HL2 ep. 3 + Director?

Recommended Videos

johnman

New member
Oct 14, 2008
2,915
0
0
Hmmm i dont know, all of half ife is incredily well polished and crafted and i dont think the director will fit all that well. Sometimes its fucks up for me and makes the game far too easy, spawning pills everywhere while we are already on full health. Same level, i heard but didnt see the witch she was so far out the way and no tank came at all.
 

SomeBritishDude

New member
Nov 1, 2007
5,081
0
0
Not sure theres much point. Half-Life has always ment to be a 1, maybe 2 or 3 playthough thing, your not going to be playing over and over like in Left4Dead. You can lightly get a much more epic experience with scripted events. The Director system may be good, but it doesn't beat the pase of HL.
 

Puppeteer Putin

New member
Jan 3, 2009
482
0
0
Pyronox said:
Well, you know the director is not only the monster spawner, it's also the special effects on your screen, the film grain, etc.

I'm not sure it fits the Half-Life formula.
You are correct sir. HL2 is meant to be one, finely crafted experience. Everyone should play and love the same experience. Anyway HL has never been known for allowing you to "choose".
 

SomeBritishDude

New member
Nov 1, 2007
5,081
0
0
Hu...Imagine if you where in the lab at the begining of half-life too and suddenly the left4dead music goes off and a hunter pounces Barney...
 

fedpayne

New member
Sep 4, 2008
904
0
0
Yeah, I often break shooters into two categories, the unscripted ones, such as L4D, or Far Cry or Crysis. And scripted ones, such as Half Life or Call of Duty. The director works so well for L4D but Half Life is just fine without random encounters. Since L4D is designed to be played over and over it makes sense for people not to know that they can run forward to a certain place, then duck, turn and fight zombies, know where the witch is everytime... Half Life is about set pieces, like defending a house or storming a gun emplacement... how would it be if there was nothing to defend against, or you attacked a bunker filled with hundreds of combine (and a witch). Or indeed a bunker with no combine.
 

WingedFortress

Detective
Feb 5, 2008
501
0
0
I like the thought that valve seems to put into the encounters in the half life series, and wouldn't trust an A.I with that task for any reason. Not even one that is responsible for the awesomeness that is Left 4 Dead
 

51gunner

New member
Jun 12, 2008
583
0
0
It'd be interesting to use it for part of the game, if such a thing is possible. Using it for pre-planned large battles would liven those fights up for replayability, but through the whole game might be a little overkill.

An example of this would be the antlion mines in the beginning of Episode 2: using the director for the large antlion fight where you hold off waves of them would be great, but using it for the whole mine might be excessive.

It's something worth considering: especially as Valve says in the commentary for Left 4 Dead that the director actually saved them a lot of time populating maps with enemies. I think everyone here can get behind something that saves Valve time and gets games out the door closer to scheduled release.
 

jamesworkshop

New member
Sep 3, 2008
2,683
0
0
haahah nice one although GI/BI was a very poor part of the Animaniacs experince my friend, my small friend
 

_Serendipity_

New member
Jun 15, 2008
225
0
0
It would certeinly be interesting to use the A.I Director in some of the more 'corridoor crawl' parts, so they change on every play-though/reload, but not so much in the major scenes, they need to actually be scripted.
 

mocruz1200

New member
Jan 17, 2009
562
0
0
i wasnt refering to the whole game bieng dependent on the Director,
but more of a random combine, and ammo/health drops throughout parts of game, like during a strider/chopper battle or if you stay in 1 spot for too long, some enemies would randomly spawn in order to keep up the pace