HALF-LIFE 2 ...versus... HALF-LIFE 1

HALF-LIFE 2 ...versus... HALF-LIFE 1

Re: HALF-LIFE 2 ...versus... HALF-LIFE 1 Posted by Jimmi on Fri Jun 2nd 2006 at 2:06pm
Jimmi
217 posts
Posted 2006-06-02 2:06pm
Jimmi
member
217 posts 22 snarkmarks Registered: May 17th 2006 Location: South Africa
OK. IM frustrated as hell (As stated above :wink: ). Please help me out.
I really want to make a mod. Just a simple SP mappack style thing. But I have to decide between HL1 and HL2.
HL2:

I find it scary. THe entities are so complex. THe texures are awkward.
It is hard to use them. I hate damb props - What ive always liked about mapping is being able to create all those lights and doors and switches by your self. I find it much more enjoyable. But props seriously limit my creativity.
On the other hand - I have better graphics, physics and better engine.

HL1: I find it much more friendly, and Im so used to the entities I can think of tons of things I can do. Im good with the texures, and generaly find HL1 mapping more of a pleasure as apposed to end product.
The only downside is that the engine isnt as good - BUT, ive been able to do some pretty mad things with HL1 without any low FPS. Also, if I make it for
HL1 should I use SPIRIT? Is it worth using it? Ive used it, and I dont really know if it is actually worth it.

So, please help me in a sensible way - and use the poll. Please give me nice suggestions.
Re: HALF-LIFE 2 ...versus... HALF-LIFE 1 Posted by Dr Brasso on Fri Jun 2nd 2006 at 3:28pm
Dr Brasso
1878 posts
Posted 2006-06-02 3:28pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
seems to me youve answered yer own question.....no balls, no blue chips, as they say.....there is absolutely no viable reason to not use your "HL1 l33t skillz" in a HL2 environment.... :rolleyes:

Doc B....
Re: HALF-LIFE 2 ...versus... HALF-LIFE 1 Posted by Y2kBen_2000 on Fri Jun 2nd 2006 at 3:48pm
Y2kBen_2000
167 posts
Posted 2006-06-02 3:48pm
167 posts 256 snarkmarks Registered: Apr 5th 2004 Occupation: Student: Game Simulation Programming Location: Texas
The problem with making half-life 1 map packs now is unles you create this grand redifining single player experience, almost noone is goin to know about your mod. There is also an amount of people out there that have long since forotten about their half-life 1 install, and don't care much about anythong HL1, unless the critics say somthing different about a particular mod.

Truthfully, it's your choice, go with what you feel is best. I myself quit mapping for HL1 the second HL2 hit store shelves, I didn't even have the game yet. Because I knew people would be spending more time with HL2 over HL1, and I would go unnoticed.

The risk of making anything for HL1 is that there might be a chance your mod just goes unnoticed.
You know, I've actually got nothing to say
Re: HALF-LIFE 2 ...versus... HALF-LIFE 1 Posted by Andrei on Fri Jun 2nd 2006 at 4:04pm
Andrei
2455 posts
Posted 2006-06-02 4:04pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
If you can map for HL1, you can definitely map for HL2. The basics are
pretty much the same, except for the I/O system which I for one love,
and the parent system that's already familiar to anyone who's ever
mapped with spirit (that's actually the bfd with the thing, the parenting system).
As for the props, it's not like someone is forcing you at gunpoint to use
em. You don't like them? Don't use them. Given that the HL2 engine is
stronger than the HL1 this actually encourages "do-it-yourself-ers".
Re: HALF-LIFE 2 ...versus... HALF-LIFE 1 Posted by reaper47 on Fri Jun 2nd 2006 at 5:12pm
reaper47
2827 posts
Posted 2006-06-02 5:12pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Starting making a mod/map-pack for HL1 now will be a frustrating experience, few will actually take a look at it. While people are happy with everything that comes out for HL2 SP still.

It will be a lot of work btw. :wink:
Re: HALF-LIFE 2 ...versus... HALF-LIFE 1 Posted by Captain P on Fri Jun 2nd 2006 at 6:26pm
Captain P
1370 posts
Posted 2006-06-02 6:26pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I too see little reason to do anything with HL anymore these days, unless it's all about the 'having fun' and not about the 'I want them to play my stuff'.

Thing is, if you're really that uncomfortable with Source, then you're going to have a hard time finishing it - finishing something, especially of the size of a mappack or larger, is hard enough as it is already.
I'd say, do whatever you want, and if you want to use Spirit, why not? If you don't know if it'll be worth it, read up on it. There's many interesting features like 3D skyboxes and the parenting system, and I believe it contains a good particle system as well.

Anyway, I think you need to figure out what you want before asking what you should. You want to create a mod, but why? What are your main reasons to do so? Figuring that out will help a lot, I think. :smile:
Create-ivity - a game development blog
Re: HALF-LIFE 2 ...versus... HALF-LIFE 1 Posted by Jamel-The-Camel on Fri Jun 2nd 2006 at 7:29pm
Jamel-The-Camel
23 posts
Posted 2006-06-02 7:29pm
23 posts 2 snarkmarks Registered: May 31st 2006
Yeah, I also agree - at first I found Source damb frighting and scary - but then I invested the time in trying out every feature. I started of with basic physics, then water, the cubemaps (Very easy - just a env_cubemap and console command), then fog and effects, then cables and constraints (More complex). Im soon going to try HDR lighting, should be fun. Load the diffrent SDK maps that come with the SDK package - it helps alot. And read the Wiki thouroughly.
If its a mod you want to do - you've been warned. Doing more than about 3 maps requires HUGE amounts of dedication. At first it may appear fun, but after
a while you will get frustrated and lose intrest and motivation.

As for the HL1 versus HL2 - Anyone with HL2 on their PC and who have experimented with the source editor must be out of their minds to want to return to HL1 mapping. HL1 mapping is so old hat :razz:
'The ability to quote is a serviceable substitute for wit.' - Somerset Maugham