miniscule pings, but it doesn't change the fact that it was unfair at the time.

Put them together and you get complete bulls**t. I personally would rather face off against a guy with the Egon and full ammo than some guy jumping ridiculous distances and killing everything in his path with the gauss using the aid of some macros.

[addsig]




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Re: HL2DM Update today?
Posted by Cash Car Star on Sat Feb 19th at 9:34am 2005


? quoting Yak_Fighter
I personally would rather face off against a guy with the Egon and full ammo than some guy jumping ridiculous distances and killing everything in his path with the gauss using the aid of some macros.

You just stated earlier how it was a pure ping balance issue. Where do macros come into this? You have a solid argument in your case already, let's not resort to name-calling.





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Re: HL2DM Update today?
Posted by brett5010 on Sat Feb 19th at 12:32pm 2005


the crowbar is clearly the best weapon in hl2dm now, its so easy to dominate a large team, from behind




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Re: HL2DM Update today?
Posted by habboi on Sat Feb 19th at 2:05pm 2005


I loved the hoover type gun in HL1 (forgot the name :S)

The Slammer's have pissed me off because people put them in places where we spawn and we blow up everytime!

[addsig]





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