Pinned Got a Quick Suggestion? - Small suggestions that don't need their own thread

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    • This, you mean:

      cman2k wrote:

      We implemented milestones.
      We are no longer working on the whole game at once. We focus on small milestones that are major accomplishments in and of themselves, before moving onto the next milestone. This has included a change in development where multiple level designers, modelers, and texture artists will tackle a chapter together to push it forward to completion on a much smaller timescale than in the past. In actuality this has been a huge boon our development, and I've never been more proud of our developers for banding together to get shit done when it needs to be, as much as in recent months.
      Beep boop
    • Irate wrote:

      How about just releasing the damn mod already? Seriously, stop pussy-footing around.
      You're hired!
      As soon as I get a new shoe-douche from all this "pussy-footing" I'll be all ears so that you can tell us how we can finish what is arguably the largest mod project in history, being worked on entirely in all of our free time, for no pay, from scratch!

      The post was edited 2 times, last by BlackStamp ().

    • I don't think it was. I think he's talking about the grenades being like the are in CoD 4 or STALKER, where if you fire them at too close of a distance they don't arm and therefore don't explode.

      Not that I agree, however. I think they should keep them as-is. Explosive self-ownage for all!
    • Ballsopt wrote:

      How about you stfu.

      There should be a bit where a zombie or scientist collapses thru the ceiling tiles, in Office complex or something. similar to the headcrabs, but more Oh shit-inspiring. with dust. and tiles.


      That happened in the hospital in Episode One. A dead poison zombie and a bunch of headcrabs crashed through the ceiling. Scared the hell out of me the first time through.
    • Would it be possible to make the timer on the grenade start when its left the hand and not when the player clicks? I blew myself up alot when I first started play HL because I didn't notice that I held onto the grenade for too long and when I released it blew my face off.
      Hookers and Alcohol are NOT a waste of money.

    • Defector wrote:

      Would it be possible to make the timer on the grenade start when its left the hand and not when the player clicks? I blew myself up alot when I first started play HL because I didn't notice that I held onto the grenade for too long and when I released it blew my face off.


      There's a reason that grenades do that. It's so that you can cook them off so that (with a little luck) they explode right when they reach the enemy and the target can't run away.

      awsgames;65558 wrote:


      danielsangeo;177429 wrote:

      So, I'm listening to the 'debate'. I see two main arguments:
      Democrats: "This bill will help."
      Republicans: "OMFG WE ALL GON' DIE!!!!"
    • I’ve got a few issues with the Power Up section designed by Kim Dahlgren shown in the media section. I don’t mean to offend in any way; the actual design of the level is fantastic, but there are a couple of minor issues that could be addressed. The good news is that they would be quite simple and easy to change. I’ve voiced some of these issues before, but I think they might have got swamped in the post-media release frenzy. If they’ve already been addressed then ignore this.



      The first thing is that it all appears very monotone. I know it’s meant to be an underground power station and as a result would be fairly dark, but I think that just a small amount of colour would do the map a lot of good. If you compare it to the original (in the top-right hand corner), you can see that the difference is quite noticeable. You have both the red of the handrails and the red light behind the soldier, along with the blue lights to either side. This variation in colour achieves a lot.

      Alongside the changes in colour you have a change in light as well, which makes the whole area look far more dynamic and appealing. The red colours also stick out to the player immediately and draw the player’s attention.

      Essentially, I think a red light would work very well in changing the mood, but any other feasible way of implementing colours would do just as well. I would even be tempted to light some areas of the map using just the red lights, as they create a brilliant atmosphere.



      Another minor thing is the sign that says ‘Power Generator.’ I realise that it’s meant to be nostalgic, but to me it appear pretty unrealistic. I can honestly say that I’ve never seen a sign like that. Since we’re on the subject of colours, I would suggest making it a blue sign with white writing. The whole map appears pretty monotone in this regard, so the sign at the moment doesn’t really stand out.




      Also, is it just me or are the gun flares in this screenshot ridiculously large? In my opinion it would look far better to have them smaller.

      I'm an occasional drinker, the kind of guy who goes out for a beer and wakes up in Singapore with a full beard.
    • The BM team is not like valve, they're not commercial, so they don't have to give us release dates that they'll be delayed past. ;)
      EDIT: Whoops, I missed a page. This is about the release dates on the previous page. :(

      The Javid wrote:

      I can't wait til we ditch that pattern too. It only blends in with gravel and shitty couches.

      The post was edited 1 time, last by JeffMOD: Missed a page... : / ().

    • I don't think there's any problem with the area being monotone, It's not like every year someone is going to go down there and paint it red again. :|

      I think the Dev team have made these maps far more realistic then Valve have with Hl1's colours.
      [CENTER][SIZE=1]"What OS does it use?" "Umm, Vista." "WE'RE ALL GOING TO DIE."

      . YouTube . ModDB . deviantArt .
      [/SIZE][/CENTER]
      [FONT="Microsoft Sans Serif"][SIZE="1"]hurrdurr[/SIZE][/FONT]
    • Floyd wrote:

      I’ve got a few issues with the Power Up section designed by Kim Dahlgren shown in the media section. I don’t mean to offend in any way; the actual design of the level is fantastic, but there are a couple of minor issues that could be addressed. The good news is that they would be quite simple and easy to change. I’ve voiced some of these issues before, but I think they might have got swamped in the post-media release frenzy. If they’ve already been addressed then ignore this.

      catzeyes93.com/images/BlackMes…06_c2a1_release12_004.jpg

      The first thing is that it all appears very monotone. I know it’s meant to be an underground power station and as a result would be fairly dark, but I think that just a small amount of colour would do the map a lot of good. If you compare it to the original (in the top-right hand corner), you can see that the difference is quite noticeable. You have both the red of the handrails and the red light behind the soldier, along with the blue lights to either side. This variation in colour achieves a lot.

      Alongside the changes in colour you have a change in light as well, which makes the whole area look far more dynamic and appealing. The red colours also stick out to the player immediately and draw the player’s attention.

      Essentially, I think a red light would work very well in changing the mood, but any other feasible way of implementing colours would do just as well. I would even be tempted to light some areas of the map using just the red lights, as they create a brilliant atmosphere.

      I kind of agree with you, that would create a brilliant atmosphere. I also think that this area looks way better like it is in the trailer.

      catzeyes93.com/images/BlackMes…06_c2a1_release12_005.jpg

      Another minor thing is the sign that says ‘Power Generator.’ I realise that it’s meant to be nostalgic, but to me it appear pretty unrealistic. I can honestly say that I’ve never seen a sign like that. Since we’re on the subject of colours, I would suggest making it a blue sign with white writing. The whole map appears pretty monotone in this regard, so the sign at the moment doesn’t really stand out.

      I second that.

      sign-maker.net/images/safety-sign-images/5806.gif
      sign-maker.net/images/safety-sign-images/mandatory-5735.jpg


      Also, is it just me or are the gun flares in this screenshot ridiculously large? In my opinion it would look far better to have them smaller.

      I could not have said better.

      catzeyes93.com/images/BlackMes…06_c2a1_release12_006.jpg