HL1DM:Source

HL1DM:Source

Re: HL1DM:Source Posted by ReNo on Thu May 4th 2006 at 6:32pm
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For those who haven't noticed, if you pre-purchase HL2:Episode 1, you get the source version of HL1DM. Now obviously a whole lot of us here were HL1DM fans, so I figure at least of few of you guys must be interested in this!

I just pre-purchased HL2:E1, and am downloading HL1DM:S at the moment. I'll probably have a play this evening, take some shots, and let you guys know what I think.

Great news is we can all map for it and get back to the gauss jumping :biggrin:
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Re: HL1DM:Source Posted by reaper47 on Thu May 4th 2006 at 6:49pm
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Damn just wanted to make the thread myself :biggrin:

Alright at least I've some goolge-research including screens:

http://www.halflife2.net/forums/showthread.php?t=105202

http://www.flickr.com/photos/punisher007/sets/72057594123593342

To be honest I hoped for some high-res stuff but it seems to be rather a straight 1:1 port than anything updated. I'm curious what role physics can play in rather physics-free gameplay. I'll get Aftermath the day it hits store shelves.
Re: HL1DM:Source Posted by Andrei on Thu May 4th 2006 at 7:26pm
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TBH, I was expecting a little bit more from this port, especially in
terms of mapping and modelling. Apart from the 3dskybox, an extra brush
here and there and the fact that the old HL1 textures are showing their
age, I couldn't really tell it was the source engine.
Re: HL1DM:Source Posted by Crono on Thu May 4th 2006 at 7:32pm
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The point is, now, it's ported. And all those people trying to make source versions of their old maps will be able to do so, faithfully.

The only draw back is the models aren't new. But, honestly, that isn't a big deal. Model packs come out from several communites all the time. It's just a matter of time.

In any matter, I haven't purchased this nor do I see myself doing so in the near future. It isn't that I don't want to play it or anything, I've just spent far more than most people on hl2 already ... I'm really getting reemed on it actually. (Bastards)
Blame it on Microsoft, God does.
Re: HL1DM:Source Posted by Elon Yariv on Thu May 4th 2006 at 8:09pm
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Re: HL1DM:Source Posted by Cassius on Thu May 4th 2006 at 9:59pm
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I say we all get together and play Snarkpit.
Re: HL1DM:Source Posted by G.Ballblue on Thu May 4th 2006 at 11:19pm
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How come straight HL1:S looks better than this? It looks like the
worst source port I've seen thus far, though I'll still probably play
just to get back into HL1DM, since I did enjoy it.

Edit:Oh, and that bug in the Snarkpit map really turned me off :razz:

Edit 2: Mapping for it looks quite fun, though. At last I
can build some amazing looking Black Mesa maps for old HL1DM :biggrin: (amazing looking translates into big rooms, lots of neat skyboxes, complicated architecture, etc.)
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: HL1DM:Source Posted by Juim on Fri May 5th 2006 at 1:45am
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Very dissappointed myself in HL1dm_source. Really, I feel like I've taken a giant step backwards about 5 years. Who cares if the water looks nicer?. Especially in undertow is it?, the one with the hl1 waterfall texture slowly scrolling down into the beautiful source water?. It looks like crap. I don't need a stroll down memory lane, I was hoping for more than straight out ports.

Meh!, I guess I'll be unhappy with online gaming for awhile.
Re: HL1DM:Source Posted by ReNo on Fri May 5th 2006 at 1:51am
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Why are people looking at this and only considering the "ported" maps that ship with it? We are mappers people - those maps don't matter, we can make new ones. There are already source engine ports of Bounce, Crossfire, Stalkyard, etc... that are better than these versions, and I don't doubt that they will be ported by the authors (or others will be made).

You want a good map for HL1DM:S? Make one!
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Re: HL1DM:Source Posted by Crono on Fri May 5th 2006 at 2:45am
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Why are people looking at this and only considering the "ported" maps that ship with it? We are mappers people - those maps don't matter, we can make new ones. There are already source engine ports of Bounce, Crossfire, Stalkyard, etc... that are better than these versions, and I don't doubt that they will be ported by the authors (or others will be made).

You want a good map for HL1DM:S? Make one!
That's what my point was :smile:

Seconded.
Blame it on Microsoft, God does.
Re: HL1DM:Source Posted by Elon Yariv on Fri May 5th 2006 at 10:41am
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Black mesa:source is much better, at list they remade the maps, not only ported them.

Bounce

Crossfire

Lambda Bunker
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Re: HL1DM:Source Posted by Toast King on Fri May 5th 2006 at 12:46pm
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Im quite dissapointed in HL2:Ep 1, becausew from what I have seen of it there is hardly anything new - texures, weopons, NPC's. Just looks like some new maps. I doubt I will purchase it, even with HLDM:S, because even that looks pretty much the same.
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Re: HL1DM:Source Posted by Gollum on Fri May 5th 2006 at 12:48pm
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I wonder what it would be like to remake Gmdm2 with all this new-fangled technology.

Bet the boulder would be easier, at least :biggrin: No more entity nightmares.

Hmm....temptation to start mapping....must resist.
Re: HL1DM:Source Posted by reaper47 on Fri May 5th 2006 at 1:14pm
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I agree with Reno. It will be interesting to see what mappers make of it. This is the Source engine after all. Only the odd contrast between the low res models and the rest of the map would stay :/

btw:

Bounce
Where's the color? This is standard HL2 texturing. Grey, dull, boring. If there's one thing I like about the screens of the ported HLDM:S maps it's the vivid (for today's standard) color that has been kept from original HL. I hope the BM team won't keep too many of the depressing "Eastern Europe in winter" textures. The red rocks of Black Mesa, the blue sky, the bright sand. This all makes HL1's great atmosphere.
Re: HL1DM:Source Posted by fishy on Fri May 5th 2006 at 1:46pm
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well, if i had been tempted to buy it before i read this thread, i'm definately not tempted anymore.
i eat paint
Re: HL1DM:Source Posted by reaper47 on Fri May 5th 2006 at 5:44pm
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well, if i had been tempted to buy it before i read this thread, i'm definately not tempted anymore.
You all know it comes free with Episode 1, do you?

E1 looks very interesting. It will be 1/3 the lenght of HL2, 1/3 the price but they promised the gameplay being much more compressed and surprising than even that of HL2 itself. I remember the free HL1 demo (HL:Uplink). It's 1 or 2 levels. Maybe 20 minutes of gameplay if you take your time. But I played it over and over again. It was like a little extra chapter for Half-Life, one you remember. I enjoyed it almost as much as Opposing Force which is about 20 times longer. I have high hopes for Valve's first home-made expansion pack but I'll wait till it comes to stores.
Re: HL1DM:Source Posted by wil5on on Sat May 6th 2006 at 7:13am
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Uplink was the bomb. I made my first few maps for that before I bought HL1 :biggrin: Its hacky, but possible. I'll get ep1 when I see it on the shelves (boxed as Aftermath still, or so I'm told).
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Re: HL1DM:Source Posted by Toast King on Sat May 6th 2006 at 11:02am
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I might buy it, but to me it just seems like some new maps. I would rather download a FREE mappack (They are all free of course, oh, except E1). I just dont like the name, Episode 1, it makes me feel I will have to pay for Episode 2 and Episode 3 and Episode 4 everytime one comes out, otherwise I will fall behind in the story =[ I wish they had kept it Aftermath.
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Re: HL1DM:Source Posted by G.Ballblue on Sat May 6th 2006 at 3:20pm
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I just played it, I was rather annoyed with how valve couldn't stay true to HL1DM.
  • Crossbow's explosion radius is WAY TO BIG. I was blown up more times with a crossbow than a rocket launcher.
  • Rocket Launcher is impossible to control. To slow, doesn't
    respond, the rocket seems to sit in the air after I fire it. I
    know the HL1 rocket launcher is less responsive and slower than the HL2
    one, but this rocket launcher just didn't feel right.</li>
  • Gluon gun can't seem to fire where I'm aiming
  • Impossible to tell if you shot anybody, since valve decided to
    make the blood sprites incredibily small. You need a microscope
    to see any blood spurting out of anyone.</li>
  • Whenver I get an error message and get dropped out of a server, I
    lose all mouse support. I have to CTRL+ALT+DEL my way out of the
    game.</li>
  • Models need to be remappable.
  • Gibs need to be readded. The physics in HL1DM:S were really
    lame, and I didn't see anybody go flying around a room when they got
    killed, so I wasn't to impressed.

    </li>

Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: HL1DM:Source Posted by Spartan on Sat May 6th 2006 at 4:11pm
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I don't really care about HL2DM, because once Black Mesa Source comes out I'll get to play that.
Re: HL1DM:Source Posted by ReNo on Sat May 6th 2006 at 5:19pm
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Spartan: HL2DM isn't what we are talking about. HL2DM is the multiplayer portion of HL2, while we are talking about HL1DM:S, which is the multiplayer aspect of HL1:S. I figure you probably knew this and just made a slip of the toungue though.

G.Ball: The crossbow doesn't have as big a damage radius as the explosion suggests. It does look ridiculous though - seems to use the same explosion sprite as the RPG or something! It might still be a bit bigger in terms of the actual damage radius too, but you can be "in" the explosion sprite and not take any damage. The RPG and MP5 grens are a bit wierd feeling, but hopefully it will either be tweaked over time or its just something we will get used to.

For the the weakest part of HL1DM:S is the gauss - its got a lag between releasing the charge and it firing. This makes it horrible to gauss jump, which essentially destroys the biggest unique point about HLDM :sad: I seriously hope they fix that.

Some relatively nice upgrades to the maps, but some of them struck me as wierd. Adding upper structures to stalkyard was a great idea, but going around datacore and indenting some small parts of walls (something barely anybody will notice) doesn't seem like the most efficient use of what was no doubt a tiny amount of available upgrading time.
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Re: HL1DM:Source Posted by Spartan on Sat May 6th 2006 at 6:29pm
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That's what I meant Reno. I accidently put HL2DM instead of HL1DMSource. Anyways is anyone else excited by the upcoming Fortress Forever as much as I am. :smile:
Re: HL1DM:Source Posted by reaper47 on Sat May 6th 2006 at 6:48pm
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Anyways is anyone else excited by the upcoming Fortress Forever as much as I am. :smile:
I sure am :wink:
Re: HL1DM:Source Posted by Finger on Sat May 6th 2006 at 7:47pm
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For the the weakest part of HL1DM:S is the gauss - its got a lag between releasing the charge and it firing. This makes it horrible to gauss jump, which essentially destroys the biggest unique point about HLDM :sad: I seriously hope they fix that.
This is bad, yes, but what's worse is how terrible gauss reflection is on displacement surfaces. I don't care how exact you are with your launch, using the tau on a displacement will most likely cause severe damage. I think this also works both ways - not only does it hurt the user, but displacement surfaces turn into huge 'nuke surfaces', which will fry people standing on them. You can imagine what effect this has on maps like Boot_Camp (which has displacements added to much of the map. Also, this severely limits mappability for us. I don't care how pretty your map is, if it is plagued by huge nuke zones that kill tau useage, it probably won't be adopted by the higher rank of players.

HL2DMpro had this issue and managed to solve it - I hope (but am doubtful) that Valve will do the same.

In general, I was sort of expecting more from this. The game doesn't have the tuning or polish that even hl1 or op4 have. I went back and played a game of op4 last night, and it felt great compared to hlsdm. I could deal with the maps and models feeling 'retro', but I certainly expected a tighter gameplay experience that what they gave us.

Oh well... I guess there's always hope for updates.
Re: HL1DM:Source Posted by G.Ballblue on Sat May 6th 2006 at 8:11pm
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hahaha, there are servers tricking the game into co-operative mode -- players versus monsters.

On a side note, is there a way to do mapping for HL1DM:S ? I don't have the option to map for it in Hammer.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: HL1DM:Source Posted by Finger on Sat May 6th 2006 at 8:44pm
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On a side note, is there a way to do mapping for HL1DM:S ? I don't have the option to map for it in Hammer.
I made a version of Icepick already. You can do it by simply changing setting the entity names in Hammer... If you place an ent and set it's class to weapon_egon (which you will have to do manually, since it's not listed), the game will recognize that entity even though Hammer doesn't. That's fairly easy, and could even be done without fully recompiling the map.

The big thing, as far as I can tell, are ladders. Ladders don't work the same way hl2 ladders do - they are old school. I went in and textured brushes with the ladder texture, then turned them into func_ladder, recompiled, and they worked fine.

So... yes, it is fairly easy to map for even though there is no fdg yet.
Re: HL1DM:Source Posted by ReNo on Sat May 6th 2006 at 9:43pm
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Would be an easy job for somebody to make a custom .fgd, but I guess that Valve might to it themselves sooner or later, so it might be a wasted effort.
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Re: HL1DM:Source Posted by Toast King on Sun May 7th 2006 at 6:55am
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Hmm, Ep1 looks cool, but it is so expensive =[ Just for a mod. It might be worth it, but still, I would rather spend that money on....

1 round of paintball :O
/buys HL2:Ep1 realising it is ass cheap.
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Re: HL1DM:Source Posted by reaper47 on Sun May 7th 2006 at 2:24pm
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Hmm, Ep1 looks cool, but it is so expensive
I don't know why everyone is saying that. The 36+ hours HL2 was hyped at first (which dropped to 15 hours as it was released) are an exception. A lot of shooters out there, full versions - not expansion packs, are much shorter and often have their dull parts. When Gabe decided to give an honest estimation of game time it sounded somewhat low: 7 hours. Well, After all you can play through HL2 in 14 hours (or 3 if you prefere speed over fun) so you get a game almost half as long as HL2 for much less than half the price. It's perfectly fair.
it is ass cheap.
Re: HL1DM:Source Posted by Toast King on Sun May 7th 2006 at 3:34pm
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Yeah, cause for the same price I cant really get anything else decent, besides a round of paintball.
I would rather get Ep1 in a more, errr.... non-legal way.
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Re: HL1DM:Source Posted by LAzerMANiac on Thu May 11th 2006 at 3:37pm
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Yeah, I played it for a bit. They did overhaul some aspects of the maps, for example displacements and 3d sky in Bootcamp. However, the entire thing stays very similar to the original experience, which I am thankful for. Now get out that Hammer and start portin' your maps!
The Plane, my ongoing HL2 comic.
Re: HL1DM:Source Posted by reaper47 on Sat Jun 10th 2006 at 5:25pm
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Finally I got HLDM:S to work. It's a shame there are no good servers (all private/home servers reset to 32 maxplayers which causes them to run like s**t and eventually crash after 5 minutes). But I've seen the light and it's not half bad.

I was running a 3 player server for an hour or so and it was fun and rather smooth. I love the new bounce map. Best conversion I've seen so far even though it uses the "low-res" textures.

I actually considered doing some mapping for HLDM:S. Should be a nice break from the overly detailed and prop-relaiant HL2DM while still allowing some of the newer features and less r_speeds restrictions for big arenas. I wish there was a decent server, though, at least one. :/
Re: HL1DM:Source Posted by Jamel-The-Camel on Sun Jun 11th 2006 at 7:13pm
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Im dloading it now. Mapping for it would be fun!
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