Talk:City17 Episode 1: Difference between revisions

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== Archiving?? ==
== Archiving?? ==


little clenaup maybe? your pages getting pretty long with old news stuff :) --[[User:Angry Beaver|Angry Beaver]] 14:31, 22 Oct 2006 (PDT)
little cleanup maybe? your pages getting pretty long with old news stuff :) --[[User:Angry Beaver|Angry Beaver]] 14:31, 22 Oct 2006 (PDT)


Hmm yeah i still would like to keep the entire log though however i will make an Archieve for the months.--[[User:MrTwoVideoCards|Gear]] 17:47, 22 Oct 2006 (PDT)
Hmm yeah i still would like to keep the entire log though however i will make an Achieve for the months.--[[User:MrTwoVideoCards|Gear]] 17:47, 22 Oct 2006 (PDT)


== Brightness ==
== Brightness ==
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Hi guys and yes thats true i have an LCD monitor displaying at 1420x which is widescreen. Oh thankyou Andreasen for letting me know about the talk page to keep everyone informed about the mod, so her by i will start the Progress area!
Hi guys and yes thats true i have an LCD monitor displaying at 1420x which is widescreen. Oh thankyou Andreasen for letting me know about the talk page to keep everyone informed about the mod, so her by i will start the Progress area!


About the datacache error, have you checked the discussion on [[User_talk:Mdurand]]? --[[User:Andreasen|Andreasen]] 12:17, 7 Sep 2006 (PDT)
About the data cache error, have you checked the discussion on [[User_talk:Mdurand]]? --[[User:Andreasen|Andreasen]] 12:17, 7 Sep 2006 (PDT)


== Light ==
== Light ==
Maybe a tip: I always like 1 dynamic light in the room, which would flicker a bit. Everything dark is not always fun. The player sometimes runs from 1 light to the another. --[[User:Dutchmega|dutchmega]]
Maybe a tip: I always like 1 dynamic light in the room, which would flicker a bit. Everything dark is not always fun. The player sometimes runs from 1 light to the another. --[[User:Dutchmega|dutchmega]]


There are deffinitely lights that flicker quite a bit but the team chose not to put too much of that. It looks a bit funny in the map but theres about one or two thats there.--[[User:MrTwoVideoCards|Gear]] 04:43, 27 Nov 2006 (PST)
There are definitely lights that flicker quite a bit but the team chose not to put too much of that. It looks a bit funny in the map but theres about one or two thats there.--[[User:MrTwoVideoCards|Gear]] 04:43, 27 Nov 2006 (PST)


== It's dark ==
== It's dark ==
This is a talk page, so if I may cut in here: The two last of these three pictures are 95% black. Also, almost all players are aware that lack of detail can be covered up with darkness. That's the reason why dark maps are generally frowned upon, just so you know. --[[User:Andreasen|Andreasen]] 13:48, 9 Sep 2006 (PDT)
This is a talk page, so if I may cut in here: The two last of these three pictures are 95% black. Also, almost all players are aware that lack of detail can be covered up with darkness. That's the reason why dark maps are generally frowned upon, just so you know. --[[User:Andreasen|Andreasen]] 13:48, 9 Sep 2006 (PDT)


:Yes im also quite well-aware of that. All though it is a dark Parking Lot the team is putting a ton of detail in it. I didnt mean for darkness to be an excuse for low detail i was just simply stating that dark covers up detail but the team didnt want to do that. Its dark but there is a LOT of detail hha maybe too much but so far the map runs very well and it doesn't go very slow either. Really it doesn't go slow at all. The average fps is 34 to 30 so thats quie well but that also because i haven't Visleafed everything yet by adding occluders and Hint brushs or even area portals.
:Yes im also quite well-aware of that. All though it is a dark Parking Lot the team is putting a ton of detail in it. I didn't mean for darkness to be an excuse for low detail i was just simply stating that dark covers up detail but the team didnt want to do that. Its dark but there is a LOT of detail aha maybe too much but so far the map runs very well and it doesn't go very slow either. Really it doesn't go slow at all. The average fps is 34 to 30 so thats quie well but that also because i haven't Vis leafed everything yet by adding occluders and Hint brushs or even area portals.


:It's weird.. It's not a zombie-mod but still so dark. Are you also going to use these maps in DM? Please note that is not meant bad.. we're just wondering why.. --[[User:Dutchmega|dutchmega]] 14:01, 9 Sep 2006 (PDT)
:It's weird.. It's not a zombie-mod but still so dark. Are you also going to use these maps in DM? Please note that is not meant bad.. we're just wondering why.. --[[User:Dutchmega|dutchmega]] 14:01, 9 Sep 2006 (PDT)
::Personally I have no problem with it, because you would probably still see the muzzle flashes of the Combine light up where they are, so it might be very effect-full. Zombies in darkness, on the other hand, could slow things down to a crawl. I just hope though, that he doesn't release the map as dark as his screenshots, because then the mod would be a LED monitor map only. He should probably adjust his brightness setting. --[[User:Andreasen|Andreasen]] 14:26, 9 Sep 2006 (PDT)
::Personally I have no problem with it, because you would probably still see the muzzle flashes of the Combine light up where they are, so it might be very effect-full. Zombies in darkness, on the other hand, could slow things down to a crawl. I just hope though, that he doesn't release the map as dark as his screenshots, because then the mod would be a LED monitor map only. He should probably adjust his brightness setting. --[[User:Andreasen|Andreasen]] 14:26, 9 Sep 2006 (PDT)


:Haha yeah i know its a bit funny that ive been showing you dark screens however the begging og the MOD takes place at night however the rest of the MOD is morning and daytime and just a bit more night and thats it. Im sorry for making everything so dark. And by the way yes ther are Zombies in the area as the way there are in HL2 EP 1 but not a lot. So i promise you guys there will be deffinitely a lighter more well-lit map to play in.
:Haha yeah i know its a bit funny that i've been showing you dark screens however the begging og the MOD takes place at night however the rest of the MOD is morning and daytime and just a bit more night and thats it. Im sorry for making everything so dark. And by the way yes there are Zombies in the area as the way there are in HL2 EP 1 but not a lot. So i promise you guys there will be deffinitely a lighter more well-lit map to play in.


== Ideas ==
== Ideas ==


If anybody has any ideas or anything they would like to see in the game please tell! Just dont put nothing that would take months to make or anything that doesnt make sense. Thankyou.
If anybody has any ideas or anything they would like to see in the game please tell! Just don't put nothing that would take months to make or anything that doesn't make sense. Thank you.


== Working together ==
== Working together ==
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Actualy no its a bit different then that. Its a system we put together. What we do is pretty much talk about the geneal area and progress of the mod. After that we get a good heading of where we are going with the game. We pretty much all design the maps but yet we stick to the story and dont stray off to far or anything.
Actually no its a bit different then that. Its a system we put together. What we do is pretty much talk about the general area and progress of the mod. After that we get a good heading of where we are going with the game. We pretty much all design the maps but yet we stick to the story and dont stray off to far or anything.


Also i like to call it the "Team Lead Method"
Also i like to call it the "Team Lead Method"


Its where we all work in or on a certain map and change different aspects of it. One does the overall lighting, one on the enviroment, and one on the combat. Also any other area of that map that needs to be worked on as well we will work on but its a odd process kind of. However we all head in a general direction to the same goal.  
Its where we all work in or on a certain map and change different aspects of it. One does the overall lighting, one on the environment, and one on the combat. Also any other area of that map that needs to be worked on as well we will work on but its a odd process kind of. However we all head in a general direction to the same goal.  


After that we decide what will go and stay of course and test different aspects of the game. Im lead level desing so i control what the final map will be but still i always ask the team does this look good and whats your opion?
After that we decide what will go and stay of course and test different aspects of the game. I'm lead level design so i control what the final map will be but still i always ask the team does this look good and whats your opinion?


Also i like this method becaue we all design the same thing. But with different points of views. Which is cool because then we can see: "that looks more realistic or maybe we should give more detal to this idea". Its not a compition to get their idea in the game but rather just a different concept design of the same object. Rather than one person coming up with all the ideas which is a bit limited and even hard to fully create within a map that might require something much more different.--[[User:MrTwoVideoCards|Gear]] 13:49, 4 Oct 2006 (PDT)
Also i like this method because we all design the same thing. But with different points of views. Which is cool because then we can see: "that looks more realistic or maybe we should give more detail to this idea". Its not a competition to get their idea in the game but rather just a different concept design of the same object. Rather than one person coming up with all the ideas which is a bit limited and even hard to fully create within a map that might require something much more different.--[[User:MrTwoVideoCards|Gear]] 13:49, 4 Oct 2006 (PDT)


==Decompiled maps==
==Decompiled maps==
Valve don't take kindly to people decompiling their maps as a basis for "new" ones. You might want to create your own work from scratch at some point... --[[user:TomEdwards|TomEdwards]] 10:57, 6 Jul 2007 (PDT)
Valve don't take kindly to people decompiling their maps as a basis for "new" ones. You might want to create your own work from scratch at some point... --[[user:TomEdwards|TomEdwards]] 10:57, 6 Jul 2007 (PDT)
:Hmmmm........ well okay then Tom i have'nt really decompiled the maps hence the fact you dont see a citadel in the outer map im having alot of problems geting it there and vavle does'nt mind really if you do decompile work just as long as you dont copy it and use it for your own. No in fact i ended up playing alot of ep 1 to get some ideas besideds the player is in easten germany and yes all those maps are my work. Months aand months of work. Ive not copied valves work in any way but i do admit to getting alot of ideas from ep1 and other mods out there that gave me inspiration but i would never go as low as to copy someone elses work!
:Hmmmm........ well okay then Tom i haven't really decompiled the maps hence the fact you don't see a citadel in the outer map im having alot of problems geting it there and vavle does'nt mind really if you do decompile work just as long as you don't copy it and use it for your own. No in fact i ended up playing alot of ep 1 to get some ideas besideds the player is in easten germany and yes all those maps are my work. Months aand months of work. Ive not copied valves work in any way but i do admit to getting alot of ideas from ep1 and other mods out there that gave me inspiration but i would never go as low as to copy someone elses work!
:Also if i can remeber the new chapter of minerva happenes to use ep 1 content, perhaps he has decompiled maps as well.........? --[[User:MrTwoVideoCards|Gear]] 11:38, 6 Jul 2007 (PDT)
:Also if i can remember the new chapter of minerva happens to use ep 1 content, perhaps he has decompiled maps as well.........? --[[User:MrTwoVideoCards|Gear]] 11:38, 6 Jul 2007 (PDT)
::I'm having a hard time believing that you so precisely reconstructed so many of Valve's areas. But it's not my problem so I'll leave it to you.
::I'm having a hard time believing that you so precisely reconstructed so many of Valve's areas. But it's not my problem so I'll leave it to you.
::Minerva 3 uses Episode One props and textures, which don't require decompiling. --[[user:TomEdwards|TomEdwards]] 12:47, 6 Jul 2007 (PDT)
::Minerva 3 uses Episode One props and textures, which don't require decompiling. --[[user:TomEdwards|TomEdwards]] 12:47, 6 Jul 2007 (PDT)
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Work began on April 15th, 2006.
Work began on April 15th, 2006.


*There is no current log from that date i officialy will start it from the begging of August due to thats the date where the team knows where officialy everything is going and where the MOD is heading in its general direction.
*There is no current log from that date i officially will start it from the begging of August due to thats the date where the team knows where officialy everything is going and where the MOD is heading in its general direction.
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===July 4th,2007 - Cory===
 
Well its been a while. About five months perhaps now since ive really updated the page at all. Updated in about march but that was briefly. Well anyway City 17 has been doing great so far but i dread terrible news..... and that news is the sad leak of Sourceforts V2. I was away without internet for a while now due to family problems and whatnot, however to my suprise the mod was leaked by a certain someone. Kg has sadly left the sf team and i havent been really in touch with him for a while now it appars he has been wiped off the face of the planet. Also to top that off Nick Nos and curtis mcpheil have sadly left. They will be missed. Well sadly to say City 17 will no longer have sf multiplayer and who knows about the other multiplayer currently as thats being worked on but dont worry im getting there! So far its just me Cory and thats it. Everyone has been quite busy and well just out of contact for a while now so work has been moving at an incredibly slow rate. My partner on crime Kristin been using a laptop but that blew up one unfortunate day and now shes in the process of getting a new one. Richard's computer was getting awfully slow lately and then lit on fire. Kg has well been missing from action. And as for neil hes in the process of getting a new pc as well. However in the months that have passed by TONS and i mean tons of work have been done. Ive somehow managed to finish the second map and now onto the third and near the end of that one. Yet Major problems occur lately, Props not showing up, getting ep 1 content to fully work on the mod, Vrad constantly crashing on me, and last but not least some certain frame drops. Oh but wait theres good news! So far after toying with XNA Game Studios ive somehow have gotton City 17 to work on the Xbox 360 Oh My! Also its quite great really, mainly all the maps run at 3 frames less on an Xbox 360 which means optimization time! However am i making any promises to have the game on the 360? No not yet, not atleast untell the pc version is finised, which been much to delayed already to begin with. When will City17 come out you ask? Well at this rate of development im not sure, maybe around ep 2 time or beyond that. Time will only tell. Great thing is the map process so far though. The maps have come quite a long way. Even farther than i ever imagined. Originaly my mod idea was this large box room wher you could play with the physics of HL2, but when i saw garry's mod i felt crushed hahaha. Now the maps all take place aorund the ep 1 timeline and now have ep1 skys.... ah so beutifull and also the large glooming citadel, with the cloud effects! So yeah its been a long time and tons of fun. Mainly im trying to lead my team to create a fun mod thats great to play and not want to make the player yell and throw things or really in total get angry and bored. We want the player to sit in his or her chair and say man im having fun and when they get a gameover they won't feel like quiting the game. Mainly the goal is a good game thats fun to play. Hopefully the community will like it;which can only be said by the community. So after toying and long hours of getting inspiration form many great mods out there like SF, Minerva, Coastline to Atmesphere and many more "and sorry if i didnt mention you, your name currently escapes my mind :D". So im working on new screenshots of all the new maps and whatnot. All the maps that used to be on the front page no longer exist any more. They were what we like to call alpha maps. It's sort of a design process we use but allthough, currently all the maps look great to me and the rest of the team, and well we hope you'll like it when it comes out. Tell then enjoy the rest of the internet and try the Wiimote mod it's great. So cya! --Geardev
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=== July 5th,2007 - Cory===
Well alrighty then i've just about finished getting all the screenshots of all the new stuff but mainly just some of the undergorund stuff. Mainly the player will be underground for about two maps or so and above ground for perhaps three. Currently just two at this moment but it's geeting there. Well Hope you all like them! --Geardev
</div>
<div id='gameplay' {{CategoryBox}}>
=== July 6th,2007 - Cory===
Well after getting the game out to about 5 playtesters finnally today they seem to quite enjoy it. From my looks of it anyway hahaha but yet eventually something wrong would be bound to happen and yes some really odd errors, bugs, and even slight nodraw mistakes have appeared. However its going well which means i have much more to finish up and peek a bit at tell each map is just about perfect. Also a few things the playtesters did discover where a few mistakes in player direction and player spawn at begin new map. Player is faced the wrong way and might end up going backwards. But so far in terms of framerates and whatnot the game stays at a even 30 fps at 1440 x 990 with all the settings cranked up to maximum. The great thing is if the game runs smooth like that at that resolution then it should glide at any lower resolutions. In total the game estimates to be about 2 hours and thirty minutes without dialog and storytelling so far, when those get added in the game should be about 4 hours long. --Geardev
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<div id='gameplay' {{CategoryBox}}>
=== July 9th,2007 - Cory===
Well after a few fixes to the mod I've now changed the page name to City17: Episode 1. Mainly I needed to change the name for a long time now and I mean a long time. The name was changed when we decided on the episodic span. Yet finally I've got it down there and thats about it on the wiki side. A few people though have looked a bit at the page and really don't know what the mod is about due to the very little detailed information applied. So to address this issue mainly now i get a chance to really say what's going on. Mainly the game was to take place around Half Life 2 and its first idea was to be Gordon Freeman. The story was about, if the nova prospekt incident never had occurred and what really happened in that time period that alyx and gordon freeman were somewhere in well, space... Then the mod moved up to a new idea and the mod was to take place at the end of Half Life 2 as a Rebel named jack. Later on we added the "Unnamed Character" to aid help to you and have a connection in the story toward Jack. So now we re-moved the storyline toward the beginning of Episode 1's time line, hence the new areas and all the new maps and whatnot. So the story is mainly just about a normal guy named Jack who is handed a gun and commanded to do a few missions and really to aid in the war. The entire idea was really to have the player play as a Rebel and really see the game or at least the Half Life 2 storyline and events through a rebels eyes and tell events that have happened while Gordon freeman was off doing his other tasks. Mainly Jack is assigned to clear a way toward one of the very few remaining train stations that exist in City 17 to get any remaining Citizens out of the city so its sort of a "clear anything between point A to point B" type of thing. Mainly clear the way enough so little enemy's remain or at least little shots be fired as possible. However along the way of course you run into other distractions, goals and many other things the player has to accomplish. So taking the point a to point b thing into consideration, the player has to cut through many things finding the best possible shortcut to the train station and make it out of City 17. So really the player is going to be taken through many places and things like destroyed buildings and whatnot, Combine controlled areas ad all that. Along the way is "Unnamed" who is yes, still Unnamed at this time, who helps you out along the way to aid much like a male version of alyx although that sounds quite weird yet fun to play along side him. The player is in the ep1 time frame so theres alot of things mainly like the citadel glooming in the distance and other hints explaining the story in game and perhaps where Gordon Freeman might be. Yet i cant say to much or else that will give everything away so hopefully this has answered any body's questions. So see ya till next media update. --Geardev
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<div id='gameplay' {{CategoryBox}}>
<div id='gameplay' {{CategoryBox}}>
=== July 30th,2007 - Cory===
=== August,6th, Monday, 2007 -Cory ===


Well after a bit of work here and there alot has happened in the past days so far. I have managed to get all that mod file compilation under way and so far the mods structure. But mainly its really hit me in the head of late, but the mod is well getting quite long! After really playing everything in order i finally time checked the mod and well it came out to about 2.2 hours. Thats not to bad but yeah its getting there as for new media? Well none really at the moment to be honest. A lot has happened but not really alot in those terms. Yeah so the other day i was thinking a bit about that demo I've been talking about since well........ hmmm a long time now i suppose. Is it going to come out? When will it? Is it any good?  You may ask your self "Should i care"? Well i cant answer any of those questions now but i can say i would like to do it. Like i have said many times before to many people is the fact that perhaps delays in games and mods is good. Why? Well delays mean more work but not just to fix things. In fact its really to make sure things are good, fun and work well. It a show of affection and care for the mod rather than truly rushing it out the door to compete. I would rather make a mod any day thats fun rather than say i want to make a mod to take Minerva down or top Rock24. Will City17ep1 be as good as those? Well only you can say that really. But one thing this mod is going to contain is love, care, and dedication. So with that hopefully it will be good i mean really who knows? But to be honest City 17 is going great and im having fun working on it. So tell next time and maybe perhaps a good mod update, i will post later --Geardev
Well after some work and planning, etc, all that wonderful hammer stuff. Well we have reached a new stage in development really and are well as you could already expect excited! One thing i can say is that well its getting quite close to being done already thats for sure but in the mean time i added some more screen shots in the front page and hopefully you will comment on them and enjoy them! --Geardev
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Revision as of 03:22, 6 August 2007

Discussion

Note: keep all topics and articles in the this area so that it wont get confused with the MOD progress area.

Ah turns out somebody had fixed the Archive thingie for me. Thankyou Pizzahut.--Gear 16:26, 23 Oct 2006 (PDT)

Archiving??

little cleanup maybe? your pages getting pretty long with old news stuff :) --Angry Beaver 14:31, 22 Oct 2006 (PDT)

Hmm yeah i still would like to keep the entire log though however i will make an Achieve for the months.--Gear 17:47, 22 Oct 2006 (PDT)

Brightness

Funny. I'm watching the media now on a LCD-monitor and it's all much brighter then on my CRT. --dutchmega 03:09, 7 Sep 2006 (PDT)

Hmm, might simply have to do with the brightness of the monitors being differently tuned, but also LCD screens is known for having much better contrast between similar colors, yet perhaps this explains why the pictures are so dark: MrTwo has an LCD monitor. --Andreasen 09:33, 7 Sep 2006 (PDT)


Hi guys and yes thats true i have an LCD monitor displaying at 1420x which is widescreen. Oh thankyou Andreasen for letting me know about the talk page to keep everyone informed about the mod, so her by i will start the Progress area!

About the data cache error, have you checked the discussion on User_talk:Mdurand? --Andreasen 12:17, 7 Sep 2006 (PDT)

Light

Maybe a tip: I always like 1 dynamic light in the room, which would flicker a bit. Everything dark is not always fun. The player sometimes runs from 1 light to the another. --dutchmega

There are definitely lights that flicker quite a bit but the team chose not to put too much of that. It looks a bit funny in the map but theres about one or two thats there.--Gear 04:43, 27 Nov 2006 (PST)

It's dark

This is a talk page, so if I may cut in here: The two last of these three pictures are 95% black. Also, almost all players are aware that lack of detail can be covered up with darkness. That's the reason why dark maps are generally frowned upon, just so you know. --Andreasen 13:48, 9 Sep 2006 (PDT)

Yes im also quite well-aware of that. All though it is a dark Parking Lot the team is putting a ton of detail in it. I didn't mean for darkness to be an excuse for low detail i was just simply stating that dark covers up detail but the team didnt want to do that. Its dark but there is a LOT of detail aha maybe too much but so far the map runs very well and it doesn't go very slow either. Really it doesn't go slow at all. The average fps is 34 to 30 so thats quie well but that also because i haven't Vis leafed everything yet by adding occluders and Hint brushs or even area portals.
It's weird.. It's not a zombie-mod but still so dark. Are you also going to use these maps in DM? Please note that is not meant bad.. we're just wondering why.. --dutchmega 14:01, 9 Sep 2006 (PDT)
Personally I have no problem with it, because you would probably still see the muzzle flashes of the Combine light up where they are, so it might be very effect-full. Zombies in darkness, on the other hand, could slow things down to a crawl. I just hope though, that he doesn't release the map as dark as his screenshots, because then the mod would be a LED monitor map only. He should probably adjust his brightness setting. --Andreasen 14:26, 9 Sep 2006 (PDT)
Haha yeah i know its a bit funny that i've been showing you dark screens however the begging og the MOD takes place at night however the rest of the MOD is morning and daytime and just a bit more night and thats it. Im sorry for making everything so dark. And by the way yes there are Zombies in the area as the way there are in HL2 EP 1 but not a lot. So i promise you guys there will be deffinitely a lighter more well-lit map to play in.

Ideas

If anybody has any ideas or anything they would like to see in the game please tell! Just don't put nothing that would take months to make or anything that doesn't make sense. Thank you.

Working together

How do you work together on the maps? Just plan like "you do that part, I do that one and you that other part"? --dutchmega 06:51, 24 Sep 2006 (PDT)


Actually no its a bit different then that. Its a system we put together. What we do is pretty much talk about the general area and progress of the mod. After that we get a good heading of where we are going with the game. We pretty much all design the maps but yet we stick to the story and dont stray off to far or anything.

Also i like to call it the "Team Lead Method"

Its where we all work in or on a certain map and change different aspects of it. One does the overall lighting, one on the environment, and one on the combat. Also any other area of that map that needs to be worked on as well we will work on but its a odd process kind of. However we all head in a general direction to the same goal.

After that we decide what will go and stay of course and test different aspects of the game. I'm lead level design so i control what the final map will be but still i always ask the team does this look good and whats your opinion?

Also i like this method because we all design the same thing. But with different points of views. Which is cool because then we can see: "that looks more realistic or maybe we should give more detail to this idea". Its not a competition to get their idea in the game but rather just a different concept design of the same object. Rather than one person coming up with all the ideas which is a bit limited and even hard to fully create within a map that might require something much more different.--Gear 13:49, 4 Oct 2006 (PDT)

Decompiled maps

Valve don't take kindly to people decompiling their maps as a basis for "new" ones. You might want to create your own work from scratch at some point... --TomEdwards 10:57, 6 Jul 2007 (PDT)

Hmmmm........ well okay then Tom i haven't really decompiled the maps hence the fact you don't see a citadel in the outer map im having alot of problems geting it there and vavle does'nt mind really if you do decompile work just as long as you don't copy it and use it for your own. No in fact i ended up playing alot of ep 1 to get some ideas besideds the player is in easten germany and yes all those maps are my work. Months aand months of work. Ive not copied valves work in any way but i do admit to getting alot of ideas from ep1 and other mods out there that gave me inspiration but i would never go as low as to copy someone elses work!
Also if i can remember the new chapter of minerva happens to use ep 1 content, perhaps he has decompiled maps as well.........? --Gear 11:38, 6 Jul 2007 (PDT)
I'm having a hard time believing that you so precisely reconstructed so many of Valve's areas. But it's not my problem so I'll leave it to you.
Minerva 3 uses Episode One props and textures, which don't require decompiling. --TomEdwards 12:47, 6 Jul 2007 (PDT)

No i understand i've felt that way quite alot too and alot of the areas may look a bit like ep 1. However no i did not decompile any maps so far. So far i have alot of errors with most of the ep1 content and namely getting the New citadel model from afar to work properly. Apparently it's in the 3d skybox but it doesn't appear when the game is in action plus i've been playing all th maps on Episode one rather than City 17. Ive been having trouble getting all the content to work on the mod and appear correctly. But i understand where you are coming from and yeah i could face some serious trouble as well but mainly ive taken lots and lots of screenshots from ep 1 from deifferent angles trying to nail the geometry just right and maybe i geuss i nailed it pretty close. However the only maps that look like ep 1 are the parking garage maps. The rest of the maps are different. Mainly i just really liked the ep1 parking garages and i wanted to do something like that in my mod. The rest of the three maps are outer city and dont copy or look alike ep1.--Gear 14:15, 6 Jul 2007 (PDT)

Also if you look closely the only geometry that looks the same are really the parking garage supports and of course the overlays projected on to them. Everything else is well not really ep1-ish.--Gear 14:21, 6 Jul 2007 (PDT)

MOD Progress

Log

  1. Archive August,2006
  2. Archive September,2006
  3. Archive October,2006
  4. Archive November,2006
  5. Archive December,2007
  6. Archive March,2007
  7. Archive July,2007

Work began on April 15th, 2006.

  • There is no current log from that date i officially will start it from the begging of August due to thats the date where the team knows where officialy everything is going and where the MOD is heading in its general direction.

August,6th, Monday, 2007 -Cory

Well after some work and planning, etc, all that wonderful hammer stuff. Well we have reached a new stage in development really and are well as you could already expect excited! One thing i can say is that well its getting quite close to being done already thats for sure but in the mean time i added some more screen shots in the front page and hopefully you will comment on them and enjoy them! --Geardev