[HL2:EP - SP Mod] Aberration

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[HL2:EP - SP Mod] Aberration

Postby HoliestCows on Tue Jul 10, 2012 10:38 pm

July 10th - 2012 - Release
Aberration is released! Its still waiting on authorization from moddb so here is a direct link. http://www.gamefront.com/files/21968950 ... _1.0.0.rar

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Short Summary

When the Combine invaded, Gera was one of the first cities to be taken over. You were one of the few Resistance fighters in this small city, located North of White Forest, trying to take it back. You were captured. Find out more in this new Action/Horror mod.

Screen Shots

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Teaser Video




Moddb link - http://www.moddb.com/mods/aberration
Aberration is released! Its still waiting on authorization from moddb so here is a direct link. http://www.gamefront.com/files/21968950 ... _1.0.0.rar
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Re: [HL2:EP - SP Mod] Aberration

Postby Armageddon on Tue Jul 10, 2012 11:14 pm

Played it.

1. The SMG sound is very very annoying.
2. The flashlight is huge.
3. Keys, WHY KEYS.
4. Cheap scares with no pacing that happen to close to each other.
5. Platforming across the black gap abyss thing was stupid hard and I got no reward except a "You wasted your time I'm gonna teleport you back now."
6. NO AUTOSAVES FUFHGHGFFFFPP!!!
7. No AI nodes from what I could tell, made combat very boring. Combat was boring overall because most of the time combine just stood there and shot. Read all of this, all of it.
8. Looped annoying wind sound, learn to make soundscapes and everything will be a lot better.

The atmosphere was pretty good overall most things could use some more work to make the mod interesting, I think your next mod will be a lot better. Also you really should have changed the damage on the weapons. The SMG felt like a pea shooter and the pistol didn't do the damage it sounded like it would.
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Re: [HL2:EP - SP Mod] Aberration

Postby HoliestCows on Tue Jul 10, 2012 11:19 pm

Armageddon wrote:Played it.

1. The SMG sound is very very annoying.
2. The flashlight is huge.
3. Keys, WHY KEYS.
4. Cheap scares with no pacing that happen to close to each other.
5. Platforming across the black gap abyss thing was stupid hard and I got no reward except a "You wasted your time I'm gonna teleport you back now."
6. NO AUTOSAVES FUFHGHGFFFFPP!!!
7. No AI nodes from what I could tell, made combat very boring. Combat was boring overall because most of the time combine just stood there and shot. Read all of this, all of it.
8. Looped annoying wind sound, learn to make soundscapes and everything will be a lot better.

The atmosphere was pretty good overall most things could use some more work to make the mod interesting, I think your next mod will be a lot better. Also you really should have changed the damage on the weapons. The SMG felt like a pea shooter and the pistol didn't do the damage it sounded like it would.


Thanks for the CC

On a note of the AI, there is AI nodes and all.
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Re: [HL2:EP - SP Mod] Aberration

Postby Armageddon on Tue Jul 10, 2012 11:26 pm

Yeah there is, it just felt very square. Also you copied something right out of Nightmare House 2. :?
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Re: [HL2:EP - SP Mod] Aberration

Postby HoliestCows on Tue Jul 10, 2012 11:28 pm

Armageddon wrote:Yeah there is, it just felt very square. Also you copied something right out of Nightmare House 2. :?

The idea, which you reminded me, I forgot to credit them for that.

I 100% remade it.
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Re: [HL2:EP - SP Mod] Aberration

Postby shadowmancer471 on Wed Jul 11, 2012 1:25 am

Right, this review has spoilers and spoiling images
If requested, I can put the images as hyperlink instead of posting them straight on here

First off I'd like to say that I was impressed by this mod.
It was a pleasure to play and one of the few recent mods I've bothered to play.

That being said it wasn't without it's flaws.


Starting with the good points...

1) Visually gorgeous. The textures, lighting and sheer amount of detail in each room really sold the mood, the caves were beautiful and the lighting in the run down, abandoned rooms was pretty perfect.
You used volumetric fog and light flare to an effective degree

2) Good flow. Every room flowed naturally into the other one, meaning the mod as a whole can be played in one sitting without losing attention or getting frustrated

3) Reasonably challenging combat. I felt the large boss fight near the end was a tad difficult with the sheer amount of swarm facing the player. I had to kinda glitch this fight to pass it (see later on)

4) Good use of custom content. The Custom textures and most of the custom sounds were excellently used.
Speaking of which, that flashlight sound..
That is now my fetish

5) Some neat effects, such as the cafeteria and the black void door


However, it had many points I felt it could improve on. These didn't ruin the experience, but they are something to keep in mind for the future

Looking at Armageddon's feedback, I have to agree with him on some points.
The keys were a bad idea. I generally dislike keys in hl2 mods, and I'm sure some others will agree it isn't very effective as a puzzle.
Whilst the opening to the void platforming near the start was effectively done and impressionable, the actual jumping was a ballache and a half. I think either the platforms were too small (and too far apart) or I'm getting worse at fps games
Finally the pistol didn't sound right, agreed.
(However I loved the SMG sound, I know arma's gonna hate me for this)

Playing through, I have a few problems of my own.

1) AI. Whilst the combat was very well paced and the AI on the whole was acceptable for general play, it never felt really new or intense as other mods have shown combat can be.
The biggest case was waiting in this area and watching the combine rush down the middle straight at me where they could have taken side routes to make the combat more difficult

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2) Glitches and Exploits. There were a few.
For instance the random shadowy dude you see running down the hall? I shot him a few times and he started following me. Rather jovially in a way

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Also the last fight was too hard for me (I suck), so I just did this and camped it out on the sides

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If you cant see I just stacked items to get back onto the walkways once the battle started
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Right, RANT STARTING

3) Pacing.
Not going to rant *too* hard about this one, but your pacing was a little off, meaning that any event that happened was a little underwhelming and anticlimactic
Especially with the horror aspect, it just wasn't scary. Actually it was until the moment you introduced the first zombie right at the start.
Horror is all about the ambience, the noises and the workup. In this case you started strong, working up and ratcheting up the tension only to blow it all on the old "zombie around the corner" trick.
From here, you never recovered as you either put in action (ceases tension) or you had too many cheap scares after each other without any workup.
For instance the scene where a body drops from a staircase and a shadowy figure blinks in and out was incredibly underwhelming (and almost comical). This is because you just had a "scary" thing happen just before and you hadn't ratcheted up any tension whatsoever.
The thing with horror is that the scariest thing isn't what's onscreen, it's what's in the players mind. Oftentimes good horror games will not have anything scary at all going on, but the ambience and prior events lead the player to think that something could happen at any moment.
And that moment when you've got the player thinking something scary could happen at anytime is right where you want them
For more examples, have a look at a new free game called "Slender", you can find it on youtube if you cba to download it, that has great examples of ratcheting up tension in this way.

Enough about that, the other issue was using combat in such close proximity to the horror elements without ever blurring the lines (like F.E.A.R did). It was somewhat jarring going from combat straight to scary again, especially with the lack of tension ratcheting. This meant that I was encountering the horror aspects while still in a combat mindset, underwhelming the experience tenfold

All in all your horror just wasn't scary past the opening, and I hate to admit it. There was one part later on which was scary (which I'll talk about later), but you didn't build up the suspense really and instead tried to throw odd imagery at the player which didn't really do it for me (like the shadowy figure and the bottle smashing)
Even the part with the fastzombie in the vents didn't have much of an impact because I still felt safe and not tense in my mind, which is something you need to work on in future works

TL;DR Horror isn't about the big scary payoff, it's about the lead-up to the payoff, making the player feel less and less comfortable until finally startling them with the grand scare.
The example game "Slender" I gave does an excellent job of this, I suggest you go and give it a try

RANT OVER
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5) The uhh...last scare
The last scare where you look up to see the poisonzombie was a truly excellent case of ratcheting the tension to then startle the player when they expect it (and then doing so from a direction they do not expect)
Unfortunately, I have to agree with arma, this was too much like Nightmare House 2 to really be excusable. You even used the same geometry and textures.
It's a great scare but it doesn't look good when you reuse people's ideas like that


OK, I'm done with the negatives
Overall it was an enjoyable play with a few minor issues that stopped it being truly memorable (mostly being issues with the horror)
A lot of the issues were my preferences and as such may not be entirely applicable

I congratulate you on a visually impeccable piece of work and look forward to a future more revised instalment
Uhh...I didn't make a list of things while I played through so I might have forgot stuff, feel free to ask me questions
I want to get off Mr.Bones Wild Ride
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Re: [HL2:EP - SP Mod] Aberration

Postby HoliestCows on Wed Jul 11, 2012 2:13 am

shadowmancer471 wrote: - cc -


Thanks for the CC, Im glad you played it and liked it. Ill definitely work on the pacing in my next project.
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Re: [HL2:EP - SP Mod] Aberration

Postby Epifire on Wed Jul 11, 2012 2:28 am

I didn't read anyone else's posts cause I didn't feel like getting spoilers before I played it. But I am downloading it right now. Looks real good from what I am seeing. I like creepy as long as I can hide in a game.

EDIT: So I am at the spot where you gotta jump across the floor panels. Don't know if it's just me but I cannot get passed the third one, it seems as though the platforms are to far apart. I have taken about twenty or more tries and none have succeeded. Was really getting into it untill this part. :(

So after thirty some odd tries I finally came to the conclusion I was not getting passed it, so I Nocliped so that I could play the rest of the mod.

I also noticed your zombies have no headcrabs in the version I got...
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Oh and here is a Video on the strategy I used on the big fight. Just some advice, that doesn't really exploit anything aside from the fact that you know where your enemies are coming from. But that is more of a given due that you can hear the soldiers through the door anyway...
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Re: [HL2:EP - SP Mod] Aberration

Postby vcool on Thu Jul 12, 2012 5:00 am

I played your mod.

Part 1: http://www.livestream.com/vcool/video?c ... m=ui-thumb

Part 2: http://www.livestream.com/vcool/video?c ... m=ui-thumb

Part 3: http://www.livestream.com/vcool/video?c ... m=ui-thumb

The good things:

Mapping was ok.

The bad things:

There were problems with water, you might have leaks.

The first falling down transition can end up in you dying, because it's possible to land on solid ground.

It seems to be dark in places but I didn't mind.

Throwing an army of combine soldiers != fun. It's about as dumb as gameplay can get.

None of the puzzles were stimulating or interesting at all.

The AI was bad. The only reason I beat it on Hard is because I abused cover and props and just killed everything in a choke. There's major glitching in the first button area, the soldiers get stuck between the corridor wall and the chest-high concrete slab.

Oh and in the big mess hall shadow dude table throw scene, its possible to get killed by the flying props. I got brought down to 2 hp if you bother watching the video.

The inexcusable things:

Ripping off NH2. The entire sequence with the back and forth walking was 1:1 NH2. It's plagiarism.

Other comments:

If this is the first part, cut the cave part completely and just end it on the elevator after the big fight.

You should have spent less time putting in custom skins and fucking ladder climbing sounds and got actual new world content to put it apart from just about every other HL2 mod.

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Overall an ok mod, but it's a rehash of HL2 and like every HL2 mod ever.
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Re: [HL2:EP - SP Mod] Aberration

Postby Botolf on Mon Jul 16, 2012 9:42 am

Finally got around to playing this! Probably will be some overlap of critique here, but hopefully some of this will be nonetheless helpful (played with the patch).

What I liked:

- The visuals. Nice contrast, lights, fog and smoke. "Tension" areas really felt the part.

What I didn't:

- Jumping section was much too unforgiving. Caught myself on edges trying to make it across or backed off platforms far too often, and the autosave set me back to the very beginning of the segment. Encouraged rampant quicksave abuse just to make it the slightest bit tolerable, and I was only able to clear the last few jumps with crouch jumps.

- Shadow people can sometimes come within control range, where the HL2 squad orders HUD pops up (the "move to" command works as well).

- Big inter-map fall can kill the player if he lands on the dry patch. Might be solveable with a quickly toggled trigger_gravity field to reset the momentum and technical height of the fall. Anyway, this had the effect of killing about three times, which had me thinking that it was a cheap kill moment and led me to backtrack through the level for a while before I tried it again (this time landing in the water by mere chance).

- Cramped spaces in and of themselves aren't bad things, but the hunters, zombies, and soldiers would at times get stuck trying to navigate, or were funneled through paths one by one and were easily gunned down. More alternate loops and elevation would open up the combat spaces a great deal and let the AI have more opportunities to flank and surprise the player, as opposed to coming at him head on in nearly every situation.

- Overuse of enemies throughout the mod seemingly to compensate for the lack of difficulty in overcoming enemies in the corridors. The elevator battle opened up to a nice and large arena, but it compounded the enemy count problem by throwing ridiculous numbers at the player. The battle was fairly frustrating at times given how one often I couldn't avoid running into a new mob of shotgun soldiers and be unloaded on at close range. Due to the sheer clutter of soldiers, I felt my options for movement and for tactics were limited to running loops around the room, firing behind me like a maniac and hoping I wouldn't run into soldiers on two sides and get caught in a crossfire. Feeling like I couldn't stop anywhere to scavenge for a few seconds does not a good encounter make, it's the frantic energy of the HL2: Episode 1 elevator standoff turned up to unbearable levels. The intensity graph plateauing at "combat exhaustion" for extended periods is not a good thing! Even providing seconds of cover and regrouping would do wonders for this encounter.

- Post-elevator load sometimes bugs out and places the player outside the map looking in. Reloading from the last map's checkpoint fixed it for my run, but there's a definite issue here that may not be reproducible 100% of the time.

- The scares and psychological "disconnections" don't really go anywhere or tell much of anything. Hoping they're building into something tangible in the later parts, because as they are right now, they just seem like inclusions for their own sake that don't really fit into a larger, cohesive world and story.
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Re: [HL2:EP - SP Mod] Aberration

Postby MaK on Mon Jul 30, 2012 4:22 am

Big youtube commentator theRadBrad is now playing your mod. Congrats.

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Re: [HL2:EP - SP Mod] Aberration

Postby Stormy on Mon Jul 30, 2012 12:22 pm

Did a playthrough. One word, two syllables. Auto saves.



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Re: [HL2:EP - SP Mod] Aberration

Postby srredfire on Mon Jul 30, 2012 2:16 pm

Black_Stormy wrote:One word, two syllables. Auto saves.


But that's two words and three syllables... or was being wrong part of a joke!?!?!
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Re: [HL2:EP - SP Mod] Aberration

Postby Epifire on Mon Jul 30, 2012 6:50 pm

srredfire wrote:
Black_Stormy wrote:One word, two syllables. Auto saves.


But that's two words and three syllables... or was being wrong part of a joke!?!?!


I think he meant to spell it like this > Autosaves. Then that would make sense.
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Re: [HL2:EP - SP Mod] Aberration

Postby Hollow on Mon Jul 30, 2012 7:52 pm

Epifire wrote:
srredfire wrote:
Black_Stormy wrote:One word, two syllables. Auto saves.


But that's two words and three syllables... or was being wrong part of a joke!?!?!


I think he meant to spell it like this > Autosaves. Then that would make sense.


it's still three syllables...

All I can imagine that it's an obscure reference to Gareth from the Office:
''One word, two syllables, demarcation. Alright?"
Last edited by Hollow on Mon Jul 30, 2012 7:59 pm, edited 1 time in total.
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