Big ****ing Warehouses!

jondy

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I've just been playing cs_assault, and thought it looked and sounded perfect. It felt a lot like HL1, shifting from cover to cover, unloading at the dudes on the tiers above you.

Anyone else feel that was something that 'made' halflife? The sense of scale, the unknown, in those big ****ing warehouses? I'd love to see a setting like that in Aftermath, sunlight pouring through the windows as you piece your way through an abandoned facility.
 
yeah but its already been done before in hl1, if u like it that much go play hl1 some more. but u must understand that was the past, we are in hl2 now
 
Meh, warehouses should be expelled from the future of FPSs, they are becoming quite the cliche.
 
ermm... there were a number of warehouses in HL2 anyway. Not least the massive one at the end of Anticitizen One.
 
Going into warehouses is becoming cliche? How? What would be a better thing to replace going into a warehouse?
 
DannyC. said:
Going into warehouses is becoming cliche? How? What would be a better thing to replace going into a warehouse?
Anything but going into a warehouse? Warehouses have been in just about every FPS game since the year dot. Doom, System Shock, Quake, Quake II, Unreal, Half-Life, System Shock 2 and on and on. Developers just can't resist it. The Level designers crack open their lovely editing software and look at the tool and go: "ah! a cube tool! you know what cubes look like? boxes! And you know what boxes are in... Warehouses! Hence, this game needs Warehouse levels, or else our Cube tool will go underused!"

They represent a rut in level design that simply shows a reluctance to move out of simple spaces with simple boxes in them. I'm not saying that Warehouses should never be seen again, but I certainly think that anyone who feels the need to ask for them seriously needs to pick any other FPS game to get their Jollies. There's a world of warehouses on your doorstep!
 
i agree, one of the reasons half-life is my favorite game is because it comes up with new ways to fight enemies, instead of just using tradtional "hide and shoot" methods
 
No warehouses, please. I'm sick of them.

I'm not one to say that they serve no purpose in games. But surely we can expand onto more original and new locales, yes?
 
A repair shop, a giant one, with lots of big stuff getting repaired, and you can fight on and in them.

And you could commandeer the warehouse vehicles and impale people with fork lifts and stuff.

That'd pwn.

We don't need fewer warehouses, we need more original ones. :D
 
MiccyNarc said:
A repair shop, a giant one, with lots of big stuff getting repaired, and you can fight on and in them.

And you could commandeer the warehouse vehicles and impale people with fork lifts and stuff.

That'd pwn.

We don't need fewer warehouses, we need more original ones. :D

If they could imbue a warehouse with interest and significance, then okay. I guess the stigma with warehouses doesn't have so much to do with what they are, but what they generally imply. It's just so easy to fill a big box with crates and enemies.

What would be cool, IMO, is an expansion of the theme in HL1's "Residue Processing". Maneuvering around in a giant automated mechanical system.
 
I always liked the warehouses. They just felt so... warehousey.
 
diluted said:
I always liked the warehouses. They just felt so... warehousey.

True, true.

But as people have said, and as I have to admit, they are getting old.
 
ive always felt there should be more dynamic scenes in fps games, say for instance you wander into a freight yard, and see people working on a train, or physically moving stuff.. doing work..

seeing them physically climbing into and driving a train away perhaps, and react to whats going on around them, like one minute there working.. then some combine show up and they panic and change what there doing.. etc

That would liven up the enviroment so much if you could pull more varied dynamic scenes off effectively, and combine that with an action scene... and it gets quite interesting.
 
I like the idea of having a warehouse or a repair building with all sorts of moving parts and machinery.. That would be really cool.. Anyone remember Star Wars 2: Clone Wars, when Anakin goes into that huge assembly plant to rescue Obi Wan... and he battles through it..? Something like that would be awesome to see in a FPS... Doom 3 was cool in the sense there were a lot of moving machines, but they just looked pretty. Jumping and dodging some machinery would add a cool skill test, instead of just the normal shoot everything and move on.
 
Samon said:
Meh, warehouses should be expelled from the future of FPSs, they are becoming quite the cliche.
What are you talking about!? Next you'll be saying we don't need crates. Hundreds and hundreds of crates.
 
el Chi said:
What are you talking about!? Next you'll be saying we don't need crates. Hundreds and hundreds of crates.


Crates are different! Not the point!
 
On the subject of crates, Ammo crates in HL2 were managed ok. A few packing crates around that probably shouldn't have been... but the number one cliche was the a barrels without a shadow of a doubt. That said, I could envisage a time when Gravity Guns are widespread in games, and "loads of litter" becomes the new cliche. It makes sense in HL2, but pointless debris for the sake of illustrating physics is going to be a bone of contention one day in the future.
 
In the world of the future, there will be exploding barrels for everyone. :E
 
kupoartist said:
but the number one cliche was the a barrels without a shadow of a doubt.
Exploding barrels, veteran component that they may be, are fun. I think that's why they've stood the test of time. You're fighting a large number of enemies, you look for the best way to kill as many of them as spectacularly as you can in one fell swoop - explosions all the way.
 
el Chi said:
Exploding barrels, veteran component that they may be, are fun. I think that's why they've stood the test of time. You're fighting a large number of enemies, you look for the best way to kill as many of them as spectacularly as you can in one fell swoop - explosions all the way.

el Chi does have a point. You just can't have an action game without some sort of explosive to find here and there. The physics engine helped with it, I think as well, even without the gravity gun. I remember in Route Canal, I saw those cops hopping down to the rails, I picked up a barrel, through it out the window, and shot it. If that isn't fun, I don't know what is.

True though, Half-Life 2 did have a few too many in some places, but don't get rid of them completely.
 
The physics can make explosive barrels tricky. IE, shoot barrel, it explodes killing the combine, but also sends a burning barrel right at you: explodes killling yourself:laugh:
 
jonesey2k said:
The physics can make explosive barrels tricky. IE, shoot barrel, it explodes killing the combine, but also sends a burning barrel right at you: explodes killling yourself:laugh:

Solution: Don't be a dumbass with them. :thumbs:
 
I think the exploding barrels could have been handled better, or at least been given a better explenation. Right now they are EVERYWHERE
 
Flyingdebris said:
I think the exploding barrels could have been handled better, or at least been given a better explenation. Right now they are EVERYWHERE

Oh, common! Havn't you ever read Gordon Frohman comics? LINKY!!!
 
yeah i've read it, hilarious

but when it comes down to it (i forgot who was it that said it) barrels and crates are where the game designers ran out of ideas.

that theory can also apply to warehouses and sewer levels. (How many FPS games have you played that did'nt have a sewer level?)
 
Yes, it's the same as the warehouses, but I thought it fit in good in Half-Life 2, running through, meeting up with members of that refugee network as you go. The sewers were Gordon's only means of escape until he came to the dock with the airboat; he would have been slaughtered had he gone across the surface.
 
The barrels do get over used, it'd be fun just having you use your leet skills, not a barrel...
 
jondy said:
I've just been playing cs_assault, and thought it looked and sounded perfect. It felt a lot like HL1, shifting from cover to cover, unloading at the dudes on the tiers above you.

Well its not really perfect for the CTs, cause they are easy frags for the Ts camping in the warehouse. The Ts shift from camping spot to camping spot, mowing down the CTs that are foolish enough to enter the warehouse.

However it is possible for the CTs to coordinate an entry into the warehouse using grenades/flashbangs and entering multiple entrances at the same time.

I feels that Ts always have an advantage in assault, add to the fact that everyone rushes to join Ts at the start of the map, thats why cs_assault_2k was created for balance. However I always try to join CTs as it is more challenging to assault the freaking warehouse than to camp in it.

Ok feel free to flame me if I'm off topic here.
 
i start da RIOT said:
i agree, one of the reasons half-life is my favorite game is because it comes up with new ways to fight enemies, instead of just using tradtional "hide and shoot" methods

I agree. It is different which is good for you.
 
I agree, the realistic scale of things in HL2 was excellent. The bridge, the warehouse where you fight the Elite´s... A lot of places just felt so massive.
 
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