[HL2 EP2] Whoopservatory

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[HL2 EP2] Whoopservatory

Postby insta on Wed Jul 20, 2011 11:34 pm

Whoopservatory for Half-Life 2:Episode 2

Setup:
Dr.Magnusson has been conducting a personal project in an old observatory.
After an unfortunate outbreak of Zombie-itis the lab had to be quickly evacuated.
You must go in and wreck up the place before it falls into the wrong hands!!

About:
This is a map I mainly made to showcase the player cloning gameplay mechanic.
The idea is that you record your actions, then a clone repeats these actions which helps you navigate through rooms. Of course, there's still some combat involved to keep things interesting :)
I wrote some stuff about the scripting here, in case you want to see how it's done.

Screenshots:
Image

Download:
Right here!
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Re: [HL2 EP2] Whoopservatory

Postby Turd Ferguson on Wed Jul 20, 2011 11:37 pm

This stuff about cloning sounds very interesting. I'll give it a go
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Re: [HL2 EP2] Whoopservatory

Postby Turd Ferguson on Thu Jul 21, 2011 12:06 am

Welp, played it. Nice map overall. Far too short for a mod and your new gameplay mechanic wasn't implemented enough. This mechanic of "replaying" has a SHITLOAD of potential in a full-fledged puzzle mod. I suggest that you center your next project around this mechanic. Hopefully that was just a taste.

Positives:
Great new mechanic
Solid architecture
nice atmosphere

Negatives:
Too short
new gameplay not well implemented
I lagged a lot. That just may be my comp but lets see if anyone else does.

I wish you the best of luck on any future work!
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Re: [HL2 EP2] Whoopservatory

Postby Generalvivi on Thu Jul 21, 2011 12:50 am

:smt023
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Re: [HL2 EP2] Whoopservatory

Postby cz_squishy on Thu Jul 21, 2011 12:55 am

@Turd Ferguson
How short was it?
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Re: [HL2 EP2] Whoopservatory

Postby Turd Ferguson on Thu Jul 21, 2011 1:43 am

Took like 20 minutes for me. Maybe less, Im not exactly sure.
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jangalomph wrote:Listen. my avatar wants to be gay.. :|
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Re: [HL2 EP2] Whoopservatory

Postby Armageddon on Thu Jul 21, 2011 2:03 am

About 30 minutes. Just played it. It was a lot of fun. agree the new mechanic wasn't used enough. The building itself was constructed perfectly, looked very real. Only problem was the epic lag and I have a semi-super computer.

Also this is what I think Valve's F-STOP game would have been like. :D
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Re: [HL2 EP2] Whoopservatory

Postby Gary on Thu Jul 21, 2011 3:32 am

Turd Ferguson wrote:Welp, played it. Nice map overall. Far too short for a mod and your new gameplay mechanic wasn't implemented enough. This mechanic of "replaying" has a SHITLOAD of potential in a full-fledged puzzle mod. I suggest that you center your next project around this mechanic. Hopefully that was just a taste.

Positives:
Great new mechanic
Solid architecture
nice atmosphere

Negatives:
Too short
new gameplay not well implemented
I lagged a lot. That just may be my comp but lets see if anyone else does.

I wish you the best of luck on any future work!



This. Well, except I barely lagged at all, at least I never dropped under 30...


Edit:
Also, reading up on how you did this, you could use a flying NPC such as a bird, Scanner or Manhack, this way, you could support in-air movements and the collision with the NPC would be justified due to the flying NPCs small collision model size. Just an idea.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: [HL2 EP2] Whoopservatory

Postby Armageddon on Thu Jul 21, 2011 4:42 am

To many games fixate on an "innovative" game mechanic and fail at the basics. You've won at the basics and failed on using the innovation. :) That's pretty much what I think this map is.
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Re: [HL2 EP2] Whoopservatory

Postby nub on Thu Jul 21, 2011 7:39 am

The whole cloning mechanic reminds me of the spectral recording puzzles from Ratchet and Clank Future: A Crack in Time. Man those puzzles got complicated...
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Re: [HL2 EP2] Whoopservatory

Postby insta on Sun Jul 24, 2011 5:12 pm

Gary wrote:Also, reading up on how you did this, you could use a flying NPC such as a bird, Scanner or Manhack, this way, you could support in-air movements and the collision with the NPC would be justified due to the flying NPCs small collision model size. Just an idea.


/slaps forehead

Man, that seems so obvious in retrospect, it's a shame I never thought of it! Good thinking!

And yes, I agree that the puzzle mechanic isn't used quite enough, my original plan was to release an additional 4 puzzles as "chapter 2", but since the mechanic is pretty inaccurate the puzzles proved to be a bit frustrating.

Glad you guys are enjoying the map overall!
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Re: [HL2 EP2] Whoopservatory

Postby Gradius on Sun Jul 24, 2011 7:46 pm

For those collision problems wouldn't parenting the scripted sequences with an offset, so that they could be kept in a seperate chamber with the NPC have made more sense?
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Re: [HL2 EP2] Whoopservatory

Postby TheDanishMaster on Sun Jul 24, 2011 11:15 pm

I just played and finished it myself. Nicely done :) But as everyone else says, that clone thingy should be used a little more.

Lag? Well, my lowest framerate was 74, so nah.

Highlight to read:
"DON'T TOUCH THIS!" *touches*... *explosion* FFFFFFFFFFFFFFFUUUUUUUUUUUU
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Re: [HL2 EP2] Whoopservatory

Postby LordDz on Mon Jul 25, 2011 4:14 am

Level was awesome.
I just loved when the music started and the adrenaline pumped in, while having to backtrack.

I did experience some minior lagspikes, but I suppose it was my computer.
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Re: [HL2 EP2] Whoopservatory

Postby Ark11 on Mon Jul 25, 2011 6:01 am

I enjoyed it, however the puzzle element was slightly annoying.

Pros:
- Fun Level
- Aesthetically Pleasing

Cons:
- Puzzle Element was annoying
- Poorly Optimised (level took very long to load)
- Too Short

Overall 7/10
"Drop kick me Jesus, through the goalposts of life." - Robert Bare
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