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Thread: Lunch at the Terrace Cafe Beta Release

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    Senior Member Qmaster helped out a few members Reputation: 30
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    Lunch at the Terrace Cafe Beta Release

    Hello! Here is a small singleplayer map I worked on to test cover-based gameplay in Half-Life 2: EP2. This is a beta release so please provide any feedback you can. Please let me know what you think.

    Download Link: http://www.filefront.com/17497748/terrace_cafe.zip

    Screenshot:

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    Junior Member rambooze has no reputation around WoLD yet Reputation: 5
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    Re: Lunch at the Terrace Cafe Beta Release

    Nice map. I don't know what thoughts do you want to hear, I mean level design or presentation, I can help just with the second one I would like to see here a bit more chaos. You may rotate and move some benches and tables for example. Also add another kind of small plant. Good luck!

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    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Lunch at the Terrace Cafe Beta Release

    Thanks. As far as thoughts, I guess I should have been more specific.

    Ratings please. (e.g. **** 4 stars or whatever)

    Gameplay (fight sequences, puzzles, etc.) : ___

    Visual Quality: ___

    Overall: ___

    As for what you said about wanting more mayhemly arrange objects, I was going for a clean nice restaurant where people might actually want to eat. The lack of scattered furniture and overturned tables/benches was because the combine hadn't gotten there yet. The idea is that you start off with just having finished lunch and the combine ambush you. Thanks for your input though, I might consider knocking over some trashcans now.

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    Senior Member keithgarry helps out often Reputation: 60 keithgarry's Avatar
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    Re: Lunch at the Terrace Cafe Beta Release

    Nice job Qmaster. Your map is very aesthetically appealing. I like the usage of the blocks of light and those are scattered around well. Also, good height variation; hopefully the player must work uphill rather than downhill. HL2 occasionally makes you work for a good position and then lets you mow down twenty-some soldiers as a reward. I might download Ep2 again just to play this... hm....
    AlexG carries Thor hammer; moderators sit and muse.
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    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Lunch at the Terrace Cafe Beta Release

    Thanks! I hadn't really thought about buildings having uphill or downhill so I didn't really plan it out that way. I'll have to keep that in mind for future maps. Now that you mention it, escalators come to mind...hmm maybe I'll do a shopping mall next.

    I tried leading the player with where the enemies were coming from, while giving the player a break in the middle. I'm not very good with breaks since I like it intense and drawn out. I was also testing out these gameplay ideas, more as a way to learn npc manipulation better:

    cover-based combat
    guiding the player with enemies
    implementing some soldier tactics (i.e. squads moving up, taking of cover, rushing in)

    Here's a screenshot of the kitchen area:

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    Senior Member keithgarry helps out often Reputation: 60 keithgarry's Avatar
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    Re: Lunch at the Terrace Cafe Beta Release

    Wait! You like quake, how about some scary moments as breaks? Have you used colorcorrectionui yet? (psst, bind it to a key... psst bind KP_Plus colorcorrectionui)

    Also, playing shopping mall music during the break would be awesome. You know, the real generic music? Heh

    As far as the kitchen..... yeah.. it's a kitchen... eh.. *shrug*
    AlexG carries Thor hammer; moderators sit and muse.
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    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Lunch at the Terrace Cafe Beta Release

    I used colorcorrection, yes. As for scary moments...boo! :lol: Yeah, getting combine soldiers to look scary is tricky.

    As for mall music, I was planning on having some elevator music in my other map, but not this one. System Shock anyone?

    And yes the kitchen is boring as it sits, but it's supposed to be a more relaxing area where you get ammo and health and such.

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    Senior Member keithgarry helps out often Reputation: 60 keithgarry's Avatar
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    Re: Lunch at the Terrace Cafe Beta Release

    It might be pretty good then where it's at. Maybe an extra layer of lighting for mood. Also, having worked in a kitchen for some time, don't forget the gentle murmering of fans and electric currents. Maybe coolers you can open for items? Decent work so far.
    AlexG carries Thor hammer; moderators sit and muse.
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    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Lunch at the Terrace Cafe Beta Release

    OOPS!! I totally forgot about soundscapes. Good thing this is only wip! :P

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    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Lunch at the Terrace Cafe Beta Release

    Quote Originally Posted by keithgarry
    Maybe an extra layer of lighting for mood.
    Eh, what?

    Also has anyone had the same problem that I am having with my prop_static's in the kitchen for the counters. They aren't casting any shadows and they don't block npc's, and all the settings are normal. :? I don't have shadows disabled on them either so ! !
    Modelname: "models/props_wasteland/kitchen_counter001d.mdl"

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    Senior Member keithgarry helps out often Reputation: 60 keithgarry's Avatar
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    Re: Lunch at the Terrace Cafe Beta Release

    The kitchen is too bright and perfectly lit, is what I was getting at there..
    AlexG carries Thor hammer; moderators sit and muse.
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    Senior Member keithgarry helps out often Reputation: 60 keithgarry's Avatar
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    Re: Lunch at the Terrace Cafe Beta Release

    Having played it, I'm taking back what I said about the kitchen's lighting. It's fine! Maybe a flickering florescent light would be good in there? I also liked the hanging pots and pans. Nice touch.

    My dislike is the fact that you throw so many soldiers at me at once, right in the beginning. Not cool. Besides that, it's starting to take shape nicely and it's begging to have a minigun. You know you want to. :twisted:
    AlexG carries Thor hammer; moderators sit and muse.
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    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Lunch at the Terrace Cafe Beta Release

    Quote Originally Posted by keithgarry
    Having played it, I'm taking back what I said about the kitchen's lighting. It's fine! Maybe a flickering florescent light would be good in there? I also liked the hanging pots and pans. Nice touch.
    Thanks!

    My dislike is the fact that you throw so many soldiers at me at once, right in the beginning. Not cool...
    Sorry, I like it really hard. I guess I should have a warning! :P Perhaps I should add a few seconds before they move in and add in sounds of combine radio chatter to clue the player in before they getchya!

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    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Lunch at the Terrace Cafe Beta Release

    I've made a few minor changes, but I haven't updated the link yet. I figured they were too small to make much difference. Timing changes mostly, but I added a few soundscapes but I'm still toying around with the sounds. They just don't quite fit right yet.

    I'm actually not sure what else to do with this. I guess I'll make the few final changes and that's it. If anyone thinks I should build on this and make a larger environment, or use this in a larger map or something let me know.

    What I learned from this Level Design experience:

    Colorcorrection
    ai_goal_standoff's different uses, including for cover spots
    cool hanging pans (phys_ballsocket)
    Using ferns I can make somewhat believable leaves for a once dead looking tree.
    That HL2 needs more small plant foliage props and more assets in general. The more foliage the better for me.

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