HL2 Deathmatch solution

HL2 Deathmatch solution

Re: HL2 Deathmatch solution Posted by ReNo on Fri Oct 8th 2004 at 12:44pm
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As we all know (or for the optimists out there, as it
seems),
HL2 is not shipping with any multiplayer component other than CS:S. I
assume quite a few of you will be disappointed by this not only as you
wanted to play it, but also because it provides a nice avenue to learn
mapping and get releases out, or because you are primarily a DM mapper.

To rectify this, the folks from the Adrenaline Gamer mod are making AG2, and
hopefully it will become the new standard option for HL2 owners who
want some deathmatch action. You may not know of AG, but it is the most
popular HLDM gameplay mod and is used by most of HL's hardcore players,
particularly in Europe but also the US and elsewhere. This obviously
provides it with a solid base to become the obvious choice for HL2DM.

The point of this post is to let people know that if they want to do
some DM mapping for HL2, AG2 is probably the best option available to
you. I will be doing my DM mapping for the mod, and TommyD has shown
his interest as have a couple of others on the AG2 forums. You can
visit them to show your support, give suggestions for the mod, or let
them know you are wanting to map for it in the future.

http://www.adrenaline-gamer.com/forums/index.php

Their website is currently in development, but you can find out more about the AG mod for HL1 at its website...

http://www.planethalflife.com/agmod/

EDIT: Precizion has asked me to clarify that they are NOT looking for
people to apply for positions on the mapping team. This is just to let
people know that while there isn't a Valve made DM mode, there is one
in the works by the community, so if you have any good DM map ideas
there will be a mod to make them for.
Re: HL2 Deathmatch solution Posted by scary_jeff on Fri Oct 8th 2004 at 1:17pm
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Looks good. I just hope they make the basic DM mode as close to HL2 single player weapons/gameplay wise as possible, i.e. no extra or modded weapons and no strange alterations that allow people to do tricks they are able to do in HL1...
Re: HL2 Deathmatch solution Posted by G.Ballblue on Fri Oct 8th 2004 at 10:12pm
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:leper: No offense, but the original Adrenaline Gamer was the most 2 dimensional mod ever. I certainly hope they don't equip the player with every gun in the game like they did in the original -- it ruins the death match effect.
Re: HL2 Deathmatch solution Posted by G.Ballblue on Fri Oct 8th 2004 at 10:12pm
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:leper: No offense, but the original Adrenaline Gamer was the most 2 dimensional mod ever. I certainly hope they don't equip the player with every gun in the game like they did in the original -- it ruins the death match effect.

/Edit: EEEK. Sorry about the triple post. Pressed the submit button 2 times to many :\
Re: HL2 Deathmatch solution Posted by G.Ballblue on Fri Oct 8th 2004 at 10:12pm
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:leper: No offense, but the original Adrenaline Gamer was the most 2 dimensional mod ever. I certainly hope they don't equip the player with every gun in the game like they did in the original -- it ruins the death match effect.
Re: HL2 Deathmatch solution Posted by Campaignjunkie on Fri Oct 8th 2004 at 10:39pm
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Triple post. Beautiful.

Anyway, if it lives up to its promises, I'll pump out a map for sure. :smile:
Re: HL2 Deathmatch solution Posted by scary_jeff on Fri Oct 8th 2004 at 11:41pm
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AG doesn't offer much because it isn't supposed to. It's single aim is to add more options to normal DM, with the hope of aiding competative play. The mode where you start with all weapons is just one of the AG modes. It's just like OSP for Quake 3.
Re: HL2 Deathmatch solution Posted by Finger on Fri Oct 8th 2004 at 11:56pm
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Just wanted to pipe up, as a fan of the AG mod. I had nearly worn out DM, but agmod breathed lots of new life into things, when it came along; it also ramped up the level of skill by giving people a more competitive environment. Just playing ag for a few months made me a much better fighter. The arena mode, where you start with all weapons and challenge the top layer, may be a somewhat shallow game mode, as there is no stocking, or item control; but it is a great place to just practice basic weapon proficiency and core fighting strategies. Most people leveled themselves up in arena mode, then took those skills on to more serious DM or TDM environments, anyway. mmmmm... ok, now i want to play.
Re: HL2 Deathmatch solution Posted by thursday- on Sat Oct 9th 2004 at 9:22am
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Hm, AG was okay. I just felt that there wasn't enough community support for it, however I will be watching AG2 closely.
Re: HL2 Deathmatch solution Posted by Dred_furst on Sat Oct 9th 2004 at 2:06pm
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I checked out ag breifly for hl1, there was a main flaw in it

Forcing low definition models :o

Please dont include that feature as compulsory on servers, if not, i may have to find a mod team/ learn to code to remake deathmatch! i do not want a mod with lots of forced to be enabled stuff.

Also, i reckon there could be hl2dm as what else will people base mp mods on? cs?
Re: HL2 Deathmatch solution Posted by ReNo on Sat Oct 9th 2004 at 2:48pm
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Well it seems to be officially announced that HL2's multiplayer
component is CS:S, and there is no standard deathmatch. Reviews in
magazines have said it, and it says so on the Steam forum's HL2 FAQ.
Would be nice to be surprised but it just doesn't seem likely. Perhaps
as a later steam download though?

I don't remember AG1 forcing low def models, however if it did, it was
quite probably just a setting that servers could choose to use or not
use.
Re: HL2 Deathmatch solution Posted by Finger on Sat Oct 9th 2004 at 4:04pm
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Itwas a taggable option, on install, not forced. Possibly should have defaulted to normal models, instead of low, as I've heard the same gripe before.
Re: HL2 Deathmatch solution Posted by Orpheus on Sat Oct 9th 2004 at 4:10pm
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i am so confused, HLDM is the only reason HL1 has survived for 5 years, at least in so far as what shipped with the game from day #1, why would a company, who's backbone population is HLDM, not ship the new game with the option??

HLDM is almost unaltered since its shipment date, and still basically popular..

i may not even buy HL2 now :sad:
Re: HL2 Deathmatch solution Posted by Gwil on Sat Oct 9th 2004 at 4:17pm
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as much as it pains me to say it, HLDM isnt the reason HL has kept its
flag flying for so long.. hardly anyone plays it anymore - the
"moddability" of half life has dictated it's success, particuarly with
games like Counter-Strike which has carried the franchise pretty much
from beta 7 onward..
Re: HL2 Deathmatch solution Posted by Kage_Prototype on Sat Oct 9th 2004 at 5:02pm
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Mods like Counter-Strike kept HL alive, not HLDM.
Re: HL2 Deathmatch solution Posted by ReNo on Sat Oct 9th 2004 at 5:08pm
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http://www.steampowered.com/status/game_stats.html

Says it all about HLDM's popularity really :sad: That said, most people
are disappointed by the lack of HL2DM despite those low player numbers,
as lots of people (including many here I'm sure) have fond memories of
the game but have just moved on. 5 years is a long time to be playing
the same standard deathmatch mode - the number of people playing it now
does NOT represent the number of people who have been fans of HLDM and
would be players of HL2DM.
Re: HL2 Deathmatch solution Posted by Orpheus on Sat Oct 9th 2004 at 5:35pm
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in spite of those current figures, i still say HLDM has had more total people/numbers played than all the mods combined, if one had a way of tallying the totals over the past 5 years..

i hate, or hesitate to say this cause i feel it may cause a fire storm, but IMO the only reason mods like counterstrike are as popular today, is the same mindset that has come to except killboxes, and rampant r_speeds.. people got tired of old HLDM and were willing to accept any crap out there as long as it looked/felt new.

consider, 3 or 4 years ago, at the peak of HLDM, no one would have wasted a server on killboxes, or counterstrike, when they could have set one up for HLDM..

call it wishful thinking, call it disillusioned, but i still say, if HLDM doesn't ship, or come out really soon after shipping, HL2 will fail..

no one who has waited 5 years, is gonna wait much after shipping for it..

bottomline, just because counterstrike is popular today, by no means makes it good.
Re: HL2 Deathmatch solution Posted by Yak_Fighter on Sat Oct 9th 2004 at 5:55pm
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The really telling story about all this is that CS was is and always will be team deathmatch with rounds. There is no overarching goal in the game besides killing the opposing team. The hostages are there to prevent drawn out camping and the bomb sites are to draw people towards an area to fight and die. There's very little strategy and its a very twitch game. Not that there's anything wrong with all this, but anyone who thinks there's more strategy and tactics in CS than DoD or TFC are crazy.
Re: HL2 Deathmatch solution Posted by Gwil on Sat Oct 9th 2004 at 5:56pm
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Counterstrike isn't just popular today though Orph.. it's been a big
thing right back from Beta 4 - coupled with Team Fortress Classic which
also used to be absolutely huge, HLDM has never been a huge phenomenon.
Sorry if it sounds like im rubbishing everything you say, but it's the
truth.

HLDM, or at least HLDM by itself has never been "huge". I've been
playing HLDM and pretty much all the boom mods since their respectful
releases, and DM was never huge - even with Sven, OzDM etc. Very much a
minority game, especially when shadowed with things like Q3DM to
compete with in the middle of its life.

HL was huge primarily because of its single player, and it's instant
connection with mod makers and the ease of which they could utilise it
to make fantastic multiplayer games.
Re: HL2 Deathmatch solution Posted by Orpheus on Sat Oct 9th 2004 at 6:12pm
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scratches buttocks while absorbing information

ok then.
Re: HL2 Deathmatch solution Posted by Cassius on Sat Oct 9th 2004 at 7:20pm
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Yo dogs, we should all make HL2DM ourselves :cool:

Actually, we COULD do it. The coding probably wouldn't be too difficult, and I'd say we'd do pretty okay as mappers.
Re: HL2 Deathmatch solution Posted by Tracer Bullet on Sat Oct 9th 2004 at 7:28pm
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Yak_Fighter said:
The really telling story about all this is that CS was is and always will be team deathmatch with rounds. There is no overarching goal in the game besides killing the opposing team. The hostages are there to prevent drawn out camping and the bomb sites are to draw people towards an area to fight and die. There's very little strategy and its a very twitch game. Not that there's anything wrong with all this, but anyone who thinks there's more strategy and tactics in CS than DoD or TFC are crazy.
I think DoD rises far above either CS and maybe TFC (I was never much of a TFC player). The proponderence of one-shot-kill weapons, slow player movement, and limited jumping ability combine to produce a very different, and yes, highly tactical experience.
Re: HL2 Deathmatch solution Posted by Orpheus on Sat Oct 9th 2004 at 7:43pm
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Cassius said:
Yo dogs, we should all make HL2DM ourselves :cool:

Actually, we COULD do it. The coding probably wouldn't be too difficult, and I'd say we'd do pretty okay as mappers.
worse comes to worse.. i have the taboo editor, and it has HLDM, i can only assume, that its in the works somehow for HL2..

sighs

even if HLDM is the lowest rated amongst everything, its all i want :cry:
Re: HL2 Deathmatch solution Posted by G.Ballblue on Sat Oct 9th 2004 at 8:20pm
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Cassius said:
Yo dogs, we should all make HL2DM ourselves :cool:

Actually, we COULD do it. The coding probably wouldn't be too difficult, and I'd say we'd do pretty okay as mappers.
We could DEFFINITLY pull off. The problem is, none of have actually be exposed (if you're honest :razz: ) to HL2 mapping. The coding should be a pretty easy rip-job from the original HL .DLL file, (i,e. respawning weapons, players, etc).

Also, HL2 may not be coming with a deathmatch simply because the game is to big. Imagine playing a map that is like, oh, let's say 7 times the size of your average HLDM map, on an internet server with 32 players, with everyone's visual setting set on "full".

I smell lag....
Re: HL2 Deathmatch solution Posted by Dred_furst on Sat Oct 9th 2004 at 8:29pm
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seen cs:source beta? 64 players :biggrin:

As for map size, it works out hte grid will be 64 times bigger. there was a lot of discussion about this over at the verc.
Re: HL2 Deathmatch solution Posted by Campaignjunkie on Sat Oct 9th 2004 at 8:37pm
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The gridsize is much bigger, but that doesn't mean one has to use all
that space. I think 64 players for HLDM might be a bit OTT though.
Maybe 32 vs. 32 team deathmatch or OP4 CTF style.
Re: HL2 Deathmatch solution Posted by G.Ballblue on Sat Oct 9th 2004 at 8:38pm
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64 times bigger....

You know what I'm thinkin' :biggrin:
Re: HL2 Deathmatch solution Posted by Crono on Sat Oct 9th 2004 at 8:42pm
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Sorry, Ballblue, you're so freakin' naive.

The very logic you're using is flawed, a DLL is like a module, it's executable code is NOTHING, since it is not a running program on its own, it has to be ran from an outside location. On top of that, it's compiled code, you can't read it.

Not to mention, HL2 is a new engine with new net code. Believe me, making a complete modification of ANY KIND will be just a difficult as making any mod for HL2, because you have no base besides CS:S for Multiplayer adaptation.

Basically, you can use the libraries supplied with HL2 IF they release an SDK. Then all you have to do is write some stuff to set up a DM mode, which doesn't sound too hard, right? It's a pain in the ass if you want it to work properly and reliably.

I remember in Software Engineering, we had an example of how a lot of coders ignore certain testing possibilities (Most important part of creating software). There was an example of a triangle, you could put in values for each edge. It turned out the average test case number from the engineers was 5 or so, when in all actuality there are 14 cases.

Don't take modding a new game lightly, I'm not saying it couldn't be done fairly quickly or anything like that, you just have to realize there is no MP base if CS:S is the only MP.
Re: HL2 Deathmatch solution Posted by G.Ballblue on Sat Oct 9th 2004 at 8:53pm
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Crono said:
Sorry, Ballblue, you're so freakin' naive.

The very logic you're using is flawed, a DLL is like a module, it's executable code is NOTHING, since it is not a running program on its own, it has to be ran from an outside location. On top of that, it's compiled code, you can't read it.

Not to mention, HL2 is a new engine with new net code. Believe me, making a complete modification of ANY KIND will be just a difficult as making any mod for HL2, because you have no base besides CS:S for Multiplayer adaptation.

Basically, you can use the libraries supplied with HL2 IF they release an SDK. Then all you have to do is write some stuff to set up a DM mode, which doesn't sound too hard, right? It's a pain in the ass if you want it to work properly and reliably.

I remember in Software Engineering, we had an example of how a lot of coders ignore certain testing possibilities (Most important part of creating software). There was an example of a triangle, you could put in values for each edge. It turned out the average test case number from the engineers was 5 or so, when in all actuality there are 14 cases.

Don't take modding a new game lightly, I'm not saying it couldn't be done fairly quickly or anything like that, you just have to realize there is no MP base if CS:S is the only MP.
Well, if you can tell me how to decode, decompile, or whatever the hell you wanna call it, into an edible C++ file that I can read in DEVCPP, then okay then :smile:

/me fires up DEVCPP.
Re: HL2 Deathmatch solution Posted by Kage_Prototype on Sat Oct 9th 2004 at 8:54pm
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You know what...I think I recall seeing somene from Valve mention in an
e-mail (from that huge thread full of them at HL2.net) that they were
working on some sort of basic MP basis for the SDK...I'll see if I can
dig it up, but it's a bloody huge thread...
Re: HL2 Deathmatch solution Posted by Kage_Prototype on Sat Oct 9th 2004 at 9:11pm
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OK, I found this:
Don't know if we knew this already, but:

Hi!

I was just wondering whether the production of CS: Source was hindering

that of HL2 or influencing its release date at all?

I understand you're very busy so good luck.

Cheers,

Chris George

It's work we have to do regardless (e.g. for multiplayer sample code for

the SDK).


-----Original Message-----

From: Chris George [mailto:*****@hotmail.com]

Sent: Thursday, July 08, 2004 5:22 AM

To: Gabe Newell

Subject: CS: Source
I'm not sure what exactly he means by this; whetrher it's sample code
from CS:Source or some sort of basic code that you can build DM off of.
Re: HL2 Deathmatch solution Posted by Yak_Fighter on Sat Oct 9th 2004 at 9:36pm
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I think what that's saying is that CSS isn't unrelated work. They need something to show how the multiplayer works and CSS fits the bill. Stupid CS taking the place of DM...
Re: HL2 Deathmatch solution Posted by alba on Sat Oct 9th 2004 at 9:40pm
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I played hldm for now 4years and more and i still like it, it just need
a new fresh start on the source engine... as valve didn't make that...
its up to our community to do it!!!

and we will :wink:
Re: HL2 Deathmatch solution Posted by Orpheus on Sat Oct 9th 2004 at 9:42pm
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HLDM is a much simpler concept to implement, why would they omit such a large portion of the members.. even if the DM portion of us is as small as everyone seems to think, there are still millions of us out there..

i didn't even finish the single player portion, DM is the only valuable part i like.. some user friendly solution best make itself available, or i will be one unhappy camper :sad:
Re: HL2 Deathmatch solution Posted by G.Ballblue on Sat Oct 9th 2004 at 10:06pm
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Orpheus said:
HLDM is a much simpler concept to implement, why would they omit such a large portion of the members.. even if the DM portion of us is as small as everyone seems to think, there are still millions of us out there..
Because HLDM is slow, requires reloads, has no "anouncer" (I don't know if Mr. Vox qualifies :wink: ) and isn't much deeper then that. I personally like it, but if you want ubb3r l33t deathmatch, you're better off playing Quake3, or Unreal. And that's what people do :O
Re: HL2 Deathmatch solution Posted by Yak_Fighter on Sat Oct 9th 2004 at 10:18pm
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f**k that s**t. HLDM was unique in the fact that it was totally balanced weaponwise (egon notwithstanding), didn't have retarded powerups, and wasn't blazingly fast where crack addled dips**ts would have the upper hand. It also didn't have lame gameplay modes like instagib and such. I've always had more fun playing HLDM than Q3 or UT, especially when playing against real people, as its much harder to dominate HLDM than the other two.
Re: HL2 Deathmatch solution Posted by Orpheus on Sat Oct 9th 2004 at 11:01pm
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/me pets yak..

/me washes hand afterward though.

calm down joseph, it will be alright..

when/if HL2 ships, if it screws up over, i will send you what you need to make DM maps .. even though we might not be able to frag them.
Re: HL2 Deathmatch solution Posted by Yak_Fighter on Sat Oct 9th 2004 at 11:15pm
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Orpheus said:
i will send you what you need to make DM maps .. even though we might not be able to frag them.
So basically itll be just like HLDM, where nobody plays or even knows about my maps. :biggrin:
Re: HL2 Deathmatch solution Posted by Orpheus on Sat Oct 9th 2004 at 11:19pm
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Yak_Fighter said:
So basically itll be just like HLDM, where nobody plays or even knows about my maps. :biggrin:
nods head up and down but says

no, not exactly..

yak, i dunno if you recall, but remember a few years ago when you were much more childish? i said to you "why are you wasting time making prefabs?"

you got a bit testy with me.. remember when i said your first HLDM map was empty?you got mad then too.. well you don't get mad at me as often now..

i am ever so glad you finally grew up :biggrin:

/runs
Re: HL2 Deathmatch solution Posted by omegaslayer on Sat Oct 9th 2004 at 11:36pm
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Okay besides DM for HL2, has anyone heard about Team Fortress Classic 2? I think that will satisfy most DM atics, but I still would like a HL2 DM :biggrin: .
Re: HL2 Deathmatch solution Posted by Yak_Fighter on Sat Oct 9th 2004 at 11:45pm
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Orpheus said:
Yak_Fighter said:
So basically itll be just like HLDM, where nobody plays or even knows about my maps. :biggrin:
nods head up and down but says

no, not exactly..

yak, i dunno if you recall, but remember a few years ago when you were much more childish? i said to you "why are you wasting time making prefabs?"

you got a bit testy with me.. remember when i said your first HLDM map was empty?you got mad then too.. well you don't get mad at me as often now..

i am ever so glad you finally grew up :biggrin:

/runs
screw you :razz: Torque is the greatest map ever made.
Re: HL2 Deathmatch solution Posted by Kage_Prototype on Sat Oct 9th 2004 at 11:52pm
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Okay besides DM for HL2, has anyone heard about Team Fortress
Classic 2? I think that will satisfy most DM atics, but I still would
like a HL2 DM :biggrin: .
it's Team Fortress 2, Not Team Fortress Classic 2. And Valve said
they'd talk about it after HL2 is released, so expect something between the
release date and E3 2005.
Re: HL2 Deathmatch solution Posted by omegaslayer on Sat Oct 9th 2004 at 11:56pm
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Kage_Prototype said:
it's Team Fortress 2, Not Team Fortress Classic 2.
My bad thanks I cant wait to see what that game will be like :biggrin:
Re: HL2 Deathmatch solution Posted by Orpheus on Sat Oct 9th 2004 at 11:57pm
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member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Yak_Fighter said:
screw you :razz: Torque is the greatest map ever made.
XXXOOOXXX

/me wuv's you too :wink:

i'll grant you this, it could have been.. had you listened as good then as you do now.
Re: HL2 Deathmatch solution Posted by G.Ballblue on Sat Oct 9th 2004 at 11:57pm
G.Ballblue
1511 posts
Posted 2004-10-09 11:57pm
1511 posts 211 snarkmarks Registered: May 16th 2004
Bah. Deathmatch is gonna die anyway when Sven-Coop 2 is released :razz:
Re: HL2 Deathmatch solution Posted by ReNo on Sun Oct 10th 2004 at 12:03am
ReNo
5457 posts
Posted 2004-10-10 12:03am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
But sven coop is nothing like deathmatch, how could it ever replace it when they aren't comparable?
Re: HL2 Deathmatch solution Posted by Orpheus on Sun Oct 10th 2004 at 12:08am
Orpheus
13860 posts
Posted 2004-10-10 12:08am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Duncan, Blue has been evil to me, make him stop :wink:

whispers

told'ya i'd tell on you when he got here :heee:
Re: HL2 Deathmatch solution Posted by omegaslayer on Sun Oct 10th 2004 at 12:21am
omegaslayer
2481 posts
Posted 2004-10-10 12:21am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
<TABLE cellSpacing=0 cellPadding=2 width="95%" align=center>
<TBODY>
<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold" bgColor=black>? posted by G.Ballblue</TD>
<TR>
<TD bgColor=#151515>Bah. Deathmatch is gonna die anyway when Sven-Coop 2 is released :razz: </TD></TR></TBODY></TABLE>

I don't know how DM can ever be replaced, I played Sven-coop and it was fun to a degree, but it would get too lagy, and there were too many bottle neck points that just didnt make the game fun.

And orph GB is evil to us all.....
Re: HL2 Deathmatch solution Posted by Crono on Sun Oct 10th 2004 at 1:06am
Crono
6628 posts
Posted 2004-10-10 1:06am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Slaps BallBlue

Don't even think about decompiling code, especially complex code. Do you honestly think it'd be that easy? I envy your blissful ignorance. Just wait, try it, when you get into neck deep s**t, you'll understand 0.05% of what I was talking about.
Re: HL2 Deathmatch solution Posted by G.Ballblue on Sun Oct 10th 2004 at 1:25am
G.Ballblue
1511 posts
Posted 2004-10-10 1:25am
1511 posts 211 snarkmarks Registered: May 16th 2004
Crono said:
Slaps BallBlue

Don't even think about decompiling code, especially complex code. Do you honestly think it'd be that easy? I envy your blissful ignorance. Just wait, try it, when you get into neck deep s**t, you'll understand 0.05% of what I was talking about.
Well there's gotta be some way to edit it, and I'm still waiting for your answer :razz: