Lost Coast is out!

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Postby Northern on Fri Oct 28, 2005 11:47 am

It was originaly to be part of the highway17 chapter on Half Life 2 but it never made it, shame it wont run that well on my pc :(
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Postby ScarT on Fri Oct 28, 2005 12:35 pm

Argh, no SDK update :roll: I would really like to get a look on that HDR code and HDR shader codes :wink:!
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Postby tr0mb0ne on Fri Oct 28, 2005 2:56 pm

Oh man....

KICKASS!

WOOT WOOT WOOT!

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Postby zombie@computer on Fri Oct 28, 2005 3:22 pm

i was looking forward to the sdk update (that was supposed to come with lost coast iirc). The map was okay, but it certainly had lost of (horrible) bugs (as opposed to the beatifull monastery)
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Postby 9f1062f623f9 on Fri Oct 28, 2005 3:30 pm

I can run it nicely at 2xaa 4xaf and get a framerate of 30-50 but as soon as i Look at the floor I get 12-18 :?

Was nice stuff, liked the commentary a lot. But one thing that annoyed the buggery out of me - all this cool hdr, shaders, normal maps & kitchen sinks but they've still got the godawfull 2d grass. Buhuhurrrrrggg.
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Postby tr0mb0ne on Fri Oct 28, 2005 3:33 pm

I suppose that this was only a demo... But seriously...

Come on Valve, you can do better than that!

Horrible fps.
Buggy as hell.
Displacements not matching up with each other.
And look at the edge of the water before it hits the skybox!

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Postby swej on Fri Oct 28, 2005 3:54 pm

The picture with the two combine models, I had that same bug right at the very end of the level. Those two combine models were standing to the right of the fisherman dude. However the effort into this level was obvious, I thought they put a lot of work into it. This is a free download, so you can't expect it to be absolutely perfect. This was only a showcase for HDR. But, in conclusion, the level was a let down at the end. Nothing spectacular happend.. just "hey you're getting fuzzy.
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Postby Creatus on Fri Oct 28, 2005 4:57 pm

I'm downloading it at home (at school now) I'll be extremely, extremely dissapointed if it doesn't run.
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Postby mike-o on Fri Oct 28, 2005 7:33 pm

wow, trombone, stop whining - of course it has bad fps, compared to your map with rooms made out of six brushes and a prop static.

this tech demo is the sex. and if your comp cant run it, good luck running ut07.

new update today:
We hope everyone is enjoying Lost Coast. We've received a number of e-mails with positive feedback about the commentary system included in Lost Coast, so it's a safe bet that we'll look for ways to include commentary in future products.

We're now going to be looking toward releasing some new Counter-Strike: Source content we've been working on. The next two maps coming will be updated versions of de_nuke and de_militia, along with a number of new player models for both sides. We'll give everyone a sneak peek at Nuke and some of the new models next week.

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Two weeks ago we mentioned our affinity for all things zombie, along with the note that someone here at Valve had made a short movie on the subject. Zombie Movie has won Best Comedy Horror Short down at Screamfest L.A. and we're looking forward to delivering the movie over Steam soon. We think everyone will get a kick out of it.


by de_militia i hope they mean cs_militia
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Postby ferret on Fri Oct 28, 2005 7:35 pm

New Cs:S maps don't thrill me as much as an HDR SDK update would.
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Postby Athlete{UK} on Fri Oct 28, 2005 8:01 pm

A lot of you could learn a thing or two about mapping from this. I know i did. The theory behind arenas. Something we see in pretty much everygame we play. But i have never given it much thought. I think commentary such as that on future releases would be a bonus. As gabe said if people liked it. E-mail him and say so. We will see more of the same.

Also guys. Really. This is a tech demo and a bit of insight into the production pipeline of games. Stop complainign about it "being too short", "it's too easy" or "the ending was crap" that isn't the point.
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Postby Spas12 on Fri Oct 28, 2005 9:13 pm

I learned a lot about HDr and teh mapping techniques they use, surely gonna implement them inot my maps in the future. The discussion of arenas and the remake of the cliffs part of HL1 brought the combat of HL2 out.

Very short but very nice showcase of the technology they used. Very buggy, but like everyhtign VALVe rushes their work. Glad to see its out before the end of the month.
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Postby compy905 on Fri Oct 28, 2005 10:12 pm

I thought it was amazingly beautiful and I loved the commentary. I learned alot about how games are made and I would love to see this feature in all releases from now on. It was very cool how it was setup. I think this should be something other game developers should use and become an expected feature like it is on DVD's. The one thing that I think could be changed about the commentary is it should be something that is unlocked when you beat the game. Even though I played through without it first, I could have used it to figure out the answer to the puzzle in the monastary. I was also able to get some free shots at the gunship when I hit the last commentary button, the second time around. But it was very cool to have it and proves once again why Valve is one of the most innovative game developers around.
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Postby Kelikan on Fri Oct 28, 2005 10:40 pm

tr0mb0ne wrote:I suppose that this was only a demo... But seriously...

Come on Valve, you can do better than that!

Horrible fps.
Buggy as hell.
Displacements not matching up with each other.
And look at the edge of the water before it hits the skybox!



That is because your computer obviously lacks teh p0w4r
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Postby tr0mb0ne on Fri Oct 28, 2005 11:49 pm

mike-o wrote:wow, trombone, stop whining - of course it has bad fps, compared to your map with rooms made out of six brushes and a prop static.


Oh, excuse me, I wasn't aware that I was not allowed to give my honest opinon because my mapping skills are not as good as thiers.

In the future I will be sure to carefully compare my work to the professionals before I critisize something.

And just FYI:

That was just an experiment I made, I always wanted to make a surf map. I do make real maps where I spend time on the detail and architecture.
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