They're the Moddb user ratings.MNC said:What are these ratings based on?
ZPS is hosted on Steam, so its updates are automatic, I believe (there isn't a separate download for it, just a Steam location).OatmealMu said:I downloaded Zombie Panic a while ago. Do mods update themselves on Stream or do I have to redownload it?
Sounds like Valve has been working on this, but it wasn't very high on their to-do list. From the article: "done, he claims, by manually comparing decompiled PC maps to a long playthrough of the already-upgraded 360 version". It would seem that he basically devoted a lot of his time to meticulously updating the PC version, using the updated 360 version as a reference.MNC said:Hmm. I thought Valve was going to do this as well? Anyway, comparison video is a bit off I think; Half life 2 vanilla has cubemaps in the train station as well, doesn't it?
E: I don't care much for Naruto... But that looks Awesome.
The Citizen - Clever, creative, definitely memorable. Will add.BiasedGamer said:
Thanks for reminding me. I have to redownload it, the first time I tried the installer was corrupt.CryptiK said:Did you get to Flesh yet?
Two more maps are planned for Mission Improbable, no media on them yet.Second said:http://i49.tinypic.com/14aanmv.jpg
The mods are owning my Steam :lol
Finished Minerva and Mission Improbable so far. Also played a few rounds of Dreamball and Too Many Crates!
Pretty fun.
Minerva was amazing. Mission Improbable was way too short. Going to check out the other mods in the weekend. My Ps3/X360 backlog can wait.![]()
Happy Holidays from the Half-Life 2: Wars team! Its been a year to the day since our last news post, and contrary to all appearances we are still very much alive and kickin. A lot of people have assumed were dead or inactive, and I assure you that is not the case. Sander and I have been toiling away all year (especially Sander) and finally we have some interesting news.
All of 2009 has been consumed by redevelopment of the game code. Our last public release in mid-2008 had a lot of performance issues related to the structure of client/server interaction and NPC code, so for the entire past year Sander has been slaving over a brand new codebase, rewriting everything in the mod from scratch to optimize the Source engine for multiplayer RTS capabilities. The vast majority of the mods code is now written in Python, which Sander has integrated with Source and used to expose much of the engine code. The result of all this technobabble? A more efficient and playable multiplayer RTS experience.
At the same time Sander has been handling the programming, I have been busy with the design and concept side of things, writing and scrapping and rewriting the game design over and over throughout 2009. Weve finalized an initial design to work towards for our almost-mythical (and still very far off) Beta 1.0 release, but in the meanwhile have decided to go ahead with our original plan: to create a small demo version of HLW to showcase the brand new game code and optimized multiplayer capabilities.
This takes the form of a small multiplayer-only game mode where players command opposing Antlion colonies, competing over food and grub resources. Its a fairly simple game type we just want you guys to have something new to play, and this will be available long before another full beta release. You can check out a couple of new screenshots, the first showing a Pheromone Marker resource point (which generates Antlion grubs) and the second showing our prototype direct control feature where players can take over and command one unit on the battlefield:
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Well give you more details on the Antlion demo gameplay in the coming weeks and months, along with more media (including video) and a special surprise we have in store for our fellow mod developers out there, which youll hear more about soon. We dont have a release date for you guys yet, but were working hard and promise to keep you posted more than once a year from here on out.
It's also time for us to expand the team. Right now we have only two core developers, and we need more talent to help with art content! We're currently looking for 3d Artists, Texture Artists, and Level Designers, but if you have other skills you think could help us out (like sound design or voice acting) feel free to drop us a line. You must have advanced proficiency in your area of development, as well as a solid portfolio or examples of previous work. Experience with Source development is preferred but not required. If you've got what it takes, let us know via email (hl2warsmod@gmail.com) or on our community forums.
Before we sign off, we'd like to thank everyone who voted for us in Mod of the Year 2008 and got us the distinction of being the 10th most popular released modification in the 2008 MOTY competition. Hats off to all of our fans, and here's to 2010 being the biggest and best year yet for Half-Life 2: Wars.
Inkwell said:I'm tiring a little bit of these mods like Nestlilngs. For me, Dear Esther was interesting because it was the first of its kind I had experienced. It also looked very nice graphically. I'm actually excited for the remake of it. I don't have a problem with the concept behind these kinds of mods, but I do have a problem with the execution.
Sega1991 posted this blog post from the guy behind Post Script and Nestlings (Lewis Denby). It specifically describes the thought process behind the creation of Nestlings. It also mentions his discussions with Robert Yang, creator of the Radiator mod. He discusses their differing views on these types of mods. In fact, you can read an in-depth post on this from Robert Yang's blog here.
I will summarize here for those who don't want to read both blog posts. Robert Yang believes that there needs to be some interaction/gameplay in these types of mods, while Lewis Denby believes they don't.
Here's my opinion. If people continue to make mods like Dear Esther, Post Script, and Nestlings, they need to use the medium to their advantage. It's an interactive medium, so make things a bit more interactive. Also, it needs to be a bit more interesting in presentation. Make the visuals and audio interesting enough that I want to see the rest of the mod. It also doesn't hurt to add a little bit of game to it. I felt that the first episode of Radiator did this best, though I would like to see something like this expanded into a Dear Esther length mod.
Thunderbear said:This is all awesome so don't get me wrong, this question is just out of curiosity.
Why aren't there any more full modifications to Crysis? These source mods all range in artistic style and gameplay but all I see from Crysis are some neat maps and maybe one or two decent SP mods.. I've looked at Incrysis and the ones that are in progress look pretty average t place. Maybe I am just not looking in the right places?
It's pretty darn fun in coop too, Synergy being the main way to do that. If few people show up for Age of Chivalry tomorrow, I'd be happy to tag along for Synergy shenanigans. Minerva, HL2, the episodes, I'm down for anything.x3n05 said:Just played through Minerva, had a great time with it. I was thinking it would be a 30 minute mission, according to Steam it lasted close to 3 hours.![]()
Thanks for making the thread OP, I would have missed this little gem if you didn't.
Sanjay said:New to me,
Half-Life 2 Update Mod Features:
- Updated to Orange Box Engine.
- HDR (High Dynamic Range) Lighting.
- Updated Models & Textures.
- Includes 32 Steam Achivements.
http://www.rockpapershotgun.com/2010/01/05/hevy-metal-half-life-2-gets-upgraded/
Download for Flesh finally worked, will play some of this today.I actually 100% agree with you. I didn't necessarily like Dear Esther only because it was the first mod of its kind that I played. I also liked it because it was so well crafted. I was thinking about the mod long after playing it, trying to put the pieces together.
Nestlings was good in that it had a bit of ambiguity. It also had a bit of character focus. Nestlings is definitely superior to Post Script in every single way. It's too bad it was only a 3 day project, because It could have been much more interesting.
I'll finish up here with a few other thoughts. I think part of my general response with these mods grew out of a fear that we will be flooded with them. At least if there is more interaction and "game" elements, they would have the chance of being a bit more unique. We haven't even touched on Korsakovia and what happened with that. If you haven't played it, it was made by the same people behind Dear Esther. It had separate components that were interesting enough. The problem was they didn't go well together.
Edit: I completely forgot to add this. I think Flesh should be added to the list. It may not be for everyone, but it is still very well done.
I also map in Hammer.The M.O.B said:I know at least 4-5 people from gaf that do level mapping in hammer editor. Including me.