Talk:City17 Episode 1
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 clenaup 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 Archieve 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 datacache 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 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.--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 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.
- 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 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.
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.
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)
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.
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.
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?
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.--Gear 13:49, 4 Oct 2006 (PDT)
MOD Progress
Log
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.
November 1,2006 - Cory
Well hello everybody and sry to keep you all waiting that long internet was down for a bit but now the MOD log shall be continued. Anyway Work has continued on City 17 and even though the internet was down we have moved on the ep2 area of the game and have ultimatly decided to take the game in a bit of a different direction than that of Gordon Freeman.
November 4,2006 - Team
That direction has been dicided and it will be a costal area that the player will go through that leads a bit into the center of the forest also today has been slow hahah also because of the internet accident so we're still updating everything and getting some stuff together but tell then not much else to say.
November 18,2006 - Cory
Its been a full week and a half an work continues more people have been contributed toward the MOD and wow thats great im really happy that something so small is a big thing to others but tell tomarrow for anything new.
November 19,2006 - Team
Today marks the day of the first map of the ep2 area being done as well as the release date for the Nintendo Wii hahah forget the PS3 but thats off-topic. The map has been long in devolpement and still may be in progress. It's about at it's beta stage but well enough to play on so there may be alot added toward the MOD also the team would like to note that the next update will be on November 30.
March 7,2007 - Team
Its been a damm long time since our last post and sorry about that. In fact the MOD hasn't died as some were speculating and in fact we are still full steam ahead! Now im very happy to announce the MOD going into it's Beta Stage. It's been about one year and five months sicne the mod has started and still a bit far from completion. In fact though plans have already started on the episode 2 area of the game. Also multiplayer has been worked out a bit whilst contacting our friends at the SourceForts team and Kg2btheway (Kevin Whipp) one of our members and sf member being very helpfull through that all. However at this moment we might hold of on Multiplayer due to the SF team working on their V2.0 vrsion at the moment as we would like to include many of our maps to that part of the MP area for City 17. Currently though the team cannot truly say when release is. We would just not feel happy to release somthing that is only half done or something that could of been better. So as to the release date we are planning Summer of this year and if we cant make that then Fall. We have been working quite alot on models, sounds, maps, and even HDR lighting as we have modified some of the HDR tech you see in EP1. As also a result of the engine being limited to only two gameinfo within the gameinfo.txt file we have been forced to split the mod into Episodes. We wish we could honestly fit all that content in one game but sadly we just can't due to limitatons. However nevertheless we will keep working and keep you informed about the mod and whats going on at GEAR as we are a full company now which i am also very glad to say and we have recriuted new staff toward the mod and the future of GEAR's games. We will of course finish City 17 now also that we are a full fleged company but at the same time we'll let you know what we might have next after City 17!! We expect the Mod including all three episodes to be done about One year and a half from now so thats quite a long way to go and it also depends on Valve's release of EP2 and Ep3. Hopefully no more delays which in fact has pushed us quite back alot.
Well after writing all his i hope you still all have interest in Ciy 17 and in fact for my last gift we will be releasing a beta of the third map in the game. Release for that is known and once we get all the proper mod files in order then we can ship it out by next month. Perhaps May 15th. Other than that have a great ay and thankyou for supporting us in yet little ways but nonetheless its bee helpfull!